Files
settled-reach/docs/design/character-creation-screen-wireframe.md
T
jpmschweitzerandClaude Opus 4.6 93260ed696 docs(design): add character creation screen wireframes (#685)
6 wireframe views (Body, Head, Hair, Clothing, Accessories, Color Picker)
as Frame0 JSON source + PNG exports, plus summary spec document.

Layout: 60% preview pane with [Q]/[E] rotation, 35% tabbed panel with
search bar, scrollable grid, and docked color controls per tab.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-22 16:28:00 +01:00

5.0 KiB
Raw Blame History

title, description, type, status, sprint, ticket, created
title description type status sprint ticket created
Character Creation Screen Wireframe UI layout specification for the character creation screen — wireframe deliverable for ticket #685 design active 28 685 2026-03-19

Character Creation Screen Wireframe

Ticket: #685 Designed by: Jeroen (project lead) Tool: Frame0 Downstream: #694 (client: character creation screen), #705 (character editor Godot tool)


Wireframe Files

All source JSON and exported PNGs in docs/design/wireframes/character-creation/:

File Description
main-layout.json/.png Body tab (default view on open)
head-tab.json/.png Head template + eyebrows tab
hair-tab.json/.png Hair style + facial hair tab
clothing-tab.json/.png Clothing slot selector tab
accessories-tab.json/.png Accessories slot selector tab
color-picker.json/.png Color picker modal (opens on swatch click)

Screen Layout

Preview pane (left, ~60% of screen)

  • Live 3D compositor in SubViewport (D-149, D-146)
  • Default camera: frontal (-5°) for editor (D-158), toggle to dramatic (-30°)
  • Default facing: South (face-forward)
  • [Q] / [E] rotate buttons — incremental cardinal rotation (D-155)
  • Always LOD Tier 0, no degradation

Tab panel (right, ~35% of screen)

5 tabs: Body, Head, Hair, Clothing, Accessories

Each tab follows the same layout pattern:

  1. Search bar (top, fixed) — scoped to current tab contents
  2. Scrollable content grid (middle) — item/option thumbnails
  3. Color dock (bottom, fixed, non-scrolling) — context-sensitive color controls
  • [ESC] Back — return to main menu
  • [R] Randomise — randomize all slots
  • [ENTER] Start — confirm character and begin game

Tab Contents

Body

  • Skin tone dock (bottom): 9 preset swatches (D-165 does not apply — skin tones are separate from clothing colors)
  • Body type grid: 11 options (D-159) organized as:
    • Female row: Thin, Average, Muscular, Heavy, Teen
    • Male row: Thin, Average, Muscular, Heavy, Teen
    • Other row: Child

Head

  • Head template grid: Trellis-generated unique heads (D-163), scrollable. Starts with 4 Quaternius starters.
  • Eyebrow selector: Thick, Thin, Arched, None
  • Skin tone dock (bottom): same 9 swatches as Body tab (shared state)

Hair

  • Hair style grid: Short A, Short B, Medium A, Medium B, Long A, Bald (and more via scroll)
  • Facial hair selector: None, Stubble, Beard, Moustache
  • Hair color dock (bottom): Primary swatch + Highlight swatch (auto-derives from primary if unset)

Clothing

  • Slot selector (fixed): Torso, Legs, Feet, Hands — click to filter the grid below
  • Item grid: Shows items for the selected slot (Coveralls, Jacket, Shirt, etc.)
  • Item color dock (bottom): Primary / Secondary / Accent swatches. Secondary and Accent auto-derive if unset.

Accessories

  • Slot selector (fixed): Hat, Goggles, Mask, Backpack, Belt, Wrist L, Wrist R
  • Item grid: Shows items for the selected slot
  • Item color dock (bottom): Primary / Secondary swatches

Color Picker Modal

Opens when any color swatch in a dock is clicked. Overlays the tab panel.

  • 54-swatch palette (6 rows × 9 columns, D-165):
    1. Reds (H=0° S=35%)
    2. Greens (H=150° S=28%)
    3. Blues (H=215° S=35%)
    4. Purples (H=275° S=28%)
    5. Browns (H=28° S=35%)
    6. Neutral grays (#000000 → #ffffff, even steps)
  • Hex input field with Apply button for custom colors
  • Recent custom colors: 9 slots, persisted at game (save) level
  • Cancel / OK buttons

Keyboard Navigation

Full keyboard/controller support required (existing character_select.gd is keyboard-friendly):

  • Tab / Shift+Tab: cycle between tabs
  • Arrow keys: navigate within grids
  • Enter: select item / confirm
  • Q / E: rotate character in preview
  • R: randomize
  • ESC: back to main menu

Design Decisions Referenced

Decision Summary
D-146 Tile-scale preview with heavy zoom (compatible with 3D via SubViewport)
D-149 3D characters rendered live
D-153 Player not visually distinct from NPCs
D-155 Cardinal rotation only in editor
D-157 Game start = alarm clock / fade from black (editor is separate context)
D-158 Frontal camera default for editor
D-159 11 body types (5 types × 2 genders + 1 child)
D-163 Trellis-generated unique heads
D-165 Color picker palette (5×9 muted hues + 1×9 neutral gray)

Notes for Implementation (#694)

  • Held items (held_l, held_r) are not in the character creator — those are play-time decisions. Wrist slots replace them.
  • The color picker modal should preview changes live on the 3D model before OK is pressed.
  • Search filters items by name within the active tab only.
  • The skin tone dock appears on both Body and Head tabs and shares state — changing it on one updates the other.