Bump MVP map to 80², lock world-view camera, resolve doc rot

Resolves the rimlike docs audit. Decisions made this session:

- Map: 40² → 80² for MVP slice; architecture sized to ~120² ceiling.
  Pawn count unchanged (3 start / 6 cap) — 'split-the-difference'
  sizing rather than frontier-feel scale.
- World-view camera (locked): pinch + drag-pan + double-tap-centre.
  Storyteller alerts include 'Go there' tap. No minimap, no
  follow-cam in MVP. New ui.md section captures this.
- Storyteller cooldowns: per-event AND per-category — both gates
  must pass. Resolves design.md/architecture.md disagreement.
- MAX_STACKS_PER_THOUGHT = 5 (was named-but-unset).
- Hauling no-destination fallback: drop after 3 retry passes,
  surface a passive 'No stockpile accepts X' alert.
- Container all-neighbors-blocked: hold then drop after ~5 sim s
  to avoid deadlock.
- Auto-roof big-room UX: emits room_too_large signal when BFS hits
  the ≤8-cell cap; UI surfaces a 'split with an interior wall'
  banner. Threshold + exact wording added to memory.md TODOs.

Doc rot cleaned in design.md and architecture.md: removed the stale
'8 work categories' intermediate sections (canonical 9-list lives
later in each file). Updated architecture.md perf claims for the new
map size.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-10 19:45:29 +01:00
parent d233cef12f
commit c5dadedab0
4 changed files with 52 additions and 19 deletions

View file

@ -610,11 +610,24 @@ Top bar also shows season + day-of-season ("Spring 4/12"). Tap → seasonal fore
Wet pawns have a subtle drip particle + slight sprite tint until they dry off. Players can quickly spot "Bob is soaked, why?" without opening the pawn detail screen.
## World view camera (locked)
The camera/navigation model on the main world view, decided 2026-05-10 alongside the bump from a 40² to an 80² map.
- **Pinch-zoom**: between a "strategic" zoom (whole-map-ish on tablet, ~1/4 of the map on phone) and a "close" zoom (~16 tiles wide on phone, sprite-readable). No fixed zoom levels — smooth.
- **Drag-pan**: one-finger drag on empty world tiles. Drag on a pawn = select-and-drag-issue-order (long-press-then-drag for multi-select rectangle).
- **Double-tap to centre**: double-tap on a pawn portrait, alert banner, or the world centres the camera there with a brief animated pan.
- **No follow-camera**: selecting a pawn does **not** lock the view to them. Selection persists across pans so the player can scroll to a build site and issue an order without losing their pawn.
- **Jump-to-alert**: every storyteller alert / banner / event modal includes a *Go there* tap that pans-and-centres the camera on the relevant tile (raid spawn, downed pawn, fire, etc.). Replaces the "where is this happening?" minimap need.
- **No minimap in MVP**. Reasoning: phone screen real estate is precious, and *Jump-to-alert* + double-tap-on-portrait covers the navigation needs at 80². Revisit if playtest shows people getting lost.
- **Speed / pause buttons** stay fixed at the top regardless of camera state.
Layered on the world view: select (tap empty pawn), inspect (long-press anything), build mode (bottom-sheet → paint), designation paint (bottom-sheet → designate type → paint).
## Screens still to design
These are open work for future sessions. Listed roughly in importance.
- **World view** — camera/select/orders. The screen the player sees most. Tap targets, long-press menus, pinch-zoom, multi-select (for multi-pawn orders).
- **Build drawer** — bottom-sheet tabs (Walls / Floors / Furniture / Production / Designate). Designation paint mode. Material-pick UI when a build can use multiple materials.
- **Alerts / storyteller event** — modal vs. ambient, dismissal, history of past prompts.
- **Day-summary / end-of-day** — a recap card showing what changed today; gives short sessions a stopping point.