Skip to content

Build M1 Garden interaction layout anchors #282

@JOY

Description

@JOY

Parent

Source Docs

  • docs/design/128-alpha-route-camera-readability-and-screenshot-gates.md
  • docs/design/127-alpha-location-naming-and-map-label-contract.md
  • docs/design/118-alpha-m1-garden-interaction-layout-builder-brief.md
  • docs/design/112-alpha-map-implementation-slice-order-and-cut-plan.md
  • docs/design/115-alpha-map-implementation-issue-split-and-agent-packets.md
  • docs/design/87-alpha-garden-hub-spatial-metrics-and-interaction-layout.md
  • docs/design/62-garden-facility-actions-design.md
  • docs/design/65-garden-npc-anchoring-and-routing-design.md
  • docs/design/104-alpha-garden-to-ash-underpass-route-node-graph.md
  • docs/design/111-alpha-garden-visual-language-and-material-palette.md
  • docs/design/114-alpha-map-playtest-evidence-manifest.md
  • docs/design/148-open-design-decision-backlog.md
  • docs/playtests/README.md

Evidence Index And Template

  • docs/playtests/README.md
  • docs/playtests/_templates/alpha-map-slice-M1/

Goal

Build the M1 Garden interaction layout so the player can find and stand at the minimum Garden interaction anchors without UI trigger overlap or NPC blocking.

Allowed Scope

  • Clinic / Body Hall interaction pad.
  • Repair Row check pad.
  • Training Target pad.
  • Signal Mast sweep pad.
  • Memorial Rail or Notice Wall marker.
  • Five focus NPC primary anchor markers.
  • Five focus NPC dialogue parking markers.
  • Temporary labels, trigger markers, color coding, and clearance markers needed for proof.

Forbidden Scope

  • Final NPC AI behavior.
  • Complete facility backend logic.
  • Final Body Hall UI.
  • Full Garden personalization.
  • Final memorial content.
  • Final art props.
  • NPC patrol polish.
  • Autonomous ambient conversation loops.
  • Combat tuning.
  • Ash Underpass interior work.

Acceptance

  • Capture M1_01_Garden_Interaction_Layout.png.
  • Capture M1_02_NPC_Anchor_Clearance.png.
  • Capture M1_03_Training_Target_Read.png.
  • Capture M1_04_Pad_Overlap_Check.png.
  • Fill interaction pad list.
  • Fill NPC anchor list and dialogue parking list.
  • Add overlap or clearance note.
  • Add Unity console summary if Unity was touched.
  • Add promotion-gate-note.md saying whether M2 can start, is blocked, or can start with mock-only caveats.
  • Evidence folder follows docs/design/114-alpha-map-playtest-evidence-manifest.md, docs/design/118-alpha-m1-garden-interaction-layout-builder-brief.md, docs/playtests/README.md, and the M1 evidence template.
  • Route labels and player-facing map copy follow the current Dayton and TIME-class geography decisions, or clearly mark unresolved wording as blocked.
  • No Unity scene mutation happens outside the integration workspace or a locked validation owner.

Notes

M1 should not start final Garden polish. It should make the hub usable enough for later Body Hall, facility, dialogue, and Mission Board work to land without fighting layout ambiguity.

Metadata

Metadata

Assignees

No one assigned

    Labels

    area:designGame design, economy rules, lore, and GDD workarea:unityUnity client, scenes, assets, or editor workflowpriority:p1High priority for current milestonesize:mMedium task

    Type

    No type
    No fields configured for issues without a type.

    Projects

    Status

    Backlog

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions