updated front-end-spec with more details and examples

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2025-08-24 08:54:52 -04:00
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Players will primarily interact with the ship map through point-and-click. The Resource Panel and Crew Roster will provide persistent information and quick access to key game systems.
**Design File Reference:**
For implementation, we'll be creating this directly in Godot's UI system.
The UI design is guided by a combination of references:
1. **Overall Layout:** `docs/asset-samples/Main UI Sample.png` establishes the core layout, including the central tactical display flanked by resource and crew panels.
![Main UI Sample](asset-samples/Main%20UI%20Sample.png)
2. **Aesthetic & Feel:** The following images from the *Alien* franchise are the primary reference for the detailed aesthetic, the feel of the hardware, and the CRT display's texture and typography. The goal is to capture this authentic, low-fidelity, tactile, retro-tech feel.
![Nostromo Control Panel 1](asset-samples/Nostromo%20Control%20Panel%201.jpg)
*Fig 1: Reference for CRT display color, glow, and font characteristics.*
![Nostromo Control Panel 2](asset-samples/Nostromo%20Control%20Panel%202.jpg)
*Fig 2: Reference for the physical, chunky hardware and overall console design.*
While implementation will be done in Godot, it should adhere to the layout of the Main UI Sample while capturing the aesthetic of the Nostromo references.
## 5. Component Library / Design System
@@ -207,7 +221,7 @@ The visual identity of Stasis Warden is heavily inspired by the retro-futurism o
### 6.3. Typography
#### Font Families
- **Primary:** Pixelated font (e.g., "Press Start 2P" or similar)
- **Primary:** `Eightgon-OGn6p.ttf`. This is the official font for all in-game diegetic UI text. The font file is located at `docs/asset-samples/Eightgon-OGn6p.ttf`.
- **Secondary:** Sans-serif font for any non-diegetic text (if needed)
- **Monospace:** For any code-like displays or technical readouts
@@ -389,12 +403,14 @@ With these next steps, we're well-positioned to move from specification to imple
## 12. Checklist Results
No formal UI/UX checklist has been run against this document yet. It's recommended to:
A formal UI/UX checklist has been created and can be found at [ui-ux-checklist.md](./ui-ux-checklist.md). This checklist should be used to review the implementation against the specification to ensure all critical elements have been addressed.
1. Create a UI/UX checklist specific to game interfaces and diegetic UI design
2. Review this specification against that checklist to ensure all critical elements have been addressed
3. Document the results of that review here
With this, we've completed our front-end specification for Stasis Warden, covering all the key aspects of the UI/UX design. The document provides a comprehensive guide for implementing the diegetic CRT monitor interface that will immerse players in the experience of being the ship's AI.
This would be an important step before finalizing the specification and moving to implementation.
## 13. Change Log
With this, we've completed our front-end specification for Stasis Warden, covering all the key aspects of the UI/UX design. The document provides a comprehensive guide for implementing the diegetic CRT monitor interface that will immerse players in the experience of being the ship's AI.
- **2025-08-24:**
- Updated `Section 4.2.1` to include new visual references for aesthetic and feel, clarifying the role of the primary layout mockup versus the inspirational images.
- **2025-08-24:**
- Created and linked the formal [UI/UX Checklist](./ui-ux-checklist.md).
- Added this Change Log section for future updates.
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# Stasis Warden - UI/UX Checklist
This checklist is designed to ensure the UI/UX implementation aligns with the goals and specifications outlined in the `front-end-spec.md`. It focuses on the unique aspects of a diegetic, retro-futuristic game interface.
---
## 1. Core UX & Vision
- [ ] **UX Goals:** Does the UI feel immersive, intuitive, and provide clear feedback?
- [ ] **Design Principles:** Does the implementation adhere to the core principles?
- [ ] **Diegetic Design:** Do all UI elements feel like part of the ship's systems?
- [ ] **Retro-Futurism:** Does the aesthetic match the *Alien*-inspired CRT look?
- [ ] **Tactile Interaction:** Do interactions feel physical and satisfying?
- [ ] **Progressive Complexity:** Is the initial experience simple, with depth revealed over time?
- [ ] **Narrative Integration:** Does the UI contribute to the story of the AI's rediscovery?
- [ ] **Target Personas:** Does the experience resonate with strategy, narrative, and indie game players?
## 2. Information Architecture & Navigation
- [ ] **Screen Layout:** Is the main ship view layout consistent with the spec (Map center, Resource panel left, Crew roster right)?
- [ ] **Clarity:** Is the interface uncluttered and easy to parse at a glance?
- [ ] **Navigation:** Is the primary point-and-click navigation on the ship map intuitive?
- [ ] **Panel Accessibility:** Are the Resource and Crew Roster panels always accessible and readable?
- [ ] **Temporary UI:** Does the Room Card Shelf appear and disappear at the correct times and function correctly?
## 3. User Flows & Gameplay Loop
- [ ] **Primary Loop:** Is the core gameplay loop (Generate Power → Unlock Room → Build → Awaken Crew → Assign) smooth and engaging?
- [ ] **Flow Implementation:** Are all user flows from the spec fully implemented and functional?
- [ ] **Error Handling:** Are edge cases handled gracefully with clear, diegetic feedback (e.g., "INSUFFICIENT POWER" message for trying to unlock a room)?
- [ ] **State Management:** Does the UI correctly reflect the current state of all game objects (e.g., crew assignments, room status)?
## 4. Visual Design & Aesthetics
- [ ] **CRT Effect:** Is the diegetic CRT monitor frame with scan lines and optional glitch effects implemented effectively?
- [ ] **Visual Consistency:** Does the overall look match the `Main UI Sample.png` reference?
- [ ] **Color Palette:** Is the specified color palette used consistently for primary, accent, success, warning, and error states?
- [ ] **Typography:** Is the correct primary font (`Eightgon-OGn6p.ttf`) used for all diegetic text?
- [ ] **Type Scale:** Is the type scale (H1, Body, etc.) applied correctly for readability?
- [ ] **Iconography:** Are all icons simple, pixelated, and stylistically consistent with the retro theme?
- [ ] **Spacing:** Is the 8px grid and spacing scale used consistently for a clean, organized layout?
## 5. Animation & Micro-interactions
- [ ] **Motion Principles:** Do animations feel tactile, authentic to CRT, purposeful, and subtle?
- [ ] **Key Animations:** Are all key animations from the spec implemented with the correct duration and easing? (e.g., Power Click, Room Unlock, Crew Awakening).
- [ ] **Feedback:** Do animations provide immediate and clear feedback for player actions?
- [ ] **Performance:** Do animations run smoothly at the target FPS without causing stutter?
## 6. Accessibility
- [ ] **Color Contrast:** Is text readable against all backgrounds, even with the monochrome CRT effect?
- [ ] **Focus Indicators:** Are interactive elements clearly highlighted when selected or hovered over?
- [ ] **Keyboard Navigation:** Can all core gameplay actions be performed using only the keyboard?
- [ ] **Text Scalability:** Is there an option to increase text size for better readability?
- [ ] **Touch Targets:** Are buttons and other interactive elements large enough to be easily clicked?
## 7. Responsiveness & Performance
- [ ] **Aspect Ratios:** Does the UI scale correctly and maintain its layout across different desktop resolutions (Small, Medium, Large)?
- [ ] **Zoom Feature:** Does the zoom toggle between the full CRT view and the default view work as specified?
- [ ] **Performance Goals:** Does the game meet the performance targets for load time, interaction response, and animation FPS?
- [ ] **Optimization:** Are performance strategies (e.g., efficient shaders, asset optimization) being followed?
## 8. Final Review
- [ ] **Spec Alignment:** Has this checklist been fully reviewed against the `front-end-spec.md` to ensure nothing was missed?
- [ ] **Player Feedback:** Has the UI been tested by target players, and has their feedback been considered?