Q-05: UI & RG-Specific Surface
What the player sees on the 640×480 screen. The interactive terminal, the nested menus, the wiki viewer.
Scope: - Terminal interface — how the interactive terminal renders on RG. Agent streaming output, chain of thought, interrupt prompts. - Nested menu conventions — full menu tree from L0 (grid) to L4 (expanded section). Tile → unit → node → output → raw. - Wiki viewer — how context-specific wiki pages render on RG. Scrolling, section expansion, linked page navigation. - Correction interview — UI for the poller/stager. Multiple choice drill-down. Echo-back confirmation. Close/Correct/Not-at-all loop. - Gamepad patterns — radial menus for quick actions. Chips composition for structured input. Tags/presets for common corrections. Branching interviews for complex config. - Routing submenu — grid routing mode. Content selection → method selection → target selection → confirmation. - Edge case UI — locked node indicators, prerequisite display, collision prevention, save/load confirmation. - Pygame approach — Wargame Engine node-tree viewport + custom hex rendering. Colored shapes for prototype, sprites later. - Past examples — Oracle Chamber (same device, same resolution), XCOM Deploy (agent management UI), Balatro (LOVE-based polish reference). - Notification conventions — how the player knows: “node unlocked,” “context routed,” “correction staged,” “harvester flagged intel.”
Depends on: Q-04 (how state reaches RG), Q-03 (what state contains)