我是 Tessera 小型博物馆的考古负责人,把被错误记载的城市从土层、物件和相互矛盾的档案中重新解释出来。
玩家到底在经营什么
不是抽象增长面板,而是一座会因证据、处理与公开解释而改变空间和规则的小型考古博物馆。
选择发掘、保全、研究、自动化与公开表达;专家替代已掌握劳动,但不能替玩家作新证据判断。
对一件具体文物选择工具或处理方式,立刻看到行动、完整度、表面残留、证据和容量的权威变化。
未知期待 → 风险紧张 → 证据惊喜 → 机会成本犹豫 → 推断闭合的自豪 → 新矛盾带来的继续动力。
学会读土层、损伤、材料、年代关系与来源偏差,并预测某条路线会把瓶颈推向何处。
每次开馆既改变实体馆藏,也暴露下一条证据缺口、专家边界或空间代价。
用五项可审计主张解释“最后一天”,选择强调集体救援或制度性隐瞒,并完成有限争议目录。
无 Prestige、无限倍率、广告、抽卡、日常签到、随机唯一证据损坏、强制联网、永久文物丢失或等待替代决策。
跨时间尺度的玩家变化
选中格/文物,使用软刷、探针或处理;资源和文物状态在 0–2 秒内给出精确结果。
在保全/速度、修复/研究、展示/暂存、当前收益/未来证据之间作一次可解释选择。
掌握一种劳动、分配专家、暴露一个容量瓶颈,并调整工作台、专家或展厅优先级。
人工判断 → 自动化已解劳动 → 路线机会成本 → 开馆提交;重复开馆不能刷取资助。
引入、练习、组合、测试一种新证据规则;章节回报必须改变下一阶段可做的事。
六章形成五项主张与主展表达;postgame 只补证、重布和结束目录,不变成无限数值循环。
CURRENT 与 PROPOSED 的强制边界
- 产品源码审计基线为
4087366ffb5d738c34cdcf7f03f92f3e828bb01e;本里程碑只增加设计文档,最终文档 revision 以 Git/manifest 为准。 - 当前源码含 3 地层、12 文物、24 证据、6 展位、2 专家、2 正式 claim/theme。
MuseumOperationsState已实现两运营周期、Lab/Gallery 反事实、两次开馆和有限离线。ThinProgressionState已实现 6 个章节门、5 项主张、3 个结局状态与有限 postgame 的结构骨架。- 最强证据为本地 simulation/runtime/agent visual;真人、真机、发行仍 OPEN。
- 发行目标 6 章、9 地层、54 文物、18 展位、6 专家、12 事件与 6–10 小时主线。
- 后四章的正式地层、文物、事件、双语文本、资产和完整平衡尚未进入 runtime。
- 本设计书为实现目标与验收合同,不构成 Godot 集成、人工理解、音频听感或设备证据。
- 所有新 ID、成本或时长只要没有源码依据,均在本书标为 PROPOSED。
导航、页面与模态职责
页面 ID 与模态 ID 是设计稳定标识;实现可拆组件,但不可丢失入口、返回、异常或完成态。
导航树
P01 Launch └─ P02 Museum Home ├─ Field Dispatch → P03 Dig Brief → P04 Excavation → P05 Selected → P06 Artifact Detail │ └─ P07 Workbench → P08 Lab ├─ Collection Storage → P09 Storage ├─ Staff Office → P10 Experts / Automation ├─ Facility Decision → P11 Lab vs Gallery ├─ Public Gallery → P12 Exhibit → P13 Theme / Claim → P14 Archive ├─ Opening Flow → P15 Forecast → P16 Transformation → P17 Summary → P18 Chapter │ └─ P19 Next Cycle → P20 Offline Return ├─ P21 Operations Overview ├─ P22 Main Exhibit / Ending → P23 Finite Postgame └─ System → P24 Settings · P25 Save Recovery · P26 Help Global: Map / Back / Home / Pause(M14) / Settings Back order: close modal → close map → previous page → Home → platform exit request
完整页面库存(每页含入口、退出、数据与状态)
| ID / Route | Purpose | Entry | Exit / Back | Priority information | Primary / Secondary | Required data | Required variants |
|---|
完整模态库存
| ID / Parent | Trigger + purpose | Exact content | Choices / default | Close / back | Error cases | Resulting state |
|---|
全部移动端页面与模态画板
以下画板一次排列在同一设计书中。它们使用次级交互原型作为确定性渲染源,但不把原型或 AI 参考图称为最终 Godot 实现。
Page artboards · P01–P26
Modal artboards · M01–M14
State variants · required control states
画板覆盖矩阵
| Family | Required IDs / states | Rendered count | Coverage | Evidence boundary |
|---|
增长来自新决策,不来自等待
自动化只接管玩家已经理解的劳动;每 1–3 分钟必须出现一次会因当前状态而改变答案的选择。
重要动作的 Input → Result → Feedback 合同
| Action ID | Input / precondition | Authoritative result | Visual feedback | Audio / haptic intent | Failure + recovery |
|---|---|---|---|---|---|
ACT.site_select | 点可用地层;前置 claim/次序满足 | 载入固定地层、行动预算、问题和风险 | 当前层从 locked 变 current;剖面聚焦 | 安静导航 cue | site_out_of_order:显示前置问题并返回地图 |
ACT.excavate | 软刷/快速起取/托板;行动足够 | 行动扣除,物件、完整度、表面保全与上下文提交一次 | 140ms 工具压缩、覆盖层退去、精确 −action | 材质短声;成功轻触觉 | 行动/资助不足先禁用;损伤后显示 M03 恢复 |
ACT.intake | 下一文物且仓储未满 | 稳定 ID 进入 storage | 物件沿短路径进入实体库架 | 取得声,最多 1 voice | storage_full:定位占用者与释放动作 |
ACT.manual_treat | Repair/Research;工作位、资助、研究位满足 | 处理、材质掌握、证据/语境与容量同步更新 | 前后对照;成本/完整度/证据 delta 同屏 | 提交 cue;完成可中触觉 | 表面/证据规则阻止错误处理;M01 可返回修改 |
ACT.queue_expert | 对象符合专家已掌握边界;专家空闲 | 工作位 −1,单一任务进入 300s 队列 | 专家、对象、进度、ETA、人工停止边界可见 | 排队 cue;自动进度不逐 tick 发声 | expert_busy/material_not_mastered/manual_judgment_required |
ACT.offline_resume | 已有授权任务;恢复时间单调 | 最多 2h × 50%,只推进当前任务,完成即停在决策前 | 列出 elapsed/effective/completed/stopped reason | 只在完成提交时播放一次 | 回拨按 0;resume nonce 防重复 claim |
ACT.choose_facility | 第一次开馆后;资助 ≥4;未选路线 | 固定扣 4,Lab 或 Gallery 容量永久改变 | 当前/选择后并排,明确未解决的另一瓶颈 | 设施落成 cue | 差 1 资助、已选路线均 disabled + 精确原因 |
ACT.install_exhibit | 已处理文物、兼容展位且有容量 | 文物进入轮展,展位 revision +1 | 实体展柜、关系线与标签同步出现 | 入柜短声;安装成功才触觉 | 不兼容/满位:保留文物并定位可撤换展位 |
ACT.submit_claim | 选择允许值;独立来源可查看 | supported/provisional/conflict 提交;无隐形答案 | 支持/冲突/未知并排,不仅颜色 | 纸卡 cue;冲突为低响度失败声 | 花 1 资助重标或用新独立证据修订 |
ACT.opening_day | 轮展改变且人工/自动化门满足 | 有界资助一次、轮展/研究转永久、容量重置、馆翼成长 | 先点灯/展柜/动线,再显示数字摘要 | 开馆/章节 cue,700ms 内 | unchanged revision 与重复 claim 均拒绝 |
ACT.chapter_transition | 开馆或章节 gate 成功 | 稳定 unlock/timeline ID 加入;下一页边界改变 | 新规则 Before/Now 与下一具体对象同屏 | 章节主题层加入一项材质音色 | 解锁失败不部分写入;从保存快照恢复 |
ACT.save_recovery | 主档 checksum/版本异常 | 读取有效 backup;保留 corrupt 文件;选择才修改 | 主档/备份状态、差异与后果 | 无成功假 cue;恢复完成才确认 | 两份皆坏或 future save:退出/新档由用户明确选择 |
解锁、自动化、失败与持久化
| Order | Unlock / responsibility | What becomes automatic | What remains manual | Persistence / save boundary |
|---|---|---|---|---|
| 0 | 发掘工具与 Repair/Research | 无 | 工具、风险、处理和证据取舍 | 总存档 v4;操作前/后快照 |
| 1 | 首次手动处理掌握材质配方 | 材料分析师可复制安全、全部材质已掌握的处理 | 新/混合材质、敏感表面、官方记录争议 | mastered_treatments 持久 |
| 2 | Opening 1 → unlock.context_timeline | 已解决语境标签可由社区策展人复核卡片 | 第一次语境判断与所有新争议 | 馆藏、路线、unlock 持久;日容量重置 |
| 3 | Lab / Gallery 路线 | 不新增全自动收益,只改变可承载任务 | 瓶颈诊断与路线机会成本 | 路线一次选择,重复提交拒绝 |
| 4 | Opening 2 → unlock.theme_exhibits | 主题展位组合开放 | 第二周期研究、主题表达、冲突并置 | 馆翼、展位容量、永久馆藏持久 |
| 5+ | 独立校准 / 专家配对 / 冲突展示 / 主展综合 | 只移除已验证的机械劳动 | 校准解释、专家组合、冲突声明与结局表达 | PROPOSED schema + migration 必须逐章验证 |
所有数字都说明来源和边界
当前运营切片不使用指数价格或被动收入。固定成本、有限物件、容量与开馆 revision 共同阻止无限刷取。
Number table 1 · CURRENT 资源字典
| Stable key | Unit / start | Sources | Converters / sinks | Cap + visibility | Cycle / reset | Authority |
|---|---|---|---|---|---|---|
funding | 整数;Operations 6 / Core 8 | 开馆:3 + min(public_interest,2) + route bonus | Repair −1;Research −2;Facility −4;Core slab −3 | ≥0;顶部与每项成本同屏 | 跨日/章持久;不真钱购买 | museum_operations_state.gd:23,28-30,322 |
work_slots_remaining | 任务位;3/3 | 开馆重置到 capacity | 人工处理或专家排队各 −1 | Lab 为 4;显示占用对象 | 不累积;开馆重置 | museum_operations_state.gd:24,200,262,337 |
storage_capacity | 件;2 | Gallery 路线 +1 | stored/queued/processed 占用;展出/研究释放 | 2 或 3;实体库架 + stop reason | 跨日持久 | museum_operations_state.gd:25,393-395,510-516 |
research_capacity | 次/日;1 | Lab 路线 +1 | Research 与 Lab study 各占 1 | 1 或 2;精确 1/1、2/2 | 开馆归零 used | museum_operations_state.gd:26,184-204,338,388-391 |
exhibit_capacity | 轮展位;1 | Gallery +1;Theme unlock +1 | 已处理物件自动安装至可用位 | Lab 最终 2;Gallery 最终 3 | 容量持久;轮展开馆转永久 | museum_operations_state.gd:27,346-350,393 |
public_interest | 有界贡献;0 | 非 study 的 Repair +1 | 开馆资助公式最多计 2 | 不是每秒收入;显示来源 | 当前实现不在开馆清零 | museum_operations_state.gd:54,205-206,322 |
site_actions_remaining | 行动;每现场 6/6/7 | 进入当前地层 | Brush/Fast −1;Slab −2 | 0 到 site budget;现场 HUD | 离开现场清零 | core_prototype_state.gd:7,112-158 |
credibility | 0–100;Core 0 | 研究独立证据、主题、诚实修订 | 许可门;不可直接消费 | 0–100;不与公众兴趣合并 | 跨章节持久(完整总经济待统一) | core_prototype_state.gd:37,214-217,297-306 |
Number table 2 · CURRENT 动作与转换
| Converter | Base result | Consumption | Modeled duration | Unlock / eligibility | Stop reasons | Authority |
|---|---|---|---|---|---|---|
| Manual Repair | processed/exhibited;掌握全部材料 repair 配方;非 study 时 interest +1 | funding 1 + work 1 | 420s operations model | stored object;证据规则未强制 Research | funding/work/evidence rule/research holding | museum_operations_state.gd:172-236 |
| Manual Research | processed/studied;evidence/context reviewed;掌握 research 配方 | funding 2 + work 1 + research 1 | 480s | stored object;research capacity | funding/work/research full | museum_operations_state.gd:172-236 |
| Expert Queue | treatment 或 context_review;完成一次提交 | work 1;单一 expert queue | 60s queue overhead + 300s work | 全部材料已掌握或共享已解决语境 tag | expert busy / material unknown / manual required | museum_operations_state.gd:31,241-304 + simulation profile |
| Opening Day | 轮展+Lab study 转 permanent;日容量重置;规则/馆翼成长 | 改变过的 exhibit revision + gate | 600s | Opening 1: collection≥3 + expert≥1 + manual≥1;Opening 2: manual2≥1 + curator≥1 | not ready / already resolved | museum_operations_state.gd:314-354,408-420 |
Number table 3 · Worker / facility / ownership
| Stable ID | Kind | Base production | Consumption / cost | Purchased vs owned | Unlock | Upgrade effect | Status |
|---|---|---|---|---|---|---|---|
expert.material_analyst | Worker | 1 safe treatment / 300s | 1 work slot;no funding | purchased 0;owned definition 1;active 0/1 | 现有内容;先人工掌握全部材料 | 无速度倍率;移除已解材料劳动 | CURRENT |
expert.community_curator | Worker | 1 context-card review / 300s | 1 work slot;no treatment | purchased 0;owned definition 1;active 0/1 | unlock.context_timeline + shared tag | 不处理文物;只复核已解决语境 | CURRENT |
facility.lab | Facility route | work cap 3→4;research 1→2 | funding 4 once | purchased 0/1;owned = purchased | Opening 1 | 证据吞吐与 study holding | CURRENT |
facility.gallery | Facility route | storage 2→3;exhibit 1→2;opening bonus +1 | funding 4 once | purchased 0/1;owned = purchased | Opening 1 | 公众/空间吞吐 | CURRENT |
unlock.expert_pairing | Campaign capability | 允许两个互补专家角色共同配置,非双倍速度 | 章节门;具体费用 TBD | 非购买;capability false→true | Chapter 4 | 组合责任而非倍率 | PROPOSED TARGET |
hall.theme_network | Facility set | 18 正式展位分布于 3 主题厅 | 逐章内容门;费用 TBD | content owned 6→18;不是可无限购买 | 内容生产逐章完成 | 材料/生活/争议三种组合空间 | PROPOSED TARGET |
Number table 4 · 权威公式与 PROPOSED 约束
| Formula | Definition | Worked boundary | Status |
|---|---|---|---|
manual_cost(choice) | 1 if repair else 2;每次另用 1 work;Research 用 1 research | funding=1 可 Repair 不可 Research;funding=2 可二者 | CURRENT |
opening_funding | 3 + min(public_interest, 2) + opening_funding_bonus | interest=0/1/2/5 → 3/4/5/5;Gallery 再 +1 | CURRENT |
offline_elapsed | clamp(now-last_seen, 0, 7200) | 回拨→0;4h absence→7200s | CURRENT |
offline_work | min(floor(offline_elapsed×0.5), task_remaining) | 600s absence→300s,恰好完成一项后停止 | CURRENT |
route_cost | 固定 4;无指数价格、无批量购买、无 owned/purchased 价差 | funding=3 disabled;funding=4 exact buy | CURRENT |
transformation_reward | 不是 Prestige:永久馆藏 = 轮展 + Lab studies;hall growth = permanent count | 重复 exhibit revision 不发奖;最多当前两次 opening | CURRENT |
future_cost_curve | PROPOSED:正式战役继续使用离散章节/设施成本表;禁止默认指数曲线,除非模拟证明需要 | 每个未来成本必须在实现前给出状态反事实与 payback | PROPOSED |
Number table 5 · Early / mid / late worked examples
| State | Before | Action sequence | After | Decision meaning |
|---|---|---|---|---|
| Early / first reward | funding 6;work 3;storage 2/2;exhibit 0/1 | Repair coin tray (−1 funding, −1 work) → exhibit | funding 5;work 2;interest 1;storage 1/2;exhibit 1/1 | 立即释放仓储并建立 wood+bronze 的已掌握配方,但展位成为下一瓶颈。 |
| Mid / opening 1 | collection revision 3;expert completions 1;manual judgment 1;interest 1 | Opening formula 3+min(1,2)=4 | funding +4;轮展转永久;work 重置;unlock.context_timeline | 数字和空间同时变化;下一对象的新语境必须人工研究。 |
| Route / payback | Opening 后 funding 7;facility cost 4 | Gallery → funding 3;storage 3;exhibit 2;future opening +1 | 当前仅剩一次开馆,纯 funding 回收只有 +1,无法独立回本 | Gallery 的合理性必须来自解除公共/仓储拥塞,而不是伪装成必买收益。 |
| Late / opening 2 | 第二周期 manual research 已完成;curator context task 已完成 | Opening 2 | theme exhibits active;exhibit +1;馆翼再次增长;下一敏感对象仍人工 | 自动化没有吞掉核心判断;路线后果继续影响第三对象。 |
Number table 6 · CURRENT 五类两周期模拟
| Profile | Route | First reward | Automation | Choice | Opening 1 | Cycle 2 manual | Curator | Opening 2 | End | Max active gap |
|---|---|---|---|---|---|---|---|---|---|---|
| normal | Gallery | 8s | 150s | 8s | 1920s | 3120s | 3540s | 4140s | 4620s | 150s |
| active | Lab | 8s | 150s | 8s | 1860s | 2640s | 3000s | 4140s | 4620s | 75s |
| efficient | Gallery | 8s | 150s | 8s | 1920s | 3120s | 3540s | 4140s | 4620s | 120s |
| adversarial | Gallery | 8s | 150s | 8s | 1920s | 3120s | 3540s | 4140s | 4620s | 180s |
| offline | Lab | 8s | 150s | 8s | 1920s | 3120s | 3840s | 4440s | 4920s | 150s |
Number table 7 · PROPOSED 完整发行节奏目标
| Milestone | Target | Maximum wait / no-decision | Evidence needed before lock |
|---|---|---|---|
| First action / reward | ≤10s / ≤10s | 0–2s feedback | Fresh-player comprehension + runtime |
| First independent choice | 45–90s | 每 180s 至少一次状态依赖选择 | Choice explanation without coaching |
| First automation | 2–5 min | 队列不阻塞其他判断 | Player explains what was automated |
| First facility/build change | 12–18 min | active no-decision ≤180s | Both routes rational in fixed states |
| First chapter exit | 35–55 min | 无超过 3 min 的纯等待 | Full entry-to-exit human play |
| Later chapter exit | 45–90 min/chapter | 每 3 min 有实质选择 | Per-chapter simulation + playtest |
| Ending / postgame | 6–10h / +2–5h | 无无穷 reset/paywall | Ending reachability + human continuation |
Number table 8 · 内容与容量阶段
| Stage | Chapters | Strata | Artifacts | Slots | Experts | Operational change | Status |
|---|---|---|---|---|---|---|---|
| Core content registry | 2 | 3 | 12 | 6 | 2 | 3 sites + two strategy experts/themes | CURRENT runtime data |
| Operations M1/M2 | 2-cycle slice | reuse 3 | reuse 12 | 1→2/3 rotating | 2 | Lab/Gallery + context/theme rules | CURRENT implemented |
| Thin campaign skeleton | 6 gates | not formal | not formal | not formal | not formal | 5 claims + 3 ending states + finite postgame | CURRENT structure only |
| Bounded release | 6 | 9 | 54 | 18 | 6 | 3 halls + 12 events + full ending arc | PROPOSED target |
答案必须随当前状态改变
每个承重选择都声明玩家已知信息、不确定性、即时收益、机会成本、未来后果、恢复方式与优势率门槛。
路线 / 专家 / 展览协同矩阵
| Combination | Synergy | Incompatibility / cost | Best state | Anti-dominance check |
|---|---|---|---|---|
| Lab + Material Analyst | 更多 work/research 允许先解材质再自动化安全对象 | 展位窄;study objects 不产公众资助 | 新材料/证据积压 | 公共 backlog 固定态必须输给 Gallery |
| Lab + Community Curator | 研究位能更快建立 resolved context tags | Curator 只复核卡片,不处理文物 | 多件共享语境、材料仍多样 | 不得绕过敏感表面 research |
| Gallery + Material Analyst | 已掌握材料更快填充两个轮展并释放仓储 | research 仍 1/日 | processed/public backlog | 证据 backlog 固定态必须输给 Lab |
| Gallery + Community Curator | 日常生活对象更快形成公众叙事与提问 | 语境卡完成后仍需人工处理新材质 | 共享 market/domestic context | 不得链式离线自动开启 opening |
| Material sequence + Daily departure | 一个提高材料/年代可审计性,一个提高公众理解 | 同一 6 位布局不能同时最大化 | 证据足够但资金弱 / 资金足但 claim 弱 | 单主题 ≥80% 状态占优触发调优 |
| Conflict display + Expert pairing | PROPOSED:并置官方/民间来源并分配互补专家 | 不能让双专家取消人工 claim 判断 | Chapter 5 source conflict | 每种配对至少两状态合理;错误配对可恢复 |
失败诊断与反利用规则
| Exploit / failure | Detection | Rule | Player-facing recovery |
|---|---|---|---|
| 重复开馆刷 funding | exhibit_revision == last_open_exhibit_revision | 拒绝 opening_already_resolved | 明确需要改变轮展/完成下一证据门 |
| 离线链式处理与自动判断 | resume 后 task complete | 只完成离开前一项;不排下一项、不研究、不选路线 | 停在具体文物和下一人工动作 |
| 专家绕过新/混合材料 | 每个 material tag 必须有 compatible mastered recipe | 任一未知即 material_not_mastered | 人工 Repair/Research 建立配方 |
| Gallery 全局最优 | evidence backlog 固定反事实 | research 1/1 必须造成可见等待 | 下一周期选择 Lab;不是回滚当前选择 |
| Lab 成为无限仓库 | lab_study_count 与 research cap | 每 study 吃 1 research;仅开馆清空;不产 interest | 开馆、改排序或接受 Gallery 后果 |
| 换结局前临时改布局 | claim/timeline authority 与 published ending | 结局由支持状态而非最后一帧布局决定 | postgame 补证不事后改写已发布结局 |
六章九地层的有限发行结构
当前正式内容仅 3 地层 / 12 文物。其余关卡是 PROPOSED 设计单位;稳定 ID 在实现前仍需进入内容决策日志与 schema 验证。
Campaign beat map · 6 chapter units
| Chapter ID / status | Theme + goal | Introduce / practice / combine / test | Primary decision | Pressure + numeric gate | Duration | Failure / recovery | Reward + persistent change | Bridge |
|---|
Level map · 9 stratum units
| Stratum ID / status | Chapter / theme | Player goal | Mechanic arc | Primary decision | Pressure + target gate | Expected duration | Failure / recovery | Reward / world change | Next bridge |
|---|
Current content vs bounded release
| Family | CURRENT data | CURRENT evidence state | PROPOSED release target | Production gate |
|---|---|---|---|---|
| Chapters | 2 content entries + 6 thin gates | 2 integrated content; 6 structure only | 6 complete playable chapters | 每章正常入口到出口人工完成 |
| Strata | 3 / 9 | runtime_seen 3 | 9 mechanically distinct sites | 每站独立决策,不只换名/颜色 |
| Artifacts | 12 / 54 | runtime_seen 12 | 54 unique roles | stable data + bilingual + asset + save + reachability |
| Evidence | 24 entries | integrated;非逐卡 runtime | 24 core chains with complete presentation | 两独立来源、公平反证、逐卡 UI |
| Exhibit slots | 6 / 18 | runtime_seen 6 | 3 halls / 18 slots | adjacency reciprocity + touch + save |
| Experts | 2 / 6 | runtime_seen 2 | 6 experts, max 2 active/chapter | 每人改变动作/信息,不是纯倍率 |
| Events | 结构性 feedback events;无 12 正式 rows | not complete content | 12 authored events | knowable inputs + deterministic consequences + recovery |
Ending and finite postgame
- 五项主展 claim:预警、市场停市、工会权限、档案改写、开闸因果。
- 全 supported 时可选
ending.collective_rescue或ending.institutional_concealment。 - 任一 provisional 时只能
ending.disputed。 - Postgame 两项有限任务,最终 phase 为
complete。
- 结局前每项主张至少两条独立来源;不能用官方档案自证。
- 主展表达改变尾声重点,不改变作者真相或数值奖励。
- Postgame 2–5 小时:补证、重布主题厅、完成 54 件目录后结束。
- 不加入 New Game+ Prestige、无限稀有度或被动收入页。
真像素考古世界,克制的经营 UI
三秒内先认出文物和正在成长的博物馆,再读当前目标、成本与容量;UI 永远不压过世界主体。
结构黑、纸白、矿土绿、氧化铜、陶土红、警示朱红、证据蓝、馆灯金;状态同时用形状和文字。
Noto Sans CJK SC bundled;正文 15–17,紧凑 HUD 11–14,页面标题 22–32。100/115/130%,不按视口缩放字号。
4px 基础间距;8/12/16/24/32 层级。像素世界按 3x/4x 整数缩放,画板逻辑 780×360、844×390、932×430。
零圆角或≤3px 文档框;承重现场容器必须方角无抗锯齿。可交互为硬边框,危险用断裂角/朱红,完成用实线金边。
按钮/select 至少 48pt;12px scroll deadzone。顶部/侧边/底部使用安全区,Home/Settings/Pause 全局可达。
Home/转化 100% 世界;普通页 60–70% 世界、30–40% 抽屉;780×360/130% 抽屉≤42% 且内部滚动。
输入 80–200ms;奖励 300–700ms。动画跟随已提交状态,不改变布局,不用全屏闪光或假完成粒子。
低分辨率逻辑网格、有限色板、硬边像素簇、nearest、整数放置。AI references 只能替换世界层,不能缩小冒充最终资产。
Icon / state grammar
| State | Shape / icon | Color role | Label requirement | Interaction |
|---|---|---|---|---|
| Available | 完整双线框 + 工具/动作图标 | copper | 动词 + cost + result | enabled |
| Unaffordable | 缺口框 + 资源菱形 | warning | current / cost / recovery | disabled;不可静默 |
| Locked | 封闭横杠 + gate icon | stone | unlock condition | focusable info, not action |
| Active / queued | 进度轨 + 对象 silhouette | evidence blue | object / expert / % / ETA | inspectable |
| Complete | 实心角标 + 金边 | gold | committed delta | next action |
| Claimed | 双重印记 + revision | mineral/gold | claimed once / duplicate locked | no second grant |
| Failure / conflict | 断裂边 + 并排证据 | terracotta/warning | cause + recoverability | recovery or later |
Music / SFX event intent
| Event | Authoritative state | Music / ambience | SFX / rate limit | Accessibility | Evidence state |
|---|---|---|---|---|---|
| Opening / museum | room ready | 64s quiet base + 32s environment | navigation optional | mute keeps objective and visual state | CURRENT runtime/machine; human_listened OPEN |
| Manual action | action/resource committed | music yields briefly | material cue ≤1/120ms | exact text + object state | event intent current |
| Expert queue | task accepted | pulse may rise | one queue cue; no tick wall | progress/ETA visible | CURRENT |
| Failure / recovery | failure or repair committed | no fake reward layer | quiet fail / recovery completion | shape + copy, no sound-only cause | CURRENT intent |
| Exhibit / relationship | placement/edge committed | base continues | install/link cue; single SFX voice | line + label | fallback integrated; paid candidates unselected |
| Opening / chapter | reward and unlock committed once | resolution layer, bar-aligned 450ms crossfade | opening/light cue | reduced flash, optional haptic | machine checked; human OPEN |
English / 中文与无障碍矩阵
| Mode | Rule | Must not change | Acceptance |
|---|---|---|---|
| English / 简体中文 | 稳定 loc key;核心素材不烘字;最长标签换行 | 数值、成本、结果、按钮语义 | 三尺寸每页/模态无裁切;母语审校 OPEN |
| 100 / 115 / 130% | 不缩主操作字;抽屉内部滚动;顶部资源按优先级折叠 | 48pt touch;下一动作 | 100/130 全矩阵;115 交互采样 |
| Reduced motion | 移除飞行/连续环境;80–150ms 状态替换 | 反馈顺序与结果 | 无依赖路径动画的信息 |
| Reduced flashes | 无高对比脉冲;粒子减半 | 失败/奖励可识别 | 形状、文字和位置备份 |
| Mute / haptics off | Master/Music/SFX 可静音;触觉独立关闭 | 所有玩法可完成 | 视觉历史包含关键事件 |
| Low power | 关闭浮尘/大部分粒子;可 30fps | simulation clock、经济和输入 | 无布局变化、无奖励差异 |
Component inventory / stable dependencies
| Component ID | Role | Data dependency | States | Implementation acceptance |
|---|---|---|---|---|
CMP.GlobalTopbar | 品牌、优先资源、Map/Back/Home/Settings/Pause | GameSettings + Operations capacity VM | normal/compact/130% | 三尺寸无 overlap;按钮 48pt |
CMP.WorldRoom | 房间/地层/馆翼的世界主表面 | MuseumRoomVM + asset manifest | locked/current/blocked/grown | 三秒认出文物与空间变化 |
CMP.ArtifactStage | 具体文物、工具作用区、损伤/研究状态 | ArtifactVM + evidence IDs | buried/selected/damaged/researched/exhibited | 主体不小于承重尺寸;硬像素边 |
CMP.OperationsDrawer | 目标、容量、事实、动作 | CapacityVM + StopReasonVM | normal/scroll/130% | 一项主动作;成本/结果同屏 |
CMP.ExpertTask | 对象、专家、责任边界、进度 | ExpertTaskVM | eligible/queued/active/complete/manual-only | 自动化必须可见且 rate-limited |
CMP.ExhibitCase | 实体展位与邻接 | ExhibitSlot + Artifact + Claim | empty/selected/permanent/conflict | 选择→点展柜为 drag 替代路径 |
CMP.DecisionCompare | 当前与选择后、收益与机会成本 | Decision evaluator / route counterfactual | available/unaffordable/chosen | 不能只显示最优分数 |
CMP.ModalFrame | M01–M14 共用语义框 | ModalSpec + action result | neutral/warning/error/destructive/reward | Back 关闭;默认动作明确;错误不丢状态 |
Asset/source status
| Batch | Source | Use in design book | Current status | Implementation rule |
|---|---|---|---|---|
| Tide Market pixel runtime | assets/vertical_slice/pixel/ | 真实 current identity reference | integrated/runtime_seen/agent reviewed | nearest + integer + hard clusters |
| Phase 5 Sheets A/B/C | docs/design-v1.1/phase-5/ | 仅替换世界/空间层 | art-direction references only | 不得缩小冒充真像素 runtime |
| Prototype HTML | docs/design-v1.1/index.html | 画板渲染与交互参考 | interactive prototype | 不是主设计规格或 Godot evidence |
| Runtime audio fallback | assets/audio/vertical_slice/ | 只记录事件与路由意图 | machine checked/runtime seen;temporary | human listening before final |
| ElevenLabs candidates | existing 6 files / ledger | 不使用、不选择 | generated/machine_checked only | human A/B before import |
设计书覆盖与证据边界
本节只证明设计规格的可浏览性、覆盖、画板布局和链接资源,不升级 Godot、真人、设备或发行状态。
Design-book acceptance checklist
| Requirement | Automated check | Manual / agent review | Evidence path | Status |
|---|---|---|---|---|
| A–I anchors and filters | 9 anchors + all controls reachable | 目录可扫描 | design-spec-manifest.json | PASS |
| 26 page + 14 modal + variants | DOM counts, unique IDs, iframe routes | 父页语境与焦点层级 | 08_DESIGN_SPEC_COVERAGE_REVIEW.md | PASS |
| Desktop review width | 1280/1440/1728 viewport overflow | 表格与画板可读 | evidence/generated/design-v1.1-spec/ | PASS |
| Embedded target sizes | 780×360 / 844×390 / 932×430, EN/ZH, 100/130% | 原像素抽查主体与长标签 | generated manifest/screenshots | PASS |
| Links and assets | local 2xx + no request failure | AI layers remain supporting | validator log | PASS |
| CURRENT vs PROPOSED | status labels and filter coverage | 源码引用无越权 | 本书 A/E/G | PASS |
Authoritative sources
src/domain/museum_operations_state.gd· current operations valuessrc/domain/core_prototype_state.gd· current field/core valuessrc/domain/thin_progression_state.gd· chapter/ending skeletonsrc/domain/game_state.gd· total save v4src/persistence/save_repository.gd· checksum/backup/corrupt behaviorcontent/core_prototype.json· 3/12/24/6/2 current registrydocs/INCREMENTAL_GAME_CONTRACT.md· M1/M2 contractdocs/RELEASE_CONTRACT.md· bounded release targetdocs/GAME_DESIGN_DOCUMENT.md· field/evidence/exhibit/campaign designdocs/ART_AND_AUDIO_DIRECTION.md· visual/audio identitydocs/CONTENT_GRAMMAR.md· content schemas and production gatesevidence/generated/incremental-depth/simulation.json· five current profiles
本设计里程碑完成后只等待 PMO 只读审查。未来若要把本书落地 Godot,必须创建独立 implementation Goal,并重新验证 domain/save/input/audio/pixel/runtime/device;不得从本书的画板或绿色浏览器检查推断游戏已经改版。