2.9 KiB
Engineering Designs
Visual references for system architecture and screens. These designs document what is rendered, how data flows, and the geometric primitives the simulation runs on. They are not user-facing tutorials; they exist so someone modifying the relevant code can see the whole shape at once.
Hex grid
The hex tile geometry — the SQ + QL formation duality that distinguishes our hex grid from every other 4X.
| File | What it shows |
|---|---|
| hex-formation-duality.md | Annotated hex with SQ-half / QL-half / spine; slot-direction lookup; ramifications inventory |
| hex-formation-sketch.html | Interactive single-page mockup; click halves or slots to highlight |
| formation-slot-anatomy.md | A single slot's contents — role, exposure mask, damage order |
Source of truth. public/games/age-of-dwarves/docs/HEX_GEOMETRY.md is the canonical specification. The engineering designs in this section illustrate it; if they conflict, the canonical doc wins.
Tech / Culture trees
Visual reference for the research-tree UX. Both trees share the same screen (KnowledgeTree base scene); only the data source, vocabulary, and signal names change.
| File | What it shows |
|---|---|
| overview.md | Full screen layout, both trees side-by-side, the shared scene structure |
| card-anatomy.md | Annotated tech / tradition card — every visual element labelled |
| detail-panel.md | Annotated right-side detail panel — sections + data-source map |
| indicator-legend.md | The 7 unlock-type letter badges and their accent colours |
| tech-tree-full.md | Full tech tree — 8 pillars × 10 tiers with example nodes |
| culture-tree-full.md | Full culture tree — 6 pillars × 10 tiers with all 30 traditions |
| data-flow.md | JSON → Rust → GDExtension → GDScript → UI pipeline |
| unlock-categorization.md | How each typed bucket renders (units / buildings / wonders / lenses / resources / mechanics) |
Source of truth. The actual visual rendering lives in src/game/engine/scenes/knowledge_tree/knowledge_tree.gd. If a design disagrees with the code, the code wins — open a PR to update the design.
Other sketches
Standalone HTML mockups for individual screens — not yet indexed under a category here:
combat-preview-sketch.htmlhud-sketch.htmlmain-menu-sketch.htmltech-tree-sketch.htmlpromotion-picker-sketch.htmlcity-screen-sketch.htmldesign-gallery.html
See also
UI_DESIGN_SYSTEM.md (this directory) — top-level art direction brief covering mood, palette, and typography for the whole game. The per-screen designs above inherit those rules; they don't override them.