Status: working scope for the last major player-facing UI pass before spending real time on Blender blockouts.
The next modeling pass should answer a stable interface contract, not guess at one.
If the client still changes how placement, selection, slicing, machine configuration, and diagnostics work, then asset work will either:
- encode the wrong assumptions into silhouettes
- over-model details the UI will later replace
- or force the UI to bend around early art decisions
The correct order for the current slice is:
- lock the remaining player-facing UI behaviors
- define exactly what state the world and machines must communicate
- then build the first constrained GLB set against that contract
Reach a player-facing endpoint where the first playable no longer feels like a polished debug tool, but still stays analytical and simulation-first.
This is not a final UX pass. It is the pass that decides what information lives:
- always in the HUD
- in contextual panels
- in overlays
- in machine silhouettes
- in transient feedback
Players should be able to answer these questions instantly:
- what am I about to place
- how many do I have
- why is this placement blocked
- what key or click commits the action
- what changed after placement/removal
Current direction:
- keep the shared global build inventory
- keep the hotbar as the primary quick-place surface
- keep one continuous in-world build view, not modal screens
Players should be able to:
- select one machine and understand its state
- understand its ports and facing
- see its current recipe/build recipe
- see its immediate problem
- adjust the few machine settings the slice already supports
Current direction:
- one primary inspect panel
- no separate machine configuration screen
- contextual controls stay attached to selection, not hidden in menus
Before modeling, the project should lock:
- what slice modes exist by default
- whether faint-above structure remains part of the standard view
- which overlays are structural and which are diagnostic
- whether above-layer arrows/highlights are ever shown
Current direction:
- keep
Yslicing as the default build mode - keep faint-above structural hints
- keep arrows, tutorial highlights, and similar diagnostics focused on current/below
- defer
X/Zinspect slicing until after the first asset pass unless playtests prove it necessary
The client should consistently show:
- valid vs blocked placement
- support failure
- occupancy failure
- out-of-inventory failure
- port/facing mismatch hints when relevant
This matters before modeling because it determines how much burden sits on the machine shape versus the UI.
The client should settle on a small number of panels with stable responsibilities:
- HUD: scenario, simulation speed, objective state, slice/overlay state
- build panel: hotbar counts, selected part, placement reason
- inspect panel: selected or hovered machine state
- prompt panel: tutorial/help only
Avoid adding more permanent panels before the first asset pass.
Before Blender work starts, the team should lock which states need to read from shape alone versus overlays/materials.
Assets must support these signals:
- facing
- likely item output side
- likely power side
- support contact / grounded base
- category identity
Assets do not need to solve these alone yet:
- detailed contamination state
- exact throughput state
- exact network membership
- precise blockage reasons
Those remain UI/overlay responsibilities.
These are the highest-value remaining UI features before GLB work:
- Tighten the build panel so counts, selected part, and blocked-placement reasons are always obvious.
- Add one more layer of selected-part detail in the build palette so footprint, ports, and behavior are visible before placement.
- Improve diagnostics for placement and command failures beyond the status line.
- Keep refining panel hierarchy so the screen stays calm under normal play.
- Make the inspect panel expose real configuration choices for selected machines instead of only showing abstract state.
- Decide whether one lightweight build/catalog expansion panel is needed beyond the hotbar for the first playable.
- final icon set
- animated UI transitions beyond what already improves clarity
- large modal menus
- diegetic UI experiments
X/Zslicing unless a playtest makes it urgent- full machine config trees
- multi-page codex or encyclopedia UI
The UI pass is done when:
- a new player can finish the tutorial without needing terminal logs
- build inventory and placement failures are legible from the client alone
- the inspect panel answers "what is this doing and why is it failing"
- the slice view feels stable enough that assets only need to improve readability, not rescue it
- no obvious planned UI feature would materially change how
belt,mixer, ordynamoshould be modeled
- finish the pre-asset UI pass
- model
belt,mixer, anddynamo - wire those GLBs into content
- run another playtest pass
- only then expand content or deeper systems