Interface · Decision Flow Captured From Live Build

Screens & Human Decision Points

Every point in the game loop where the simulation halts to wait for human agency. These frames are captured directly from tests/ui_shot_match.gd, walking the live Godot engine session to every prompt.

scenes/*.tscn · src/app/match_scene.gd · src/app/menu.gd · src/app/setup.gd · src/ui/dd_theme.gd

Screenshot Generation Harness: To regenerate the 1920×1080 capture suite after any UI change, execute:

DD_SHOT_DIR=Docs/assets/shots /Applications/Godot.app/Contents/MacOS/Godot \
  --path . --resolution 1920x1080 --position 4000,4000 -s res://tests/ui_shot_match.gd
The Diamond Decks title screen
Persona 5 / P3 Visual Signature: Skewed cream and crimson parallelograms, Archivo Black uppercase headers, hard offset drop shadows. The 3D card fan on the right executes the live foil.gdshader. PLAY BALL is the lone crimson button to anchor visual hierarchy.

Match Setup Modal — scenes/setup.tscn

The 1P vs CPU setup modal
Pre-Game Configuration: AI opponents expose behavioral personas rather than generic difficulties ("mixes speeds, sells changeup, punishes greedy steals"). Home vs Visitor selection defines tactical agency: Visitor attacks first; Home retains the bottom-of-the-inning walk-off threat.

Draft Phase — Pick 1 of 4

The draft showcase row
Card Showcase Row: Offers 4 full-sized cards. The prompt pill reads Keep 1 of 4 — the rest go to the CPU's read. The decision stack COMMIT button stays locked until a legal card selection is made.

Sign Phase — Reserve Bank Acquisition

Signing a card from the Reserve Bank
Market Acquisition: At the start of each inning, both teams draft 1 card from the public Reserve Bank. The prompt pill shifts to an amber theme to visually signal phase transition.

Build Phase — Allocation & The Mill

Building the batting deck from the pool
Deck Sizing Squeeze: Laying out the 31-card pool. The prompt pill mounts an active deck size meter with an amber MIN 14 notch and a live 30/32 count. The action button reads LOCK & MILL to communicate consequence.

Play Phase — Core Match Engagement

The PLAY prompt with an empty selection
Idle Staging: The CPU commits 2 face-down cards on the upper mat under a blue CPU COMMITTED badge. Ghost slots prompt DRAG CARD 1 / CARD 2.
The PLAY prompt with two cards selected
Armed Staging: Two cards staged with amber focus borders; prompt pill updates to 2 of 2 selected; COMMIT button shifts to pulsing crimson.

Interrupt Phase — Tactical Steal Response

The steal interrupt panel
High-Priority Alert: Cyan-bordered modal overlay on the table specifying trigger (CPU runner breaks), rule requirement, and consequence of passing.

Public Zone Browser

The zone browser modal over the Reserve Bank
Inspectable Public Information: The Reserve Bank, player discard, and CPU discard are fully inspectable at all times to empower card counting.

Universal Screen Principles

  1. One Prompt, One Anchor: The prompt pill directly above the player's hand holds the single authoritative instruction.
  2. Static Action Anchor: The COMMIT button never changes position or size across any phase.
  3. Color-Coded Phase System: Crimson for Play/Draft, Amber for Sign/Build, Cyan for Interrupts, Blue for Defense.