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Add alpha inventory and equipment UI flow #218

@JOY

Description

@JOY

Source

  • docs/design/45-inventory-and-equipment-system.md
  • docs/design/99-alpha-gate-loot-pickup-and-salvage-placement-rules.md
  • docs/design/124-alpha-inventory-equipment-ui-flow-builder-brief.md
  • docs/design/45-alpha-backlog-execution-packets.md
  • docs/playtests/_templates/inventory-equipment-ui/README.md
  • ROADMAP.md inventory alpha item

Goal

Build the player-facing alpha inventory and equipment UI on top of the already merged server-owned inventory RPC slice.

Scope

  • Body carry list with category tabs and controller-friendly focus order.
  • Equipment paper doll using the canonical D4-like slots: helm, chest, gloves, pants, boots, amulet, ring_1, ring_2, main_hand, off_hand, and two_hand.
  • Equipment slot evidence using docs/playtests/_templates/inventory-equipment-ui/equipment-slot-manifest.md.
  • Focus order evidence using docs/playtests/_templates/inventory-equipment-ui/focus-order-note.md.
  • Lock reason copy evidence using docs/playtests/_templates/inventory-equipment-ui/lock-reason-copy-note.md.
  • Compare/equip flow that reads server-computed deltas and server-provided lock reasons.
  • Pickup prompt and temporary Gate loot tray, including prompt-priority and Extract to keep it evidence from doc 99.
  • Garden stash access.
  • Salvage confirmation using server preview/result data.
  • Death recap inventory section showing lost, saved, and recoverable inventory state.

Acceptance

  • Unity does not compute inventory authority locally.
  • All mutation requests go through Nakama RPCs.
  • The UI can explain why an item cannot equip or move using player-facing copy near the failed action.
  • Keyboard/controller focus can reach carry list, category tabs, equipment slots, compare actions, temporary loot, stash, salvage, death recap, and close/back controls without trapping focus.
  • Two-hand/main-hand/off-hand conflict is server-owned or explicitly marked not implemented.
  • Proof/objective prompt is visually distinct from normal loot prompt.
  • Play Mode smoke records body carry, equipment slots, focus order, lock reason copy, compare/equip, temporary loot tray, stash, salvage, death recap, and proof/loot prompt-priority evidence.

Cut Line

No marketplace, trading, paid stash tabs, final item art, or production NFT escrow mutation in this issue. Do not close #218 until canonical slots, server-owned equip rejection, focus order, and lock-reason copy are proved or explicitly split into a follow-up issue.

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    area:designGame design, economy rules, lore, and GDD workarea:economyBodyTime, SECOND token, rewards, sinks, and loot economyarea:unityUnity client, scenes, assets, or editor workflowenhancementNew feature or requestpriority:p1High priority for current milestonesize:lLarge task

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