From 97eebbaefc6a806300a28594b268f67bfa2685ae Mon Sep 17 00:00:00 2001 From: Jurjen Ladenius Date: Mon, 27 Jul 2026 22:26:54 +0200 Subject: [PATCH] Plan: park the M10 save-slot choices as deferred decisions Records slot count, naming, presentation, delete guard and the day-length dial as decision-queue items 16-20 marked "defer": captured so the reasoning survives, but explicitly not decided now. They only bite at M10 and are all easier to judge against a real slot screen than in the abstract. Adds a "defer" convention to the queue preamble. Co-Authored-By: Claude Opus 5 --- projects/kissaten_yugure/docs/PLAN.md | 37 ++++++++++++++++----------- 1 file changed, 22 insertions(+), 15 deletions(-) diff --git a/projects/kissaten_yugure/docs/PLAN.md b/projects/kissaten_yugure/docs/PLAN.md index 151001c..d49f9b9 100644 --- a/projects/kissaten_yugure/docs/PLAN.md +++ b/projects/kissaten_yugure/docs/PLAN.md @@ -285,15 +285,12 @@ Worth framing in-fiction rather than as a file manager. A slot is not "Save 1", it is a shop with days behind it — *"Day 34 · 210 cups"* tells the player which one is theirs better than a filename does. -**Requires — from you:** -- **How many slots.** Three is conventional and the disk has room for far - more; the constraint is screen space, not storage. -- **Whether slots are named.** A proprietor's name per shop is charming, but - it means building text entry on a machine with no line editor. My - recommendation: skip it, and let day count plus cups served identify a slot. -- **What the deletion guard is.** No fail states applies to the save screen - too — an accidental delete is the one genuinely unrecoverable action in a - game that otherwise has none. I would make it a two-step confirm. +**Requires — from you — all deferred to M10 (§8 items 16–20):** how many +slots; whether they are named; whether a slot presents as a shop or a save +file; what guards deletion; and whether the day-length dial surfaces here as a +player-facing choice. Recommendations are recorded in the decision queue, but +none of these should be settled before the screen exists to judge them +against — they are cheap to decide late and awkward to unpick if fixed early. **Requires — in place:** M2's save layer (done). Nothing else technically — this could be built any time, and is late only because the design benefits @@ -515,7 +512,9 @@ applies to every new input added. Everything the milestones above need from you, in the order it becomes blocking. Items marked **lead time** should be started well before the -milestone that consumes them. +milestone that consumes them; items marked **defer** are parked on purpose — +captured so the reasoning survives, but not to be decided until their +milestone arrives. | # | Needed for | Decision | My recommendation | |---|---|---|---| @@ -534,12 +533,20 @@ milestone that consumes them. | 13 | M7 | Number of palette sets | Fewer, art-directed well | | 14 | M8 | How overt Nakajima's reveal gets | Never stated by anyone but her | | 15 | M9 | Sound chip: PSG / FM / retarget | PSG-only via your existing lVGM pipeline | -| 16 | M10 | Number of save slots, and whether they're named | 3 slots, unnamed — day count and cups served identify them without needing text entry | -| 17 | M11 | Hardware access + 50/60Hz target | — | +| 16 | M10 · **defer** | How many save slots | 3 — the limit is screen space, not disk room | +| 17 | M10 · **defer** | Whether slots are named | Skip naming. Text entry on a machine with no line editor is real work; "Day 34 · 210 cups" identifies a shop better than a filename anyway | +| 18 | M10 · **defer** | Slot presentation: shops, or save files | Shops. A slot is somewhere with days behind it, not a numbered file | +| 19 | M10 · **defer** | Deletion guard | Two-step confirm. This is the only unrecoverable action in a game with no fail states — the cozy contract applies to the save screen too | +| 20 | M10 · **defer** | Day length as a player-facing choice | Ask once when a new shop is started, on the slot screen. One saved byte | +| 21 | M11 | Hardware access + 50/60Hz target | — | -Items 1–3 are small and I can proceed on my recommendations if you'd rather -not think about them. Items 4 and 8 are the two that genuinely shape the -project, and both want answering now. +**Deferred items (16–20)** are recorded so the thinking isn't lost, but they +are deliberately *not* being decided now. They only bite at M10, and every one +of them is easier to judge with real save content on screen than in the +abstract. Don't let them pull scope forward. + +Of the live items, **8 is the one that wants answering today** — the art has +external lead time and everything else can be worked around. ## 9. Immediate next actions