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 <noreply@anthropic.com>
This commit is contained in:
2026-07-27 22:26:54 +02:00
co-authored by Claude Opus 5
parent 70b42f6da1
commit 97eebbaefc
+22 -15
View File
@@ -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 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. which one is theirs better than a filename does.
**Requires — from you:** **Requires — from you — all deferred to M10 (§8 items 1620):** how many
- **How many slots.** Three is conventional and the disk has room for far slots; whether they are named; whether a slot presents as a shop or a save
more; the constraint is screen space, not storage. file; what guards deletion; and whether the day-length dial surfaces here as a
- **Whether slots are named.** A proprietor's name per shop is charming, but player-facing choice. Recommendations are recorded in the decision queue, but
it means building text entry on a machine with no line editor. My none of these should be settled before the screen exists to judge them
recommendation: skip it, and let day count plus cups served identify a slot. against — they are cheap to decide late and awkward to unpick if fixed early.
- **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 — in place:** M2's save layer (done). Nothing else technically — **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 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 Everything the milestones above need from you, in the order it becomes
blocking. Items marked **lead time** should be started well before the 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 | | # | Needed for | Decision | My recommendation |
|---|---|---|---| |---|---|---|---|
@@ -534,12 +533,20 @@ milestone that consumes them.
| 13 | M7 | Number of palette sets | Fewer, art-directed well | | 13 | M7 | Number of palette sets | Fewer, art-directed well |
| 14 | M8 | How overt Nakajima's reveal gets | Never stated by anyone but her | | 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 | | 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 | | 16 | M10 · **defer** | How many save slots | 3 — the limit is screen space, not disk room |
| 17 | M11 | Hardware access + 50/60Hz target | — | | 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 13 are small and I can proceed on my recommendations if you'd rather **Deferred items (1620)** are recorded so the thinking isn't lost, but they
not think about them. Items 4 and 8 are the two that genuinely shape the are deliberately *not* being decided now. They only bite at M10, and every one
project, and both want answering now. 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 ## 9. Immediate next actions