Update planning package after Phase 0B

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JesseMarkowitz
2026-09-01 20:41:23 -04:00
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# Adventure Storyteller — Browser UX Specification
**Status:** Draft v0.1
**Status:** v1.0 UX target — selected base is AI-DnD
**Purpose:** Define the browser-based user experience for v1, including primary storytelling flow, history controls, campaign management, state inspection, imported knowledge, prompt inspection, and future media extension points.
## 1. UX Goal
@@ -1288,39 +1288,38 @@ If a fork contains:
remove or hide from v1 rather than exposing confusing advanced controls.
## 94. Candidate Reuse — AI-DnD
## 94. Selected Base Reuse — AI-DnD
Evaluate:
- transcript UX,
- alternate take controls,
- Insights/prompt inspection,
- story-tree UI coupling,
- state panels.
Retain/adapt:
- React/Vite browser shell,
- transcript/streaming foundation,
- alternate-take controls where useful,
- Insights/prompt inspection concepts,
- existing story-history controls as the starting point.
Goal:
- retain strong inspection/rollback behavior,
- simplify RPG-heavy surfaces.
Production UX must simplify RPG-heavy surfaces and hide branch/tree implementation details behind Undo/Redo/Retry/Save Point behavior.
## 95. Candidate Reuse — Open Dungeon
## 95. Reference Reuse — Open Dungeon
Evaluate:
- main story layout,
- interaction modes,
- Retry/Edit UX,
- image placement,
- visual continuity controls.
Use as a design reference for:
- main story reading layout,
- simple interaction feel,
- Retry/Edit presentation,
- inline image placement,
- visual continuity concepts.
Goal:
- borrow product feel without adopting destructive history semantics.
Do not port its destructive history semantics or treat its Next.js UI as a drop-in component source for the React/Vite fork.
## 96. Candidate Reuse — ai-adventure
## 96. Reference Reuse — ai-adventure
Primarily architectural, not UX.
Potential useful concepts:
Useful concepts:
- explicit state transparency,
- checkpoint terminology,
- deterministic operation.
- checkpoint/head semantics,
- deterministic operation and auditability.
The browser experience remains owned by the AI-DnD-based application.
## 97. V1 Navigation Map
@@ -1463,23 +1462,19 @@ User:
3. identifies bad source,
4. disables/corrects it.
## 103. Phase 0B UX Validation Questions
## 103. Phase 0B UX Findings Applied
Codex should answer:
Phase 0B closed the fork-level UX questions:
1. Which AI-DnD UI components are reusable without RPG mechanics?
2. Can its tree/history complexity be hidden behind simple Undo/Retry UX?
3. How mature is its Insights/context inspector?
4. Which Open Dungeon components provide a cleaner reading/play experience?
5. How tightly is Open Dungeon UI coupled to destructive history APIs?
6. Can its image UI be separated cleanly?
7. Is a right-side state/context panel practical in the chosen frontend?
8. Which advanced surfaces can be deferred without losing inspectability?
9. Can local-only status/model connection be made obvious?
10. Can campaign/knowledge/export management remain simple enough for a single-user app?
11. Can the input area reserve a clean extension point for future local STT without coupling microphone/transcription logic to story-state commits?
- AI-DnD provides the browser shell and prompt/Insights foundation worth retaining.
- Its tree/history complexity can be hidden behind a simple head-cursor Undo/Redo model.
- The frontend needs an explicit Redo control and Save Point workflow.
- RPG-specific presentation must be removed/generalized.
- Open Dungeon remains the stronger visual reference for a focused story-reading experience and future inline media, but its UI is not directly portable and is coupled to destructive history assumptions.
- ai-adventure contributes state/checkpoint concepts rather than browser components.
- the input area should reserve a future local STT affordance, but transcription remains editable draft input and is not implemented in v1.
## 104. Current Recommendation
## 104. Selected UX Direction
Build the browser experience around one uncluttered story screen:
@@ -1497,6 +1492,6 @@ Save Points
Settings
```
The user should be able to play for an hour without ever seeing a branch graph, database concept, embedding control, or developer diagnostic.
The user should be able to play for an hour without seeing a branch graph, database concept, embedding control, or developer diagnostic.
But when something goes wrong, the system should make the underlying state and context inspectable enough to explain and correct it.
When something goes wrong, the system must make state, provenance, and context inspectable enough to explain and correct it.