diff --git a/mockups/Character Creation.dc.html b/mockups/Character Creation.dc.html new file mode 100644 index 0000000..d404122 --- /dev/null +++ b/mockups/Character Creation.dc.html @@ -0,0 +1,191 @@ + + +
+ + + + + +1b at real scale. Added a slide-in system dock on the right edge of the world (Inventory / Character / Quests / Map / Spellbook / Party) — click the tab to slide it in and out. The bottom row is now labeled as quick-select consumables pulled from your inventory, with an End Turn control for the turn-based loop, and the narration book gains a free-text action line for that tabletop feel.
+Try next: "the dock should be icons, not text labels" · "add a combat-log tab to the narration book" · "now sketch the character-creation screen" · "sketch the inventory screen the I button opens" · "make the book parchment darker / grittier"
+1920×1080 in-game HUD. Common ingredients across all four: an isometric tile view, a turn-by-turn Dungeon Master narration feed, HP / MP / stamina, a keyed action hotbar, and inventory / currency quick-slots. What changes is where the narration lives and how ornate the frame is — the two axes that matter most for a DnD-table feel. Rough sketches; ignore exact colors.
+The alley stinks of piss and rot. Rain beads on the cobbles. Your left arm has gone hot to the touch — the bite from the sewers is turning.
+The beastfolk fence weighs your coin in one clawed hand, then looks at your throat.
+✗ Sleight of Hand failed. His grip closes on your wrist.
+The alley stinks of piss and rot. Your left arm's gone hot — the bite is turning. The beastfolk fence weighs your coin, then your throat. Your Sleight of Hand failed; his grip closes on your wrist.
+Try next: "expand 1b to full 1920×1080 detail" · "combine 1a's orbs with 1b's narration column" · "sketch the character-creation screen" · "sketch the inventory / character hub tabs" · "make 1d less ornate"
+