Capture the direction change from M3-b: UI screens are authored editor-first
as .tscn node trees (previewable/arrangeable in the Godot editor), scripts do
on-load work only — never build the tree in _ready(). Add ADR 0001, a
"UI scene conventions" how-to in client/docs, a §16 mandate in the charter,
and mark M3-a/M3-b done in the roadmap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The aliveness POC (M0-M2) is proven, so redefine the project as the tactical
CRPG the /mockups describe. Charter: §1 reframed (Code of Conquest / The
Margreave), §10 combat = tactical + action-economy but GRIDLESS (tokens are
flavor, no positional rules), §15 = button-driven actions + free-text NPC
dialogue (Adjudicator reshaped to the optional free-text escape hatch), §16
adopts /mockups as the UI/systems bible, §17 rewritten to the game's scope.
Two conflicts flagged not silently decided (§18): damage determinism (§7 vs
mock ranges → M5) and class names (§8 vs mock callings → M4).
Roadmap: M0-M2 kept as the built engine; M3-M9 re-sequenced around the mock
screens (Theme+shell → creation → combat → dialogue → inventory/sheet → world
systems → framing/AI-flavor/persistence). Streaming stays shelved; v2 NPC
ideas preserved, re-homed to M6.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Long-lived master + dev; all non-doc work on branches off dev; doc-only
edits go straight to dev; human owns the dev->master merge and pushes
master; Claude pushes only dev, only after a --no-ff merge.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>