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UI design

The interface design for World-Sim: the look and feel ("Salvage"), the design system that builds it, and the spec for every screen. Extracted from the interactive prototype under docs/ui-prototype/, which stays as the live sandbox; these docs are the canonical spec the C++ UI implements against.

This covers interface chrome (panels, readouts, controls). For terrain and world art direction see visual-style.md.

Start here

  • design-language.md — what Salvage is: principles, palette, typography, texture, motion.

Design system

Screens

The pre-game flow then the in-game HUD. See screens/INDEX.md.

Splash → Main Menu → Scenario Select → Party Selection → World Generation → Landing Site → In-Game.

Mocks

Rendered screenshots of every screen and in-game state are in mocks/, captured from the prototype by docs/ui-prototype/scripts/capture-mocks.mjs (re-runnable).

Regenerating the extracted data

The canonical data files are generated from the prototype, not hand-edited:

  • node scripts/extract-tokens.mjs → tokens.json + palette.svg
  • node scripts/extract-icons.mjs → icons.json + icons-preview.svg
  • node scripts/capture-mocks.mjs → mocks/*.png

Run from docs/ui-prototype/.

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