The Velan Codex

Section

Design Notes

Production notes and the questions still open.

Tech and Production

Engine: Unity 6, iOS build support, tested on a real iPhone. Claude Code connected to the Unity editor via Unity's official tooling. (Idea) Spells,…

Open Questions

Game title (code name Velan for now). Final names for the sides (working names in section 3). Names and philosophies of the light-side factions (the…

Open Story Questions

Decided (Ray, 2 Nov 2026) Question Answer Where it shows Is Velan also the land's name? Yes, for now. Section 1 Both sides caused the Breaking? Run…

Layout rules

All sizes are in points on the 844 × 390 pt reference screen (iPhone 12 to 14 in landscape). Other phones scale from it; see "Scaling" below. Thumbs…

Navigation map

The map is drawn from navigation-map.dot (Graphviz). In words: Boot: iOS launch screen → Splash and boot → Title. Title: Continue (when there is a…

What exists today

The game screens today are IMGUI, drawn on UiScale's 540-unit virtual canvas. VEL-72 moves production screens to UI Toolkit and keeps IMGUI only for…

Data each screen needs that doesn't exist yet

Need For Where it should live Depends on Player name rules: 1 to 12 characters, letters, spaces, ' and -; a list of random names New game: name…

Boot and title

Splash and boot Purpose: cover start-up and show the studio and the game's name. In / out: the iOS launch screen (a static storyboard, VEL-80) hands…

In the field

Field HUD Purpose: everything on screen while the player walks around a location. In / out: on arriving at a location. It hides during dialogue,…

Menu

Pause Purpose: stop play, and reach everything that isn't the world. In / out: the Pause button in the field (and in battle, open question 11); the…

Battle

Battle HUD Purpose: what the player needs while fighting, and nothing in the drawing zones. In / out: a battle pushed over the location…

Shared

Loading and location transitions Purpose: hide scene loads, and tell the player where they've arrived. In / out: any SceneFlow transition: entering a…

Screens the walkthroughs add

The four act walkthroughs and the side-quests tab use a few screens this spec didn't have. They follow the layout rules in section 1. None has a…

Walkthrough screen names

The walkthroughs name screens as the game names them today, or loosely. Every name they use maps to a screen in this spec: Name in the walkthroughs…

Open questions for Ray

Name entry. Free text with the keyboard (and a word filter), or chosen from a list? Is there a default name, and can the player rename later? Body…