Design notes
Shared
Loading and location transitions

- Purpose: hide scene loads, and tell the player where they've arrived.
- In / out: any
SceneFlowtransition: entering a location, Continue, New game, a battle starting and ending, quitting to the title. - Shows: the fade (as today) for quick loads. When a load takes over 0.5 s, a card: the location's art, its name and subtitle, a spinner and a tip between the thumbs. On a first visit, the name card holds for 1.5 s on arrival. Battles use a faster, more dramatic transition (VEL-80).
- Actions: none; taps do nothing.
- States: load failed: back to the previous location, or to the Title if there is none, with "Couldn't load that place." (
SceneFlowrefuses and logs today). - Data: reads the location's title, subtitle and art, and the tips list.
Confirm dialog

- Purpose: one pattern for every action that can't be undone: replacing a save, quitting, selling, breaking a seal, paying the unbinder.
- Anatomy: a scrim over the screen it came from; a panel in the upper middle with the title as a question, one line saying what happens, and two buttons, Cancel on the left and the action on the right, named for what it does ("Sell 3", "Start over", never "OK"). Destructive actions have a heavy outline. Tapping the scrim cancels.
- States: working: both buttons disable and the action shows a spinner. Failed: the panel says what went wrong and offers Try again.
- Data: none of its own; the caller supplies the strings and the action.