boot/: opening_screen (attribution -> title/flavor text placeholder,
explicitly marked TODO for a later real cinematic, skippable by
keypress/click) -> main_menu (Neues Spiel/Fortsetzen/Optionen/Credits/
Beenden, ConfirmationDialog for overwrite-existing-save) -> options_menu
(TabContainer with 4 empty placeholder categories: Grafik/Sound/
Steuerung/Spieloptionen) and credits_screen, both just navigable stubs.
project.godot's run/main_scene now points at boot/opening_screen.tscn
instead of directly at the gameplay scene.
autoload/save_manager.gd: new SaveManager singleton. Deliberately
minimal — persists only a timestamp to user://savegame.json — but a
real, working has_save()/save_game()/load_game()/start_new_game()
round trip, enough to back the menu's Start/Continue/overwrite-confirm
logic without inventing game state that doesn't exist yet.
player/equipment/: Equipment (Node) + EquipmentItem (Resource) stub
classes per the user's explicit ask for a "class diagram skeleton" to
build on later — exported fields and empty TODO methods, no logic.
Wired as a child of world/island.tscn's real Player (not player.tscn,
which is only a debug prototype scene, not the actual game's player).
player.gd's new `equipment` onready var uses get_node_or_null() since
that child only exists on the real player, not every scene reusing
this script.
Verified headless: all new boot scenes load cleanly, a full boot smoke
test via run/main_scene succeeds, and — since button-click navigation
can't be simulated headlessly — SaveManager's actual save/load/
overwrite/cleanup cycle was exercised directly and behaves correctly
(has_save flips true/false correctly, loaded data matches what was
saved). Manual in-editor check of the menu navigation itself is still
needed and not yet done.
Flat root layout replaced with a domain-based structure:
- autoload/ the two existing singleton scripts (InteractionManager,
InteractionUI) — grouped by role, matching project.godot's
[autoload] section
- world/ the flying island: terrain.gd, and world/poi/ for the POI
marker + gate scripts/scenes
- player/ everything about the player as a character: player.gd/.tscn,
camera_rig.gd (it only exists to follow the player)
- boot/ created empty for now, will hold the opening/menu screens
main.tscn renamed to world/island.tscn — "main" stops making sense once
the actual run/main_scene becomes a boot screen (next commit). Verified
via grep that main.tscn was referenced nowhere else by path (only by UID
elsewhere, which self-heals).
Every .gd got its .uid sidecar moved alongside it. Two ext_resource
entries had no UID (poi_gate.tscn's own script ref, and island.tscn's
ref to poi_gate.tscn) and needed their path= fixed by hand; everything
else is UID-based and resolved itself after a project reimport.
Also removed two untracked-looking but actually committed editor temp
files (preview_scene.tscn*.tmp, leftovers from the unused hterrain
addon, referenced nowhere).
Verified headless: all 8 affected scenes (island, poi, poi_gate,
player, interaction_ui, and the three debug prototypes that reference
moved files) load with exit code 0. No behavior change, pure move.