Teaches the deep, interlocking loop — especially the inverted win condition
(you win by CLEARING EXPEDITIONS, not by surviving base sieges; DR-042/DR-043).
- OnboardingSystem: client-only observe-only PresentationSystemGroup overlay
(own UIDocument @ sortingOrder 60), soft-gated 10-beat coach-mark sequence
with a world-space ▶ pointer; never mutates sim / never destroys a ghost.
- OnboardingStepMath: pure, unit-tested step machine (snapshot + IsSatisfied +
scheme-aware prompts + pointer kinds + persisted-mask helpers).
- HowToPlayPanel: tabbed reference card (Controls / The Loop / Build / Threats /
Win-Lose), reachable from the main menu and the pause overlay.
- Per-client client-local state in GameSettings (TutorialHints + OnboardingMask
bitmask, additive) — a Join client keeps its own; a host save-wipe never
re-teaches. Settings toggle + menu "Replay Tutorial".
- Dev "Force Each Launch" toggle (GameSettings.ForceOnboardingEachLaunch):
SettingsService.Boot wipes the mask + forces hints on in-memory every launch
so the tutorial always replays fresh.
- HudSystem suppresses its own location hint while onboarding is active
(single prompt voice), via OnboardingState + [UpdateAfter(OnboardingSystem)].
Validated green: 20/20 EditMode; Play smoke confirmed overlay render, clean
U+25B6 pointer glyph, no system sort-cycle, and the force-wipe end-to-end.
Docs: DR-043 + session log; reusable lesson archived in the build-gotchas note.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
MainMenuController gains a 2-class picker that sets WorldLauncher.SelectedClass;
WorldLauncher seeds a ClassSelection singleton into the client world at session start,
which GoInGameClientSystem carries on the spawn RPC. Default Warrior. Completes the
Slice 2 loop: pick a class in the menu -> spawn with its kit. Editor-default boot stays
Warrior (the menu path drives the choice). 348/348.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Netcode frontend pattern: UITK main menu / pause / settings (MenuUi + controllers), on-demand world lifecycle (WorldLauncher/SessionRunner), GameBootstrap menu branch; Graphics/Audio settings (SettingsService/GameVolume); single-slot save foundation (SaveData/SaveService, born-correct load at director spawn, autosave on Siege->Calm + quit); RuntimePanelSettings + theme; BuildTool menu; 10 EditMode tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>