84a6749b5e
App icon = clean 2x2 glossy block mark (vector, no AI image). l10n EN/KO finalize + KO overflow pass. Light juice: sound/haptics toggle, themed settings, button press feedback, screen transitions. Store feature graphic + EN/KO screenshots. Procedural visuals mean no raster background assets needed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
5.3 KiB
5.3 KiB
Phase 6 — Localization Finalize + Icon + Juice + Store Assets (Design)
Date: 2026-06-13 Status: Approved (owner approved design 2026-06-13)
Context
Phases 0–5 are complete (gameplay, seasons, endless, commercial polish, remote content, Firebase analytics, AdMob + IAP). Phase 6 is the pre-release polish round. The master plan assumed AI-generated background/tilesheet images, but Phase 3.5 implemented all in-game visuals procedurally (CustomPainter glossy tiles, painted season backgrounds). So image assets are NOT needed for gameplay; the only image deliverables are the app icon and store graphics, both of which are produced as vectors in the game's existing visual language — no external AI image generation required.
Owner is a non-developer; Claude produces all code and all vector art.
Visual identity (established, reused here)
- Deep navy background gradient
#101736 → #192555 → #2C3168(season-1 palette). - Glossy rounded blocks in four brand colors: pink
#FF7EB3, yellow#FFD166, cyan#6FCDF5, green#7EDB9C(each rendered light→base→dark vertical gradient + a soft white highlight ellipse near the top — same look as the in-gamepaintGlossyTile).
Workstreams
1. App icon (DECIDED: "Clean 2×2 block mark")
- Composition: rounded-square, deep-navy background, a centered 2×2 grid of the
four glossy brand-color blocks (pink top-left, yellow top-right, cyan
bottom-left, green bottom-right). No cherry-blossom accent (icon must be a
permanent, season-independent brand asset). Mirrors the existing in-app
_logoMark. - Blocks kept within the central safe zone so Android's circular/rounded mask never clips them.
- Deliverables:
- A master SVG committed to the repo (source of truth).
- A 1024×1024 PNG, opaque (no alpha) for the iOS App Store.
- Android adaptive icon: foreground = the 2×2 blocks (transparent surround), background = the navy gradient (flat or gradient drawable).
- All platform sizes generated via the
flutter_launcher_iconspackage (config inpubspec.yaml/flutter_launcher_icons.yaml), replacing the default Flutter icon on both platforms.
- Tooling: rasterize SVG→PNG with a deterministic, scriptable converter
(
rsvg-convert, or a tiny Dart/imagescript, orflutter_svgrender). The conversion command is checked in so the icon can be regenerated.
2. Localization finalize (EN + KO)
- Audit every user-facing screen for hardcoded (non-l10n) strings; move any to ARB. Screens to sweep: splash, season title, home, season map, game (HUD + result overlays), settings, tutorial, snackbars.
- Verify EN copy is store-quality and KO copy reads natively (no machine-y phrasing).
- KO integrity pass: run the app under the
kolocale on the simulator and confirm no text overflow/truncation/clipping on any screen (Korean strings are often longer/shorter than English — buttons, chips, result cards, settings rows). Fix overflows (wrap, ellipsis, sizing) where found. - Add any new keys introduced by workstream 3 (sound/haptics toggle labels).
3. Juice / polish pass (light, on top of Phase 3.5; BGM stays on hold)
- Sound on/off setting (real gap — commercial games need it): a single
toggle in Settings that enables/disables SFX, persisted in
SaveRepository(additive flag, saveVersion stays 1) and applied throughAudioService. The same flag also gates gameplay haptics (no separate haptics toggle — one "Sound & vibration" control keeps Settings simple). - Settings screen theming: the just-added Settings screen is a plain
ListView; give it the game's look (transparent scaffold overSeasonBackground, themed text/cards) so it matches the rest of the app. - Button press feedback: subtle scale-on-press for the primary buttons (home Adventure/Classic, map nodes) for a more tactile "game" feel.
- Screen transitions: a gentle shared fade(-through) transition for home → map → game navigation instead of the default platform slide.
4. Store assets
- Feature graphic (Play, 1024×500): navy + glossy blocks + "Block Seasons"
wordmark + a short tagline, in the icon's visual language. Produced as vector
→ PNG and committed under
docs/store/. - Screenshots: captured from the running app on the simulator — home,
season map, gameplay (mid-combo), stage win (stars), endless game-over — in
both EN and KO. Stored under
docs/store/screenshots/<locale>/. - Exact per-store framing/sizes (iOS 6.7"/6.5", Play phone) are finalized at submission time in Phase 7; Phase 6 captures the raw, clean source shots.
Out of scope (explicit)
- BGM / music (on hold by prior decision).
- AI-generated raster backgrounds/tilesheets (visuals are procedural).
- Real AdMob unit IDs and store IAP product creation (owner prerequisites, tracked for the Phase 5 finalize step between Phase 6 and Phase 7).
- Final per-store screenshot framing (Phase 7).
Success criteria
- Real app icon shows on both iOS and Android (no default Flutter icon).
- KO full play-through has zero text overflow/clipping; no hardcoded strings.
- Sound toggle works and persists across relaunch.
- Feature graphic + EN/KO screenshot set committed under
docs/store/. flutter analyzeclean; full test suite green (≥169, plus any new tests for the sound-setting persistence).