40 lines
3.4 KiB
Markdown
40 lines
3.4 KiB
Markdown
# Product specification — Plant Laboratory v1
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## Goal
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A functioning botanical breeding sandbox with beautiful **illustrated 2D** assets. This is the first slice of a larger idle plant collection/greenhouse game, not a generic admin UI. Initial interface language English.
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## Personas and core flow
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1. Visitor opens responsive browser app at `/` and sees a lovely large plant rendered as SVG.
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2. They choose species, edit diploid alleles, watch the plant change immediately, select a growth stage and set the cosmetic visual seed.
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3. They select two parent plants and request breeding through the API; resulting child genotype and traceable parent IDs are saved by the server.
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4. They browse a 100-plant visual gallery with filter by species, pigment, pattern and rarity, open details, inspect ancestry and export JSON/SVG/PNG.
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5. At end of MVP, single demo player has local-account-free sandbox persistence; no login. Build ownership into schema for later authenticated accounts. Avoid exposing a destructive global reset in production.
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## Pages/screens
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- `/lab`: hero live SVG preview (large), genome editor (editable locus/allele pairs), controls for stage, visualSeed, mutation flags, responsive inspector with phenotype and derived rarity.
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- `/breed`: two parent pickers (from persisted sample plants), compatibility indicator, breeding button, outcome card, parent links, historic breed events.
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- `/gallery`: responsive 2–5 column cards, virtualize or paginate when >100, species/trait/rarity filters, details sheet, download actions.
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- `/about`: clear description of educational *fictional game genetics*, not a scientifically accurate botany simulator.
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- `/` redirects to `/lab`.
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## Visual design
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Mood: calm botanical cabinet of curiosities; credible handmade illustration rather than glossy tech dashboard. Canvas warm ivory, forest green controls, restrained terra-cotta, rare colors as accents. Dark mode optional, not prerequisite. Leaves and flowers must have deliberate illustrated shapes (veins, subtle layered shading); avoid simple emoji or generic circles.
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Design tokens suggested:
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- Background `#F6F3E8`; surface `#FFFCF4`; ink `#20392D`; muted `#6A7C70`.
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- Primary `#32684A`; secondary `#B76F52`; borders `#D8DED2`.
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- Rarity accents: Common `#78977B`, Uncommon `#4F9D91`, Rare `#5489C6`, Epic `#9366C3`, Legendary `#CB9C39`, Mythic `#C76D87`.
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- Use consistent typography (system serif for botanical headings, sans for controls); avoid remote font dependencies.
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## Core UX acceptance
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- Clear keyboard-focus indication, semantic controls, labels, WCAG AA targets where feasible.
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- Mobile 360px width does not overflow. Desktop 1440px has split inspector/gallery composition.
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- SVG shapes readable at 64px card and at 500px inspector.
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- Select altered allele → phenotype and illustration change without page refresh, for traits with visible manifestations.
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- Controls show genotype **and** phenotype separately.
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- Show why crossing is blocked if species incompatible.
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- Show generated probabilities only if accurate to implemented model; do not imply independent rarity dice rolls.
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- Reduced-motion users do not get excessive animations. No external runtime artwork APIs.
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## Explicitly out of scope for this handoff
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Accounts/auth, inventory purchase/harvest economy, greenhouse automation/timers, social trading, realtime multiplayer, paywalls, AI-generated graphics, crop disease. Add later in separate plan after Laboratory MVP.
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