Library rework and story scene changes
2026-04-06
In the middle of reworking the Library screen to show aspects instead of the old class view. The goal is to give players an intuitive way to check the nodes they care about and answer questions like: when does this sigil open? When do my stats grow?
The Library panels now use a shared tag component for class names instead of one-off styled badges. Small thing, but it makes the whole screen more consistent and easier to maintain.
Some of the UI findings from the Library work are pushing me to redo parts of the story screens too. The walking scenes now use a new trigger layout system — trigger sizes and positions can be overridden per scene, and the old hardcoded layout is being replaced. I want to find the right balance between gestures and story representation, and the old setup was making that harder than it should be.