Adds a single bible-voice line ("Begin where the soil is bare.") that
surfaces immediately after BeginScreen dismisses on first run and
auto-dismisses when the player makes their first plant. Closes G2
first-impression UX gap from 2026-05-09 live UAT — the post-Begin state
no longer leaves a brand-new player staring at a 4×4 grid with no
instruction.
Implementation:
- content/seasons/01-soil/ui-strings.yaml: first_run_hint key added
(recommended copy from plan; bible voice — warm, specific, contemplative)
- src/content/schemas/ui-strings.ts: UiStringsSchema extended with
first_run_hint: z.string().min(1) — MANDATORY because Zod default strip
mode silently drops unknown keys from parsed.data
- src/store/session-slice.ts: firstRunHintDismissed + dismissFirstRunHint
added (session state ONLY — NOT persisted to V1Payload, no migrations[2])
- src/ui/first-run/FirstRunHint.tsx: subscribes to tiles slice, dismisses
on first plant !== null transition; renders externalized line via
uiStrings[1]?.first_run_hint
- src/ui/first-run/{index.ts}, src/ui/index.ts: barrel + re-export wired
- src/App.tsx: <FirstRunHint /> mounted between BeginScreen and SeedPicker
Vitest: 6 new behavioral cases green (hidden when Begin still up, hidden
when dismissed, renders externalized line, reads uiStrings, auto-dismisses
on first plant, stays dismissed on subsequent tile changes). 324/324
total green; npm run ci exits 0.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Built equivalent React + Vite + TypeScript scaffold by hand because the official
npm create @phaserjs/game@latest scaffolder is interactive-only and the documented
--template/--yes flags are ignored (verified 2026-05-08 with create-game v1.3.2).
Plan Step 1 explicitly authorizes this fallback. Resulting tree mirrors the
official template shape: index.html, src/main.tsx, src/App.tsx, src/PhaserGame.tsx,
src/game/main.ts, src/game/scenes/Boot.ts.
- Installed Phase-1 production deps at versions verified in RESEARCH.md:
phaser@4.1.0, react@19.2.6, react-dom@19.2.6, idb@8.0.3, lz-string@1.5.0,
zod@4.4.3, crc-32@1.2.2, gray-matter@4.0.3, yaml@2.8.4, inkjs@2.4.0.
- Installed Phase-1 dev deps: vite@8.0.11, @vitejs/plugin-react@6.0.1,
typescript@6.0.3, @types/react@19, @types/react-dom@19, @types/node@22,
vitest@4.1.5, @vitest/ui, happy-dom, fake-indexeddb@6 (for Plan 03 IDB tests),
@playwright/test@1.59.1, eslint@9, eslint-plugin-boundaries@6.0.2, inklecate@1.8.1.
- Created the seven architectural-firewall directories under src/ with .gitkeep
markers (sim, render, ui, save, content, audio, store) — siblings to the
template-provided src/game/ — so Plan 02's ESLint boundaries rule has clean
targets per CLAUDE.md 'Architectural Firewall'.
- Created repo-root /content/ (with /dialogue/ and /seasons/ subdirs) and /assets/
trees per CONTEXT D-11, D-12.
- Pre-declared all downstream-required scripts in package.json so Plans 02–06 only
edit code, not script keys: dev, build, preview, lint (--max-warnings 0 per
RESEARCH CI Pitfall C), test (--passWithNoTests=false per CI Pitfall B),
test:watch, validate:assets, compile:ink (no-op stub for Phase 1; Phase 2
replaces with real inklecate invocation), ci.
- TypeScript strict mode enforced via tsconfig.json + tsconfig.app.json + tsconfig.node.json.
- npm run build succeeds (tsc -b && vite build) producing dist/index.html and
dist/assets/index-*.js (~1.5MB Phaser bundle; code-splitting deferred to Phase 2+
when actual scenes exist).