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PAUSE / INVENTORY MENU SPEC — "Ocarina" rotating screens

STATUS: NEW — build blueprint (next implementation pass). Defines the OoT-style rotating pause menu that
replaces the current Gear & Pack modal. Four panels on a horizontal carousel; the player rotates left/right.
This spec is the contract the in-game build + the responsive CSS rework implement together (same UI surface).
Canon: EQUIPMENT.md, ITEMS.md, RESOURCES.md, ZONES.md (key items), QUESTS.md (shop/map pools), BALANCE.md.

1. THE CAROUSEL (4 panels, horizontal rotation)

Order left → right: [ MAP ] ↔ [ EQUIPMENT ] ↔ [ INVENTORY ] ↔ [ CRAFT ]

optionally if it feels better in playtest (decide in build).

2. INVENTORY panel (the core)

32 total slots. The grid is divided into type-locked regions (a slot only accepts its declared type — the

"bottle row / enchanted-arrow section" idea), plus one free random section. Proposed layout (tune in build):

per zone (up to 12). Never consumed, never sold; their verb powers traversal. Always shown, even if empty (silhouette).

not 1-per-slot.

drops, off-tier curios, quest oddments. Exactly 6 slots; overflow prompts drop/sell.

Behaviors: tap a slot = inspect/use/ready; long-press = drop. Type-lock rejects wrong-type with a soft buzz + hint.

Slots show icon + qty; key items show a glow when their gate is active.

3. EQUIPMENT panel

The character's worn gear. Now: weapon · tool · armor. Next armor pass extends to head · chest · legs · feet

(Leather/Iron/Diamond sets) + accessory. Tap a slot to cycle owned pieces (existing cycleSlot); shows stat deltas

(Might/Def). Hero portrait + the SWAP-hero control live here (and as the quick button — see §6).

4. MAP panel (bought, not given)

among other goods; buying the map reveals that region's overworld + POIs.

dungeon hubs) matter.

feeds this). Unbought regions render as fogged "purchase at a shop" placeholders.

5. CRAFT panel

The forge/anvil recipes (existing RECIPES + the smelt path), surfaced in-menu so crafting isn't only at the anvil

(or keep anvil as the "lit furnace" requirement — decide in build). Shows tool/weapon/armor recipes, material costs

(ingots + mats), molds owned, and the in-progress craft timer. Mirrors renderForge content in the carousel skin.

6. REPLACES Gear & Pack + SWAP button

screens. The old modal is removed; its open hook (I / pause / the gear button) opens the carousel on Inventory.

persistent quick-action chip in the HUD (premium CSS), so swapping doesn't require opening the menu.

7. RESPONSIVE TARGET (built with the CSS rework)

One layout that works on mobile portrait, mobile landscape, tablet, and desktop:

with the action cluster. The SWAP + action buttons re-flow per orientation (the broader HUD CSS rework).

8. BUILD ORDER (next pass)

  1. Item model: give items an {id,type,qty,slotRegion} shape; migrate current count-resources into Materials stacks

and key items into the Key Items region. 2. Carousel container + rotation transitions. 3. Inventory grid +

type-locked regions + 6 random slots. 4. Equipment (reuse cycleSlot). 5. Map (reuse world-map + shop-bought gating

+ shop random pools). 6. Craft (reuse renderForge). 7. Remove Gear & Pack modal; restore SWAP. 8. Responsive CSS

pass across all four breakpoints. Verify with node --check after each step.

1051 linked entries · source: content · living wiki, auto-synced from the game's design.