The main menu warms every ready game's mods up into the assembly cache in the
background (last played first), so picking a game only loads cached assemblies.
Game picker and save browser are scenes on the shared MenuWindowShell (also used by
the settings): caps title, close on the right, footer hint; the picker footer shows
the warm-up state, cards get framed covers with a letter placeholder and Continue as
the main action; the save browser shows 3x2 large cards with the game selector in
the header. new_game waits for the warm-up; menu_flow takes --shots.
The novel template becomes the intended layering: collection novel_template
lists my_novel_game (its own scenes, scenarios, text), town_pack (reusable
backgrounds and the bar ambience) and the engine. The town entrance and the
home vestibule move from cthangover_game into town_pack instead of being
copied; cthangover_game depends on it. Docs explain how to start a game from
these three layers.
The mod holding the main game's own scenes and story follows the <game>_game
naming rule; further parts stay <game>_<part>, reusable content is <theme>_pack.
Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base,
editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and
every reference follows. Engine UI prefabs (dialog, answers, message, game
menu, inventory, map, skills) and their panel entries moved out of the story
mod into the subsystem mods; the card_novel and vn_starter_novel collections
are removed.