DAI 3.0 · STEP-BY-STEP

Branding, Title Screens & Loading Presentation

Create application/experience branding, title-screen and loading presentation that activates around a working DAI experience.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

What you are building

Primary paths: data/<namespace>/dai_title_screens/ plus companion resource assets when needed.
Branding should identify the experience and communicate loading state without becoming responsible for gameplay progress.

Step-by-step

  1. Finish a safe experience bootstrap firstDo not design loading art around a spawn flow that can still leave the player in the void.
  2. Create the title-screen definitionBind the stable experience identity to its title/menu presentation.
  3. Add startup/loading assetsUse a companion resource pack for custom imagery when the experience requires one; data-only projects can keep vanilla-compatible presentation.
  4. Expose loading phase honestlyIf construction is staged, presentation should match real readiness rather than hiding an unfinished destination.
  5. Keep gameplay state server-ownedClosing/opening a screen must never advance a quest or world phase by itself.
  6. Test first launch, resume and pack updateVerify branding survives restart, does not duplicate, and falls back safely when optional resources are absent.
  7. Test small screens and missing resourcesA broken asset must not make the experience unlaunchable.

Definition of done

  • The feature still works after save/reload.
  • Server state is authoritative; presentation mirrors it.
  • Invalid input cannot duplicate rewards or bypass costs.
  • Two players can use the system without sharing unintended temporary state.
  • Any optional resource pack can be disabled without breaking datapack logic.

Next integration

Once this feature works alone, connect it to a complete loop instead of adding more isolated content. Use the complete-game tracks to see where it belongs in ACMS, Space Between Blocks, MineTrigger or Hollow Spiral.