Slot Presentation Flow — Template
Copy this file into the target game's documentation and replace every
[GAME TODO]before frontend implementation. This document defines presentation order only. The backend response, wallet settlement and round state remain authoritative.
1. Document control
2. Base player flow
The flow may omit branches that the game does not implement. It must not invent a branch that is absent from the GDD and backend contract.
3. Phase sheet
Complete one row for every player-visible phase. Comments should name the exact animation/audio asset or explicitly say that the asset is not ready.
4. BONUS anticipation rule
Default example for a feature triggered by three BONUS symbols:
- After each reel stops, count only server-authoritative BONUS symbols already revealed.
- Start anticipation when exactly two required BONUS symbols are visible and at least one unrevealed/eligible reel can still complete the trigger.
- Apply anticipation only to the eligible remaining reel(s), not to reels that can no longer help.
- If the third BONUS lands, resolve into Bonus Trigger presentation.
- If it misses, play a short miss resolve and continue to the ordinary result.
- Anticipation is presentation only; it does not reroll, delay settlement or change probability.
Per-game override:
If the game has no BONUS trigger, mark this section Not applicable and remove the branch from its
game-specific diagram.
5. Result branching
Result classification comes from authoritative response fields and the approved presentation threshold configuration.
Rules:
- Never calculate or increase payout on the client.
- Present all authoritative contributing line/ways wins before or beneath the total.
- Big Win is a presentation tier, not a second award.
- A feature opening takes precedence over returning to paid-spin Ready.
- If a round has both a base win and a feature trigger, document their exact presentation order in the game-specific copy.
6. Optional feature modules
Open the interactive presentation-flow reference to inspect the base flow, feature branches and placeholder visual storyboards.
Copy only the modules used by the target game, then resolve their [GAME TODO] fields against the
GDD and authoritative backend contract:
- Hold and Win — trigger, locked-cell respins, resets, collectors/jackpots and feature total.
- Expanding Wild — source reveal, expansion order, affected wins and multi-expansion handover.
- Cascade / Tumble — authoritative step replay, remove/collapse/refill, modifiers and terminal board.
If a game combines modules, its game-specific diagram must define the handover order between them. Do not merge their state machines merely because their animations overlap.
7. Visual reference requirement
Every player-visible state with unique behavior must have a stable visual reference. This includes BONUS anticipation, symbol transformations, Wild expansion, locked-cell behavior, cascade phases, special counters and popup transitions.
Use a GIF, MP4/WebM, storyboard, approved screenshot sequence or implementation recording. Link it
directly from the state/animation block. A static screenshot is insufficient when timing, order or
motion is load-bearing. A state without unique treatment must say N/A — uses standard <state>.
Visual references are presentation evidence, not runtime assets. Track runtime asset status separately.
8. Animation comment format
Use one block per animation so implementation does not depend on prose hidden elsewhere:
9. Popup inventory
Delete unused rows in the game-specific document.
10. Skip, cancellation and recovery
- Skip accelerates presentation; it never changes the settled outcome.
- Every required phase defines a synchronous final visual state.
- A skipped count-up snaps to the authoritative amount.
- Scene destruction/cancellation clears listeners, timers, tweens and popups.
- Reconnect reads the persisted round/feature receipts and resumes or finalizes the correct phase.
- A stale completion token must not release a newer round or feature step.
- Paid Spin remains disabled while a round is pending, recovery runs, or a feature is open.
11. Per-game completion checklist
- Every
[GAME TODO]is resolved or explicitly marked out of scope. - Diagram matches the GDD and backend state model.
- Every selected optional feature module is copied, linked and fully resolved.
- Every popup has an open, dismiss, skip and failure rule.
- Every animation names its trigger and completion event.
- Every state with unique behavior links to an approved visual reference.
- Motion-dependent behavior uses a moving reference, not only a screenshot.
- Two-BONUS anticipation is enabled only when the remaining reel can complete the trigger.
- No-win, line-win, multi-line, big-win, bonus-trigger and bonus-close scenarios have deterministic test seeds where applicable.
- Skip/reconnect cannot create another wager or change payout.
- Final balance and win totals come only from the authoritative response.