docs: define landscape game UI and visual system
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# Aetherbound Guild: UI And Visual System
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> Authority: landscape composition, visual identity, semantic color, type,
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> component behavior, motion, and canonical layout families.
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>
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> Companion: [SCREEN_AND_STATE_MAP.md](SCREEN_AND_STATE_MAP.md).
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>
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> Evidence boundary: this is a production specification, not a rendered,
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> human-reviewed, or device-verified result.
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## 1. Visual Thesis
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**A working magical expedition journal laid over a living hand-painted world.**
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In three seconds, a player should see named adventurers repairing a ruptured
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magical route, not a medieval tavern, a gacha roster, an idle-game spreadsheet,
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or a generic dark strategy dashboard. The art is authored 2D Japanese
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hand-drawn fantasy with clear cel-shaped characters, painted environments,
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selective ink texture, and restrained animation rigs. The interface uses the
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guild's physical repair language: enamel labels, stitched field cloth, brass
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Waylamp mechanisms, inked forecast acetate, ceramic status chips, and route
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cords.
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The UI must feel maintained rather than luxurious. Surfaces show repair marks,
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handwritten secondary notes, replaced screws, and faction additions, while
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primary text and numbers remain clean engine-rendered typography. The player is
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a strategist at a working table, not a monarch receiving ornate popups.
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### 1.1 Experience Reads
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| State | First read | Second read | Third read | Intended feeling |
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|---|---|---|---|---|
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| Title/opening | ruptured route crossing a working guild | Mara and Oren repairing, not posing | one route pulse successfully relit | invitation and practical purpose |
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| Guild | current physical repair/objective | named company preparing nearby | destination dock and next route | ownership without menu anxiety |
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| Route | two materially different paths | reward versus exposed Cache | company readiness and Supplies | informed anticipation |
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| Battle | telegraphed enemy action | threatened ally and protection relation | legal Directive / Command | readable pressure and trust |
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| Failure | first preventable event | retained people/progress | credible reconfiguration path | diagnosis, not humiliation |
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| Reward | behavior-changing object | build interaction and exact delta | Cache exposure / Anchor distance | curiosity with responsibility |
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| Restoration | service visibly starts working | people affected by the choice | new route/profession possibility | earned transformation |
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| Ending | eight local systems working together | 30 adventurers remain workers/mediators | a new route law, not a throne | plural accomplishment |
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### 1.2 Anti-Goals
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- No black/navy screen filled with detached translucent rectangles.
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- No oversized title copy replacing the world or playable subject.
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- No parchment-beige monoculture, faux medieval calligraphy, or ornamental
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borders that reduce text space.
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- No rarity rainbow dominating item purpose or behavior.
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- No tiny chibi army whose profession and condition disappear at play size.
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- No portrait cards as the main battle representation.
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- No full-screen blur, decorative gradient orb, ambient bokeh, or particle fog.
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- No unexplained icon-only resource, status, or destructive action.
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- No animated decoration that resembles a telegraph, reward, hit, or legal
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target.
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- No font sizing tied to viewport width and no negative letter spacing.
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## 2. Canvas, Camera, And Safe Areas
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The design canvas is `1920x1080`, rendered responsively at a fixed landscape
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aspect policy.
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| Target | Logical viewport | Safe area | Policy |
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|---|---:|---:|---|
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| Small mobile/tablet split | 1280x720 | 56 px sides / 40 px top-bottom | preserve world center, collapse secondary drawers |
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| Reference landscape | 1920x1080 | 96 px all edges | canonical composition |
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| Large desktop/console | 2560x1440 | 128 px all edges | reveal lateral environment and wider lists; no stretched controls |
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| Extra-wide | wider than 16:9 | reference safe-area width centered | reveal world only; HUD tracks remain max-width constrained |
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Environment cameras use a stable horizon between 38% and 46% of canvas height.
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Battle is a shallow three-quarter side view, not top-down: bands are separated
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by floor motifs and depth offsets while actor silhouettes remain mostly
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upright. Formation tools use an elevated 30-degree table view because planning,
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not spectacle, is the focal action there.
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On-screen subjects have protected composition zones:
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- left and center `68%`: world, formation, actors, route, or physical collection;
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- right `22-28%`: context/inspect drawer only when open;
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- top `7-9%`: compact objective and resource rail;
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- bottom `10-14%`: destination/action dock when the screen family requires it.
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Drawers replace, slide over, or compress only secondary world space. They never
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shrink battle below 68% or force a functional control under 48 logical pixels.
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## 3. Semantic Palette
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The palette combines daylight pigments and dark ink structure. No single hue
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family owns more than half of a normal scene.
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| Token | Color | Role | Non-color backup |
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|---|---|---|---|
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| `ink-950` | `#171C22` | primary text, deep silhouettes | weight and solid edge |
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| `ink-800` | `#2B333B` | docked panels, inactive mechanisms | inset contour |
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| `paper-050` | `#F7F3E8` | readable labels, selected ledger surface | bright field and raised edge |
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| `paper-200` | `#DDD4C2` | secondary physical surfaces | stitch or paper grain |
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| `aether-cyan` | `#32B8C6` | route energy, legal flow, arcane action | continuous double-line motif |
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| `repair-gold` | `#E5B445` | objective, repair, selected destination | key-notch motif |
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| `ally-jade` | `#3F9E78` | ally health/recovery/safe commit | leaf-chevron motif |
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| `danger-coral` | `#D95C55` | immediate danger, invalid destructive consequence | broken triangle and pulse |
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| `command-blue` | `#477EC7` | player Directive and Command charge | four-point command seal |
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| `strain-violet` | `#8C63A8` | Strain and unstable memory effects | three-knot mark |
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| `cache-copper` | `#B86D3F` | unsecured value and risk | open-clasp icon |
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| `secured-green` | `#287A5A` | banked/committed value | closed-clasp icon |
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| `focus-white` | `#FFFFFF` | keyboard/controller focus edge | two-pixel outer+inner outline |
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Semantic color appears on no more than 25% of a component surface. Large
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surfaces use region/environment palettes; the semantic token appears in icons,
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edges, lane markings, and state-changing light. Color is never the sole
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difference between safe/risky, ally/enemy, active/disabled, or complete/open.
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### 3.1 Chapter Palette Shifts
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| Chapter | Dominant environment pigments | Aether interruption | Avoid |
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|---|---|---|---|
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| CH-01 | grass green, sky cyan, windmill yellow, chalk white | silent charcoal wavefront with cyan fracture | idyllic beige farm |
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| CH-02 | reed jade, flood blue, frosted glass, ferry red | white voice ribbons with patterned source marks | all-blue underwater wash |
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| CH-03 | iron gray, furnace vermilion, worker cobalt, mint silver | alternating amber/cyan pressure seams | monochrome orange forge |
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| CH-04 | leaf green, archive white, ink black, annotation magenta | missing ink cuts with cyan return stroke | generic enchanted forest |
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| CH-05 | moon silver, harbor teal, rescue orange, customs indigo | offset mirrored rim patterns | indistinct blue reflection |
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| CH-06 | storm gray, ward saffron, lift jade, clear-eye blue | directional coral/cyan wind arrows | dark blue storm everywhere |
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| CH-07 | lantern coral, registry ivory, wet stone green, night black | blank fields paired with gold voice marks | purple-black mystery cliché |
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| CH-08 | one retained material/color from every region | plural eight-color cadence with ink scaffolding | rainbow glow without structure |
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## 4. Typography And Numeric Display
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Display type uses a humanist Japanese/Latin-compatible sans with slightly
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calligraphic terminals for location and chapter names. Functional UI uses a
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high-legibility UI sans with tabular numerals. The implementation may select
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licensed fonts later; font names are not part of this authority until license,
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glyph, fallback, and platform rendering tests pass.
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Reference sizes at `1920x1080` and 100%:
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| Style | Size / line | Use |
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|---|---:|---|
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| Display chapter | 48 / 58 | chapter arrival only, over world image |
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| Screen title | 34 / 42 | docked heading, never a hero headline |
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| Section title | 25 / 32 | panel/area heading |
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| Body | 20 / 29 | explanations and narrative choices |
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| UI label | 18 / 23 | buttons, tabs, fields |
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| Caption | 16 / 21 | metadata that is not decision-critical |
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| Battle number | 18 / 20 | HP changes, timers, event values |
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All values use tabular numerals. A value that changes displays `old -> new`,
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the signed delta, or a before/after bar according to context. The interface
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never shows a green number without the affected stat or a percentage without
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the absolute consequence. Compact battle labels expand on focus/tap and in the
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event log.
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At 115% and 130%, type and controls scale from a theme token, not viewport
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width. Text may wrap to a second line. Functional labels never ellipsize unless
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the same component exposes the complete accessible name on focus and the
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truncated value is not a state/cost/consequence.
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## 5. Shape, Material, And Icon Grammar
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### 5.1 Structural Shapes
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| Meaning | Shape language |
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|---|---|
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| Guild/navigation | squared enamel tab with one clipped repair corner |
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| Character/company | upright cloth pennant and portrait medallion |
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| Route/place | small landscape silhouette on a tied route cord |
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| Threat | angular forecast acetate with one pointed time edge |
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| Reward/item | physical object silhouette on a shallow inventory tray |
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| Safe/secured | closed clasp and complete outer contour |
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| Risk/unsecured | open clasp and dashed outer contour |
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| Locked | physical cross-pin plus named condition; never padlock alone |
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| Completed | repaired seam and stamped receipt, not confetti alone |
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Cards use a maximum `8 px` reference corner radius. Panels are docked to an
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edge, table, shelf, satchel, slate, or other physical parent. Cards never sit
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inside decorative cards; nested detail uses dividers and sub-rows.
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### 5.2 Icons
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The core icon set uses a consistent 24/32/48-pixel vector envelope, 2.25-pixel
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reference stroke, squared rounded ends, and one internal negative-space motif.
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Icons must remain recognizable in high contrast and grayscale. Each status has:
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- silhouette icon;
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- short localized name;
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- one-line mechanical effect;
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- source and remaining duration/stack when applicable;
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- event-log form.
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Familiar actions use familiar symbols: back arrow, gear, pause, play/speed,
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speaker, controller, compare, pin, search, filter, sort, undo where legal, and
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close. Tooltips name unfamiliar icons; touch uses the same content through
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tap-and-hold or inspect.
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## 6. Core Components
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### 6.1 Action Control
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One primary action per decision region. Primary buttons combine an icon, action
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verb, and cost/consequence when one exists: `Secure Cache - 1 Supply`, not
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`Confirm`. Icon-only controls are reserved for universal tools and always carry
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accessible labels/tooltips.
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| Variant | Surface | Example |
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|---|---|---|
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| Primary | repair-gold enamel, ink text, raised upper edge | Begin expedition |
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| Tactical | command-blue mechanism with charge notch | Retune - 1 Command |
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| Safe commit | ally-jade clasp and explicit result | Bank 180 Crowns |
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| Risk commit | paper surface with coral/copper exposed edge | Press on - 180 at risk |
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| Destructive | paper surface, coral broken edge; never filled red by default | Salvage item |
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| Disabled | material remains, mechanism pin inserted, reason beside it | Requires 1 Supply |
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Press state begins within 50 ms. Legal commit feedback begins within 100 ms of
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authoritative state. Disabled controls do not depress or play a success sound.
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### 6.2 Resource Rail
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The top rail displays only resources relevant to the current shell. Guild:
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Crowns, objective, selected company readiness, save. Expedition: Supplies,
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Cache, Strain alert, Anchor distance. Battle: Command, Cache risk, objective,
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speed/pause. Each item includes name on expansion and exact delta animation
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bound to the committed transaction.
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### 6.3 Adventurer Representation
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Each adventurer appears at three canonical scales:
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- `portrait`: head/shoulders with signature garment and expression;
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- `company figure`: full-body 220-320 px reference height for planning and hub;
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- `battle actor`: full-body 150-230 px based on lane depth, preserving weapon,
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profession overlay, face direction, and condition silhouette.
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Profession equipment augments a stable character base rather than replacing the
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character with a generic class sprite. Selected, targeted, Downed, Strained,
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Hushed, Anchored, and protected relationships change stance/markers in addition
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to color.
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### 6.4 Item Row
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An item row shows object art, name, slot/tier, owned/equipped state, one-sentence
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behavior, and one exact relevant delta. Expanded comparison shows all derived
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changes, affected skill/timing events, unique-group conflicts, acquisition, and
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salvage consequences. Raw power score is never the primary sort or visual size.
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### 6.5 Telegraph
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A telegraph is anchored to the acting enemy and projected onto the affected
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lane/targets. It includes action icon/name, countdown wedge, target line, effect
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value/status, and at least two counter tags or a named mitigation rule. At 1x,
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the most urgent telegraph receives scale/contrast priority; additional
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telegraphs stack along the event rail without covering actors.
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### 6.6 Route Node
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Node art shows the actual place type and its pressure. The marker contains:
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- place silhouette;
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- encounter type shape;
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- forecast confidence;
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- reward family;
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- supply/cache consequence when known;
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- objective/recruit/mastery marker if authored.
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Selected nodes lift from the cord and extend the lower comparison band. A
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completed node becomes a stamped travel note while the world art remains.
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### 6.7 Modal And Review
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Review surfaces are sheets physically attached to the current context, occupy
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no more than 62% of the reference canvas, and preserve the affected subject.
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They state `Before`, `After`, `Cost`, `Risk`, and `Can undo?` using the actual
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transaction. Destructive reviews place Cancel left/default and the explicit
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verb right after adequate separation.
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## 7. Canonical Layout Families
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### 7.1 Title: `SYS-004`
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- Full-bleed Aster Yard at dawn; broken route arcs behind workers at real scale.
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- Product name occupies the upper-left but no more than 22% of frame height.
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- Continue sits lower-left over clear ground, followed by current slot summary.
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- Settings, slots, and accessibility occupy a compact vertical tool rail.
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- Ambient action: Oren seats a Waylamp contact, Mara signals, the route pulse
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travels into one working pump. This is a state-change vignette, not random
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particle motion.
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### 7.2 Guild Yard: `GLD-001`
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- Physical yard is central; objective repair is the primary focal object.
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- Current company occupies a preparation platform and reflects loadout/Strain.
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- Restored services are reachable by world hotspot and bottom destination dock.
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- Objective board is a compact banner tied to the repair, not a floating quest
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card.
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- Chapter completion changes architecture, workers, sound layers, and route
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light permanently.
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### 7.3 Roster And Adventurer: `GLD-003/004`
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- Left 62%: company line and scrollable roster figures/portraits on a guild
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muster wall; selected character remains a full-body subject.
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- Right 38%: identity, talent, profession, readiness, and one Edit Loadout.
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- Filters are a horizontal icon+text toolbar; no pill cloud.
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- Adventurer detail changes the left background to their working space and
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keeps relationship/history as physical annotations.
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### 7.4 Formation Workshop: `GLD-005`
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- Center 66%: large 3x2 Weave Grid on a field table with real party figures.
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- Protection arcs, predicted first targets, reach, and invalid positions update
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immediately after tap-select/tap-destination or drag.
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- Left strip: available/reserve figures.
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- Right slate: encounter pressure, validation, role diversity, first event.
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- Bottom-right primary: `Confirm Company`; preset/undo are icon tools.
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### 7.5 Profession, Skill, And Equipment: `GLD-007..009`
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- Character remains visible at left with profession/equipment silhouette layers.
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- Center is one current decision: branch tree, four skill slots, or four gear
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slots. It is never three equal nested panels.
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- Right comparison slate shows the real timeline/stat/behavior difference.
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- A branch choice previews signature pose, resource device, skill behavior, and
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counter surface; it is not only a node name in a tree.
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### 7.6 World And Chapter: `WLD-001..003`
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- World map is an illustrated network, not a level-select grid.
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- Restored route lines physically animate from local services to the First
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Junction. Ruptures interrupt geography with a dark silent seam.
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- Selected chapter opens a horizontal travel folio: full region art, learning
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question, current transformation, characters, and Enter Chapter.
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- The settlement screen brings named residents and the threatened service to
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the foreground before route choices appear.
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### 7.7 Expedition Route: `EXP-002/003`
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- Route cords traverse the region art and visibly converge at Anchors.
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- Two prospective branches occupy distinct parts of the landscape so the player
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can point to them before reading.
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- Lower comparison band aligns threat, counter, reward, supply/cache impact, and
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objective consequence column-for-column.
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- `Commit node` appears only after selection; inspect never commits.
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### 7.8 Encounter Preview: `EXP-004`
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- Enemy group and battlefield occupy 62%; the actual first formation is visible.
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- A forecast acetate overlays up to three major mechanics with timing and lanes.
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- Bottom formation strip allows limited company changes without leaving preview.
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- Right comparison shows `First target`, `First major threat`, `Counters in
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company`, and `Missing coverage`.
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- Start Battle is the only primary action. Research opens as a drawer.
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### 7.9 Live Battle: `BAT-002`
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- Actors and lane action remain unobstructed across at least 68% of the screen.
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- Enemy telegraphs originate in the world. The next-event strip on top confirms
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sequence but does not replace world projection.
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- Ally HP/Guard/Ward bars are compact and attached to feet; only the greatest
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immediate risk expands automatically.
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- Two Directive mechanisms sit bottom-center at thumb reach with visible
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charges and legality. They are not large text rectangles.
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- Pause/speed/log sit top-right; retreat lives inside Pause to prevent accidents.
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- Cache strap at far right shows secured/unsecured via closed/open clasp.
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### 7.10 Directive Flow: `BAT-005..007`
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- Selection slows/pauses according to rules and expands the two prepared
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mechanisms; illegal one remains inspectable with reason.
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- Targeting uses actor/lane outlines, not a cursor disconnected from the scene.
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- Review draws one insertion on the visible event timeline and states cost and
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changed forecast.
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- Confirm uses the Directive symbol; Cancel returns to battle with zero spend.
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### 7.11 Diagnosis And Recovery: `RES-002..004`
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- Timeline fills the center, with predicted plan above and actual events below.
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- The first divergence is physically linked to the involved actor, item/order,
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and enemy telegraph.
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- The page names `What happened`, `Why`, and two legal adjustments. It never
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declares a universal best build.
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- Failure transaction shows people retained before value lost. Recovery choices
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use three distinct scene exits: reconfigure at Anchor, training ring, Guild.
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### 7.12 Reward And Cache: `EXP-008/009`
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- Three rewards are actual illustrated objects on a field cloth, not equal
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rarity cards. Relative scale is normalized so large weapons do not imply value.
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- Selecting one shows which current character/skill/event changes and the exact
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behavior.
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- Accept visibly moves the object into the open Cache satchel; banked inventory
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remains visually separate.
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- Cache management displays real lines and deterministic loss examples rather
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than only total percentage.
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### 7.13 Records: `REC-001..009`
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- Records atrium is a physical evolving guild room. Category selection uses
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shelves, specimen tables, profession loom, portrait ledger, and collection
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displays.
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- List/detail screens preserve a large focal illustration and use a single
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scroll track for entries rather than nested grids.
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- Unknown content distinguishes `not encountered`, `observed but not
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researched`, and deliberately undisclosed information.
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### 7.14 Settings: `SET-001..010`
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- A quiet unframed settings workspace replaces the world while retaining the
|
||||
top-left back path and current category rail.
|
||||
- Left category rail is 240 px at reference; right content begins with current
|
||||
effect and interactive preview.
|
||||
- Binary preferences use switches/checkboxes, finite option sets use segmented
|
||||
controls or menus, volume uses sliders with numbers, remapping uses dedicated
|
||||
input rows.
|
||||
- Reset and delete are isolated at the bottom of Data and Reset; never next to a
|
||||
routine toggle.
|
||||
|
||||
## 8. Motion Language
|
||||
|
||||
Motion communicates work, pressure, and committed state. It does not make the
|
||||
interface hover continuously.
|
||||
|
||||
| Event | Anticipation | Impact | Recovery / final | Reduced motion |
|
||||
|---|---:|---:|---:|---|
|
||||
| Select | 40 ms edge tension | 90 ms lift/outline | stable raised state | instant outline and marker |
|
||||
| Equip | 80 ms item draw | 140 ms layer seat + exact delta | 180 ms settle | crossfade final layer, delta remains |
|
||||
| Route commit | 120 ms cord tension | node seal closes | camera travels 300-500 ms | instant selected route with direction arrow |
|
||||
| Telegraph | actor windup authored per skill | lane projection locks | countdown remains linear | final poses + stepped countdown |
|
||||
| Directive | mechanism arm 80-160 ms | event insertion and actor response | return to battle within 300 ms | event line and final pose only |
|
||||
| Damage | readable anticipation from skill | 40-90 ms hit response and value | 120-240 ms recovery | no shake/hit-stop; contour/value change |
|
||||
| Reward | object enters from encounter source | Cache clasp responds | item rests visibly in satchel | direct placement + receipt stamp |
|
||||
| Restoration | service attempts once | route pulse reaches destination | persistent working loop begins | before/after dissolve and stable active pose |
|
||||
|
||||
Continuous ambient animation is limited to the focal service, weather, and up
|
||||
to three background workers/processes. Low-power mode samples them at reduced
|
||||
frequency or replaces them with authored final poses. UI layout dimensions
|
||||
never animate.
|
||||
|
||||
## 9. VFX Language
|
||||
|
||||
- Aether routes: double-line cyan energy with visible direction nodes, never fog.
|
||||
- Repair: gold seam closes from source to destination and leaves a material
|
||||
change behind.
|
||||
- Ally action: clean jade or profession-color arc tied to weapon/device motion.
|
||||
- Enemy danger: coral forecast geometry appears before impact; impact may use
|
||||
black ink fragments but cannot hide targets.
|
||||
- Guard/Ward: Guard uses angular enamel plates; Ward uses circular glass rings.
|
||||
- Break: stability contour fractures into four readable segments and exposes a
|
||||
white center; reduced flashes uses no luminance spike.
|
||||
- Hush: action glyph loses its secondary stroke; it is not merely desaturated.
|
||||
- Strain: one to three tied violet repair knots on the character pennant.
|
||||
- Anchored/Drift: ground pin versus directional cloth ribbon, both shape-coded.
|
||||
- Reward/commit: physical item/value path reaches Cache, inventory, or service;
|
||||
particles alone never imply ownership.
|
||||
|
||||
At reference size, concurrent transient VFX may cover no more than 18% of the
|
||||
battlefield and may not overlap Directive controls or the next-event strip.
|
||||
|
||||
## 10. Localization And Accessibility Behavior
|
||||
|
||||
- English and Simplified Chinese use the same component hierarchy, not separate
|
||||
compressed layouts.
|
||||
- Chapter titles may use an authored display treatment; all mechanics and
|
||||
controls remain engine text.
|
||||
- A telegraph, status, lane, rarity, and target relation use shape/pattern/text
|
||||
in addition to color.
|
||||
- Captions identify speaker/event direction through name and directional icon.
|
||||
- All draggable operations have tap-select/tap-destination equivalents.
|
||||
- Controller focus has a double white/ink contour and never uses hover alone.
|
||||
- Important battle events remain accessible in a pauseable linear log.
|
||||
- Reduced motion removes camera travel, parallax rotation, shake, and continuous
|
||||
UI motion while retaining event timing and final state.
|
||||
- Reduced flashes caps luminance change, removes full-screen white, halves
|
||||
particles, and keeps forecast geometry.
|
||||
- Master mute changes no gameplay; captions and visual telegraphs remain.
|
||||
- At 130%, secondary details move into a drawer rather than shrinking type,
|
||||
buttons, actors, or essential state.
|
||||
|
||||
## 11. Design Tokens And Implementation Handoff
|
||||
|
||||
The prototype and eventual engine theme must expose tokens rather than inline
|
||||
screen styling:
|
||||
|
||||
```text
|
||||
space: 4, 8, 12, 16, 24, 32, 48, 64
|
||||
radius: 0, 4, 8
|
||||
control_min: 48
|
||||
stroke: 1, 2, 3
|
||||
safe_small: 56x40
|
||||
safe_reference: 96
|
||||
panel_max: 720
|
||||
drawer_width: 420 / 560
|
||||
motion_fast: 90ms
|
||||
motion_commit: 180ms
|
||||
motion_reward: 480ms
|
||||
focus_outer: 3px white
|
||||
focus_inner: 2px ink
|
||||
```
|
||||
|
||||
Stable component IDs, icon IDs, material sprites, localized strings, animation
|
||||
events, and semantic colors must be declared in data. A screen may choose a
|
||||
chapter material variant but cannot redefine state meaning or interaction.
|
||||
|
||||
## 12. Presentation Acceptance Checklist
|
||||
|
||||
- [ ] The title, Guild, route, battle, failure, reward, and restoration read as
|
||||
a working magical repair expedition without explanatory title copy.
|
||||
- [ ] World/actor art occupies the primary surface; UI is docked and not a card
|
||||
wall.
|
||||
- [ ] Battle priority is telegraph, threatened ally, then Directive.
|
||||
- [ ] Every control shows state, cost/condition, and consequence.
|
||||
- [ ] All canonical layouts remain functional at 1280x720, 1920x1080,
|
||||
2560x1440, English, zh_CN, and 130%.
|
||||
- [ ] Touch, mouse/keyboard, and controller share the same verbs and no drag is
|
||||
required.
|
||||
- [ ] Reduced motion/flashes, mute, high contrast, and low power preserve
|
||||
decisions and final state.
|
||||
- [ ] Chapter palettes and compositions remain distinct without changing
|
||||
semantic UI color.
|
||||
- [ ] Generated or drawn art is not called final before source, processing,
|
||||
integration, runtime, agent, human, and device states are recorded.
|
||||
|
||||
The next presentation authority must enumerate the exact art, animation, VFX,
|
||||
music, ambience, and SFX required to realize this system.
|
||||
Reference in New Issue
Block a user