92 lines
4.1 KiB
Markdown
92 lines
4.1 KiB
Markdown
# P9.2R Gameful Opening Contract
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> Revision: `p9.2r-contract-r1`
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> Baseline: `840b111d55980f7178d12f871b6290f10b060e70`
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## Earliest Failed Boundary
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The Title has a full-screen fantasy scene, but entering the game replaces that
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world with a stacked menu, a two-panel briefing, four narrow Recruit cards and
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a three-panel formation confirmation. The player performs an app-style wizard
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while characters and environment remain passive.
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P9.2R repairs world continuity and embodied choice. It does not redesign
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mechanics or add content.
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## Representative Dynamic Slice
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Representative screen: `Guild Yard Recruit Rally`, reference viewport
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`844x390`.
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Focal order:
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1. Four Recruit silhouettes standing inside the Guild Yard.
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2. The selected rally line and breach threat/gate.
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3. A compact contextual action strip with one current instruction.
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Canonical actor: `Hearthguard`, using the existing accepted actor and animation
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resources without regeneration.
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Bounded action chain:
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```text
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tap Hearthguard
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-> Hearthguard moves from candidate line to rally mark and gains selected sigil
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-> tap Farstring
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-> Farstring rallies and the system visibly orders Hearthguard then Farstring
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-> tap Depart
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-> both actors move toward the gate and the preserved first battle starts
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```
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Choice/failure/recovery:
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- Any two of four remain legal and produce a different profession combination.
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- A third unselected Recruit is visibly unavailable while capacity is full.
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- Tapping a selected Recruit removes that person and reopens capacity.
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- Depart is unavailable before two choices and commits exactly once afterward.
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## Composition And Layers
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- Background: existing Windglass Guild Yard scene, full bleed.
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- Midground: breach path and rally marks, code-rendered and editable.
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- Foreground: four existing Recruit actors at stable baselines.
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- Actor state: candidate, focused, selected/rallying, ordered, departing.
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- UI: compact HUD, one commission ribbon, one contextual action strip.
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- VFX: selected sigil, short rally trail and departure cue bound to accepted
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state changes; no decorative reward implication.
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No full-height panel, repeated card grid, paragraph block or card-inside-card is
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allowed on the representative screen.
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## Motion-State Table
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| State/event | Anticipation | Impact | Recovery/final | Timing | Reduced motion |
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|---|---|---|---|---|---|
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| Candidate idle | existing idle frame cycle | none | remains at candidate mark | 2-6 fps loop | first frame |
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| Recruit selected | 80 ms highlight | actor shifts to rally mark; sigil and select cue | selected stance | 220 ms | immediate final position |
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| Recruit removed | selected sigil dims | actor returns to candidate mark | candidate stance | 180 ms | immediate final position |
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| Two selected | second select resolves | both actors slide into automatic field order | ordered line with role captions | 300 ms | immediate ordered line |
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| Capacity failure | unavailable actor compresses 2 px | no state mutation; reason appears | stable full line | 160 ms | text/shape only |
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| Depart committed | gate pulses and line leans forward | actors move toward breach; depart cue | preserved battle state | 420 ms then transition | short fade then battle |
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## Presentation Rules
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- World and actors occupy at least 70% of the reference screen area.
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- Explanatory copy is at most two short lines in the active context strip.
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- Only one primary gold action is visible at a time.
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- Settings and game information use familiar icon actions in the HUD and never
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compete with Recruit choice.
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- Every actor target is at least 48 px and exposes name, profession and one
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plain-language behavior without a card wall.
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- Selection uses position, sigil, outline and text, not color alone.
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- English, Simplified Chinese and 130% text must preserve actor visibility and
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action reachability.
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## Evidence Boundary
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The candidate requires one 15-30 second normal-render recording showing Title,
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Guild Yard entry, first selection, second selection, automatic order, revision,
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reselection, departure and first-battle arrival. Static frames cover zero, one
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and two selections, capacity, automatic order, English 130%, portrait fallback
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and reduced motion. Human game-feel acceptance remains Owner-only.
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