Files
aetherbound-guild/docs/runtime/PHASE9_2R_GAMEFUL_OPENING_CONTRACT.md
T

4.1 KiB

P9.2R Gameful Opening Contract

Revision: p9.2r-contract-r1 Baseline: 840b111d55980f7178d12f871b6290f10b060e70

Earliest Failed Boundary

The Title has a full-screen fantasy scene, but entering the game replaces that world with a stacked menu, a two-panel briefing, four narrow Recruit cards and a three-panel formation confirmation. The player performs an app-style wizard while characters and environment remain passive.

P9.2R repairs world continuity and embodied choice. It does not redesign mechanics or add content.

Representative Dynamic Slice

Representative screen: Guild Yard Recruit Rally, reference viewport 844x390.

Focal order:

  1. Four Recruit silhouettes standing inside the Guild Yard.
  2. The selected rally line and breach threat/gate.
  3. A compact contextual action strip with one current instruction.

Canonical actor: Hearthguard, using the existing accepted actor and animation resources without regeneration.

Bounded action chain:

tap Hearthguard
-> Hearthguard moves from candidate line to rally mark and gains selected sigil
-> tap Farstring
-> Farstring rallies and the system visibly orders Hearthguard then Farstring
-> tap Depart
-> both actors move toward the gate and the preserved first battle starts

Choice/failure/recovery:

  • Any two of four remain legal and produce a different profession combination.
  • A third unselected Recruit is visibly unavailable while capacity is full.
  • Tapping a selected Recruit removes that person and reopens capacity.
  • Depart is unavailable before two choices and commits exactly once afterward.

Composition And Layers

  • Background: existing Windglass Guild Yard scene, full bleed.
  • Midground: breach path and rally marks, code-rendered and editable.
  • Foreground: four existing Recruit actors at stable baselines.
  • Actor state: candidate, focused, selected/rallying, ordered, departing.
  • UI: compact HUD, one commission ribbon, one contextual action strip.
  • VFX: selected sigil, short rally trail and departure cue bound to accepted state changes; no decorative reward implication.

No full-height panel, repeated card grid, paragraph block or card-inside-card is allowed on the representative screen.

Motion-State Table

State/event Anticipation Impact Recovery/final Timing Reduced motion
Candidate idle existing idle frame cycle none remains at candidate mark 2-6 fps loop first frame
Recruit selected 80 ms highlight actor shifts to rally mark; sigil and select cue selected stance 220 ms immediate final position
Recruit removed selected sigil dims actor returns to candidate mark candidate stance 180 ms immediate final position
Two selected second select resolves both actors slide into automatic field order ordered line with role captions 300 ms immediate ordered line
Capacity failure unavailable actor compresses 2 px no state mutation; reason appears stable full line 160 ms text/shape only
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

Presentation Rules

  • World and actors occupy at least 70% of the reference screen area.
  • Explanatory copy is at most two short lines in the active context strip.
  • Only one primary gold action is visible at a time.
  • Settings and game information use familiar icon actions in the HUD and never compete with Recruit choice.
  • Every actor target is at least 48 px and exposes name, profession and one plain-language behavior without a card wall.
  • Selection uses position, sigil, outline and text, not color alone.
  • English, Simplified Chinese and 130% text must preserve actor visibility and action reachability.

Evidence Boundary

The candidate requires one 15-30 second normal-render recording showing Title, Guild Yard entry, first selection, second selection, automatic order, revision, reselection, departure and first-battle arrival. Static frames cover zero, one and two selections, capacity, automatic order, English 130%, portrait fallback and reduced motion. Human game-feel acceptance remains Owner-only.