Critical fixes: - hide_dialogue() sent PAUSE instead of UNPAUSE, permanently freezing simulation after every dialogue (both reviewers) - Confrontation monologue hardcoded in GDScript constant, violating D-042/D-020 — moved to ui-strings.yaml as dialogue.confrontation_beat - Walk-away WASD didn't call set_input_as_handled(), letting movement event propagate and potentially stepping on the same frame - is_dialogue_active() returned _is_showing only — interaction list could flash during 300ms fade gap. Now includes dialogue_active state - Removed dead _last_dialogue_id / get_dialogue_id() state (never read) Warnings addressed: - Audio registry now scans res://audio/ recursively (subdirs registered) - add_bus_effect guarded against duplicate calls in tests - int64 encoder dead code tagged KNOWN-DEFECT, filed as ticket #516 - D-073 zone crossfade stub comment clarifies Sprint 9+ deferral - listening_focus dip documents caller tick-gate responsibility (D-069/D-071) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
188 lines
6.7 KiB
YAML
188 lines
6.7 KiB
YAML
# UI Microcopy — The Settled Reach v0.1
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#
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# Ticket: #409 | Sprint: 5
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# Author: Mellanie (Copywriter)
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# Date: 2026-02-13
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#
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# All player-facing UI text. Organized by category.
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# Voice: Sova Transit District (D-036) — working-class pragmatic, quotidian-with-undertow.
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# Diegetic frame: most UI elements are neural insert overlays, not game chrome.
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#
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# Integration: Stig imports these into client/scripts/constants/ or reads at runtime.
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# Keys are stable identifiers. Values are display strings.
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# ============================================================
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# INTERACTION PROMPTS
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# Displayed as "E - {label}" when player is near an interactable.
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# Server sends verb kind + label. These are the canonical labels.
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# Keep short: max 12 characters. Must read instantly during gameplay.
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# ============================================================
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interaction_verbs:
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talk: "Talk"
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examine_npc: "Look"
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examine_object: "Examine"
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read: "Read"
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pick_up: "Pick up"
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use: "Use"
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open: "Open"
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listen: "Listen"
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# ============================================================
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# RELATIONSHIP STATE DESCRIPTORS
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# Shown in knowledge panel when player inspects an entity.
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# Maps to RelationshipState enum (server/src/knowledge/types.rs).
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# These should feel like insert-generated assessments, not game labels.
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# ============================================================
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relationship_states:
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unknown:
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label: "Unknown"
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description: "No prior contact."
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known:
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label: "Recognized"
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description: "Seen before. No relationship established."
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friendly:
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label: "Trusted"
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description: "Known contact. Cooperative."
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person_of_interest:
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label: "Flagged"
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description: "Behavioral anomaly noted."
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hostile:
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label: "Hostile"
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description: "Known threat."
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# ============================================================
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# HUD LABELS
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# Top-level HUD elements. Diegetic: these are the insert's status readouts.
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# Format mirrors a low-key neural overlay — terse, functional.
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# ============================================================
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hud:
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health: "Condition"
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health_values:
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full: "Normal"
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wounded: "Injured"
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critical: "Critical"
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time_prefix: "" # No prefix — time displays as raw value (e.g., "14:30")
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perception_mode_prefix: "" # No prefix — mode name displays directly
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# ============================================================
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# PERCEPTION MODE LABELS
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# The insert's active sensing mode. Per D-017.
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# Smuggler has Baseline. Detective has Standard Professional.
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# Labels should feel like the insert's own status readout.
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# ============================================================
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perception_modes:
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standard: "Standard"
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analytical: "Analytical"
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social: "Social"
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surveillance: "Surveillance"
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# ============================================================
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# NOTIFICATION TEXT
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# Brief messages that appear when game state changes.
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# Max 40 characters. Must read in under 2 seconds.
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# Diegetic: these are insert alerts, not achievement popups.
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# ============================================================
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notifications:
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# Location discovery
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location_discovered: "New location logged."
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location_revisit: "Returning to {location}."
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# NPC knowledge
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contact_new: "New contact: {name}."
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contact_updated: "Contact updated: {name}."
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contact_flagged: "{name} flagged."
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# Relationship shifts
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relationship_improved: "{name} — trust increased."
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relationship_degraded: "{name} — trust decreased."
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relationship_hostile: "{name} — hostile."
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# Evidence / observation
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evidence_found: "Evidence logged."
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anomaly_detected: "Anomaly noted."
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pattern_recognized: "Pattern flagged."
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# System
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save_complete: "Progress saved."
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connection_lost: "Signal interrupted."
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connection_restored: "Signal restored."
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# ============================================================
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# KNOWLEDGE PANEL LABELS
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# When the player opens the knowledge view to review what they know.
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# Insert-flavored: reads like a personal filing system, not a game menu.
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# ============================================================
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knowledge_panel:
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tab_contacts: "Contacts"
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tab_locations: "Locations"
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tab_evidence: "Notes"
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section_known_attributes: "Known"
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section_last_seen: "Last seen"
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section_relationship: "Status"
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section_observations: "Observations"
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empty_state: "Nothing logged yet."
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confidence_high: "Confirmed"
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confidence_medium: "Likely"
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confidence_low: "Unconfirmed"
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confidence_rumor: "Hearsay"
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# ============================================================
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# TUTORIAL TEXT (DIEGETIC)
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# Delivered via internal monologue (D-016), not UI overlay.
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# These are NOT traditional tutorial prompts. They're the character
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# thinking about what they can do, filtered through their voice.
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# Smuggler and detective variants are in the monologue pools.
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# These are the GENERIC fallback strings if monologue doesn't fire.
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# ============================================================
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tutorial_prompts:
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move_hint: "Use the directional keys to move."
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interact_hint: "Press E near someone to interact."
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examine_hint: "Press E to take a closer look."
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listen_hint: "Move closer to overhear conversations."
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monologue_hint: "Your thoughts appear as text on screen."
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perception_hint: "Switch perception modes to see differently."
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minimap_hint: "The overlay shows the area around you."
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knowledge_hint: "Open your notes to review what you know."
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# ============================================================
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# DIALOGUE
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# Text displayed during dialogue interactions.
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# D-063: Confrontation beat monologue — character's internal hesitation.
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# ============================================================
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dialogue:
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confrontation_beat: "This changes things. No taking it back."
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# ============================================================
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# MENU AND SYSTEM TEXT
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# Non-diegetic. Standard game UI. Clean, no flavor text.
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# ============================================================
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menu:
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pause_title: "Paused"
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resume: "Resume"
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settings: "Settings"
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save_game: "Save"
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load_game: "Load"
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quit_to_menu: "Quit to Menu"
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quit_game: "Quit"
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confirm_quit: "Unsaved progress will be lost."
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confirm_yes: "Yes"
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confirm_no: "No"
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settings:
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audio_volume: "Volume"
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text_size: "Text Size"
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text_speed: "Text Speed"
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fullscreen: "Fullscreen"
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language: "Language"
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# ============================================================
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# CHARACTER SELECTION (if applicable in v0.1)
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# ============================================================
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character_select:
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title: "Choose your perspective."
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smuggler_name: "Logistics Operator"
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smuggler_tagline: "You know these people. You know the work. You know what's at stake."
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detective_name: "Commission Investigator"
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detective_tagline: "The manifests don't add up. Someone in this district knows why."
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confirm: "Begin"
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