Files
settled-reach/client/data/ui-strings.yaml
T
jpmschweitzerandClaude Opus 4.6 fe3232377d refactor(content): move ui-strings.yaml to client/data/
UI microcopy strings belong in the client data directory where
the Godot client can load them directly, not in campaign content.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 17:54:55 +01:00

180 lines
6.4 KiB
YAML

# UI Microcopy — The Settled Reach v0.1
#
# Ticket: #409 | Sprint: 5
# Author: Mellanie (Copywriter)
# Date: 2026-02-13
#
# All player-facing UI text. Organized by category.
# Voice: Sova Transit District (D-036) — working-class pragmatic, quotidian-with-undertow.
# Diegetic frame: most UI elements are neural insert overlays, not game chrome.
#
# Integration: Stig imports these into client/scripts/constants/ or reads at runtime.
# Keys are stable identifiers. Values are display strings.
# ============================================================
# INTERACTION PROMPTS
# Displayed as "E - {label}" when player is near an interactable.
# Server sends verb kind + label. These are the canonical labels.
# Keep short: max 12 characters. Must read instantly during gameplay.
# ============================================================
interaction_verbs:
talk: "Talk"
examine_npc: "Look"
examine_object: "Examine"
read: "Read"
pick_up: "Pick up"
use: "Use"
open: "Open"
listen: "Listen"
# ============================================================
# RELATIONSHIP STATE DESCRIPTORS
# Shown in knowledge panel when player inspects an entity.
# Maps to RelationshipState enum (server/src/knowledge/types.rs).
# These should feel like insert-generated assessments, not game labels.
# ============================================================
relationship_states:
unknown:
label: "Unknown"
description: "No prior contact."
known:
label: "Recognized"
description: "Seen before. No relationship established."
friendly:
label: "Trusted"
description: "Known contact. Cooperative."
person_of_interest:
label: "Flagged"
description: "Behavioral anomaly noted."
hostile:
label: "Hostile"
description: "Known threat."
# ============================================================
# HUD LABELS
# Top-level HUD elements. Diegetic: these are the insert's status readouts.
# Format mirrors a low-key neural overlay — terse, functional.
# ============================================================
hud:
health: "Condition"
health_values:
full: "Normal"
wounded: "Injured"
critical: "Critical"
time_prefix: "" # No prefix — time displays as raw value (e.g., "14:30")
perception_mode_prefix: "" # No prefix — mode name displays directly
# ============================================================
# PERCEPTION MODE LABELS
# The insert's active sensing mode. Per D-017.
# Smuggler has Baseline. Detective has Standard Professional.
# Labels should feel like the insert's own status readout.
# ============================================================
perception_modes:
standard: "Standard"
analytical: "Analytical"
social: "Social"
surveillance: "Surveillance"
# ============================================================
# NOTIFICATION TEXT
# Brief messages that appear when game state changes.
# Max 40 characters. Must read in under 2 seconds.
# Diegetic: these are insert alerts, not achievement popups.
# ============================================================
notifications:
# Location discovery
location_discovered: "New location logged."
location_revisit: "Returning to {location}."
# NPC knowledge
contact_new: "New contact: {name}."
contact_updated: "Contact updated: {name}."
contact_flagged: "{name} flagged."
# Relationship shifts
relationship_improved: "{name} — trust increased."
relationship_degraded: "{name} — trust decreased."
relationship_hostile: "{name} — hostile."
# Evidence / observation
evidence_found: "Evidence logged."
anomaly_detected: "Anomaly noted."
pattern_recognized: "Pattern flagged."
# System
save_complete: "Progress saved."
connection_lost: "Signal interrupted."
connection_restored: "Signal restored."
# ============================================================
# KNOWLEDGE PANEL LABELS
# When the player opens the knowledge view to review what they know.
# Insert-flavored: reads like a personal filing system, not a game menu.
# ============================================================
knowledge_panel:
tab_contacts: "Contacts"
tab_locations: "Locations"
tab_evidence: "Notes"
section_known_attributes: "Known"
section_last_seen: "Last seen"
section_relationship: "Status"
section_observations: "Observations"
empty_state: "Nothing logged yet."
confidence_high: "Confirmed"
confidence_medium: "Likely"
confidence_low: "Unconfirmed"
confidence_rumor: "Hearsay"
# ============================================================
# TUTORIAL TEXT (DIEGETIC)
# Delivered via internal monologue (D-016), not UI overlay.
# These are NOT traditional tutorial prompts. They're the character
# thinking about what they can do, filtered through their voice.
# Smuggler and detective variants are in the monologue pools.
# These are the GENERIC fallback strings if monologue doesn't fire.
# ============================================================
tutorial_prompts:
move_hint: "Use the directional keys to move."
interact_hint: "Press E near someone to interact."
examine_hint: "Press E to take a closer look."
listen_hint: "Move closer to overhear conversations."
monologue_hint: "Your thoughts appear as text on screen."
perception_hint: "Switch perception modes to see differently."
minimap_hint: "The overlay shows the area around you."
knowledge_hint: "Open your notes to review what you know."
# ============================================================
# MENU AND SYSTEM TEXT
# Non-diegetic. Standard game UI. Clean, no flavor text.
# ============================================================
menu:
pause_title: "Paused"
resume: "Resume"
settings: "Settings"
save_game: "Save"
load_game: "Load"
quit_to_menu: "Quit to Menu"
quit_game: "Quit"
confirm_quit: "Unsaved progress will be lost."
confirm_yes: "Yes"
confirm_no: "No"
settings:
audio_volume: "Volume"
text_size: "Text Size"
text_speed: "Text Speed"
fullscreen: "Fullscreen"
language: "Language"
# ============================================================
# CHARACTER SELECTION (if applicable in v0.1)
# ============================================================
character_select:
title: "Choose your perspective."
smuggler_name: "Logistics Operator"
smuggler_tagline: "You know these people. You know the work. You know what's at stake."
detective_name: "Commission Investigator"
detective_tagline: "The manifests don't add up. Someone in this district knows why."
confirm: "Begin"