GameplayDesign proposal
Interface and accessibility
Working design. New events, appearances, mechanics, and political details remain proposals. See canon ledger.
- Combat: central unobstructed board; turn timeline above; selected unit below left; action and forecast at right; objective always visible. Threat overlays have patterns as well as colors. Camera cutaways remove occluding roofs.
- World: travel route and event calendar on the same screen. Toggle political, food, threat, and damage overlays instead of displaying all at once.
- Council: show current state, chosen order, cost, arrival/completion date, and predicted change together. Batch routine orders; promote exceptions.
- Company: portrait, sprite, job slots, equipment, and learned abilities; compare a proposed loadout without committing. Job unlocks show exact missing requirements.
- Dialogue: adjustable font, backlog, name labels, optional portrait animation, and explicit consequence wording where Pyrrhus could reasonably know the result. Distinguish a flirt from ordinary kindness.
- Chronicle: separate witnessed facts from rumors. Track promises, deadlines, casualties, and relationship memories. Avoid a moral good/evil score.
Support keyboard/mouse and controller from the slice onward. Include remapping, scalable UI, reduced flashes, reduced camera motion, instant text, animation speed controls, and save-anywhere outside an active resolution. At a 1280 × 720 reference interface, target body text of at least 18–20 screen pixels; gameplay art can have a different internal resolution. No critical information depends on hearing, color, or a timed dialogue response.
Source document: 01-game-design.md