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Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
156 lines
7.2 KiB
Markdown
156 lines
7.2 KiB
Markdown
> Section-authoring guidance, loaded by `/ux-design` for the ACTIVE MODE ONLY.
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> Never load the other two — one mode applies per invocation.
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# Section Guidance — HUD Design Mode
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**In this file:**
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- Section A: HUD Philosophy
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- Section B: Information Architecture
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- Section C: Layout Zones
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- Section D: HUD Element Specifications
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- Sections E–L: HUD States, Information Hierarchy, Visual Budget, Feedback & Notification, Platform Adaptation, Accessibility, Tuning Knobs, Acceptance Criteria
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HUD design follows a different order from UX spec mode. Begin with philosophy;
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do not touch layout until the information architecture is complete.
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#### Section A: HUD Philosophy
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Ask the user to describe the game's relationship with on-screen information in
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1-2 sentences.
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Offer framing examples to help:
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- "Nearly HUD-free — atmosphere requires unobstructed immersion (e.g., Hollow Knight, Firewatch)"
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- "Minimal but present — only critical information visible, everything else contextual (e.g., Dark Souls)"
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- "Information-dense — all decision-relevant data always visible (e.g., Diablo IV, StarCraft II)"
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- "Adaptive — HUD density responds to combat state, exploration mode, menus (e.g., God of War)"
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This philosophy becomes the design constraint for every subsequent HUD decision.
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If a proposed element conflicts with the stated philosophy, surface that conflict.
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---
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#### Section B: Information Architecture
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Complete this before any layout work. Do not skip it.
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**Step 1 — Full information inventory**:
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Pull all information from GDD UI Requirements sections gathered in Phase 2.
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Present the full list: "These are all the things your game systems say they need
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to communicate to the player on screen."
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**Step 2 — Categorization**:
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For each item, ask the user to categorize it:
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| Category | Description |
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|----------|-------------|
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| **Must Show** | Always visible, player needs it for core decisions |
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| **Contextual** | Visible only when relevant (in combat, near interactable, etc.) |
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| **On Demand** | Player must actively request it (toggle, hold button) |
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| **Hidden** | Communicated through world/audio, never on-screen text |
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Use `AskUserQuestion` to step through items in groups of 3-4, not all at once.
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This is the most consequential design decision in the HUD — do not rush it.
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**Conflict check**: If the information philosophy (Section A) says "nearly HUD-free"
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but the Must Show list is growing long, surface the conflict explicitly:
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> "The current Must Show list has [N] items. That may conflict with the HUD-free
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> philosophy. Options: reduce the Must Show list, revise the philosophy, or define
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> a hybrid approach where HUD is absent in exploration and present in combat."
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---
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#### Section C: Layout Zones
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Only after the information architecture is approved, design layout zones.
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Base layout on:
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- Which items are Must Show (they drive the permanent zone decisions)
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- Where player attention naturally goes during gameplay (center-screen for action games,
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corners for strategy games)
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- Platform and aspect ratio targets
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Offer 2-3 zone arrangements. Include rationale based on the HUD philosophy and the
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categorization from Section B.
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---
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#### Section D: HUD Element Specifications
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For each element in the layout, specify:
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- Element name and category (Must Show / Contextual / On Demand)
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- Content displayed
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- Visual form (bar, number, icon, counter, map)
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- Update behavior (real-time, event-driven, player-queried)
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- Contextual trigger (if not always visible)
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- Animation behavior (does it pulse when low? Fade in? Slam in?)
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Work element by element. Reference the interaction pattern library if relevant patterns
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exist for status displays, resource bars, or cooldown indicators.
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---
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#### Sections E–L: HUD States, Information Hierarchy, Visual Budget, Feedback & Notification, Platform Adaptation, Accessibility, Tuning Knobs, Acceptance Criteria
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These parallel the UX spec's States, Interaction, and Accessibility sections.
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The guidance you need is below — **do not load `sections-ux-spec.md`; one mode
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file applies per invocation.** For the HUD, apply it as follows.
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**HUD States by Gameplay Context (states over time).** Cover at least
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exploration, combat, dialogue/cutscene and paused — `/ux-review` checks for all
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four. Beyond the happy path, capture what changes the HUD mid-gameplay and present
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it as a table for approval:
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| State / Variant | Trigger | What Changes |
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|-----------------|---------|--------------|
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| Default | Normal play | — |
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| Low-resource | Health/ammo/etc. below threshold | [element pulses, recolors, …] |
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| Empty / no-data | Element has nothing to show | [hidden, or placeholder] |
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| [etc.] | [trigger] | [changes] |
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Ask specifically: what causes the HUD to change density mid-gameplay
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(combat vs. exploration), and what fades, pulses, or slams in on each transition?
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**Information Hierarchy.** Give every element in HUD Element Specifications a
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priority tier — MUST KEEP, SHOULD KEEP, CAN HIDE or ALWAYS HIDE — with the reason,
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and what carries its information when it is hidden (a sound, a diegetic cue, or
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nothing). This is the order the Visual Budget below drops elements in.
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**Visual Budget.** State the maximum number of simultaneous HUD elements and
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the maximum share of the screen the HUD may cover, and which elements are dropped
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first when a state would exceed it.
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**Feedback & Notification Systems.** One row per transient notification type
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(pickup, XP gain, objective update, achievement) — trigger system, screen position,
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duration, max simultaneous, priority and **queue behavior**: what happens when two
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arrive at once, which are held during combat, and which are never queued.
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`/ux-review` checks that every notification has queue/priority behavior defined.
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**Platform Adaptation.** Does mobile/console require different element sizes or
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positions? Note per-platform overrides — touch targets, safe-area insets, and
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whether any element moves or is dropped on a given platform.
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**Accessibility.** Cross-reference `design/accessibility-requirements.md` if it
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exists, then walk this checklist for the HUD:
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- Gamepad/keyboard focus order for any interactive HUD element
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- Text contrast and minimum readable font sizes at gameplay distance
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- Color-independent communication (no state conveyed by color alone — a
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low-health cue must not be red-only)
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- Reduced-motion alternative for any pulsing/flashing HUD animation
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- Screen-reader considerations for non-text indicators
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If no accessibility tier has been defined for this project, note the gap in the
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HUD design's Open Questions section (WCAG-AA is a reasonable baseline) and
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continue without stopping.
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**Tuning Knobs.** List every player-adjustable HUD setting — overall scale,
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opacity, per-element show/hide, subtitle size — with its range and default.
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**Acceptance Criteria.** At least 5 checkbox criteria a QA tester can verify
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without reading another document — `/story-done` closes HUD stories against
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them. Cover at least: safe-zone margins on every target platform, the correct
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elements in each gameplay context above, the visual budget (screen share in
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exploration and in combat), one accessibility criterion for the committed tier,
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and notification queueing. Section 12 of `.claude/docs/templates/hud-design.md`
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has worked examples.
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