Legibility

Fact list

fact-list-2

Tests included

This contract defines the behavior of facts a player must always be able to read: health, ammo, or a status effect.

This contract decides which game facts players can always read, and how players read each fact without depending on color alone.

Use in your package

The first button opens the authoring tool with this contract added and its questions unanswered. You can also download the zip file and add the contract later.

What is in the zip file

The zip file holds the contract and its acceptance tests. In the authoring tool, choose Add contract and pick this zip file. If you edit your package outside the authoring tool, unpack the zip file in your package folder. The files of the zip file go into contracts/. Fill in the answers there.

Questions

3 questions.

  1. Can color be the only way to read a fact that the game shows?
  2. Can sound be the only way to read a fact listed here?
  3. Are you promising a player setting for any listed fact?

Try the answers

Pick answers to see which rules and tests apply. Nothing is saved here. In the zip file and in the authoring tool, the questions have no answers yet.

Can color be the only way to read a fact that the game shows?

Choices for Can color be the only way to read a fact that the game shows?
SuggestedSuggested marks the answer the evidence supports. It is not a default. Color is never the only way to read a fact. Red enemies and green allies also differ by an outline or a label.

Every fact the game shows remains readable when all hue differences are removed. Player color settings may still be offered, but they do not replace this requirement.

Color may be the only way to read a fact when the player can replace the color. A player who cannot tell red and green apart can choose two colors that the player can tell apart.

Any fact the game shows may use hue as its sole distinction only when a player-facing setting lets the player change every color carrying that fact. The changed presentation must preserve the same fact.

Why this is asked

Some players cannot tell some colors apart. A second way to read the fact keeps enemies and allies distinct for every player. A color setting helps only the player who finds it.

Can sound be the only way to read a fact listed here?

Choices for Can sound be the only way to read a fact listed here?
Suggested Sound is never the only way to read a listed fact. A danger tone also has a label or an icon.

Every promised fact remains readable with audio muted. The reviewer groups rows by fact citation and confirms at least one non-audio channel per fact: text, symbol-or-shape, place-or-size, animation, outline-or-contrast, or haptic.

Sound may be the only way to read a listed fact. Muting a rising danger tone may hide how close a timer is to ending.

A promised fact may become unreadable when all audio is muted. Its Fixed citation must identify every play situation in which the audio-only promise applies.

Why this is asked

A sound-only warning disappears when the game is muted or a player cannot hear it. This choice says whether another way to read the fact is required.

Are you promising a player setting for any listed fact?

Choices for Are you promising a player setting for any listed fact?
Your game promises no player setting for the listed facts. Your game may still have settings, and a row may name one. A color setting that your color answer promises is still promised.

Every row still declares any player-facing setting that changes or can disable its channel. The adoption promises none of those settings through this answer, even when a row names a setting that the game has. A setting that a row does name is still binding: its declared result is audited like any other row fact. Answering color-alone with player-recolorable independently promises its color setting.

Suggested Your game promises a player setting for at least one listed fact. A warning-volume setting changes the same warning wherever it appears.

The adoption promises at least one player-facing setting that changes or can disable a channel named by a readable-facts row. Every affected row names the setting and its result. The changed presentation is observable in every applicable play situation named by the citation of each affected fact.

Why this is asked

Different players need different ways to read a fact. This choice says whether your game promises any presentation setting.

Lists1 list

Some settings are lists of rows.

A reference points to a number or a rule in your design. For a number, use the address of a decided number in your tuning, not an open one. For a rule, use its file and heading, such as 02-mechanics.md#recovery. The reference must match exactly one heading in that file. No > DELEGATED: or > PERSONALIZATION: tag may cover any part of the section under that heading. Each field's description says what it needs.

Readable facts

readable-facts

List every fact and every independent way players can read it without color. Use one row per pair, with no repeats. Two ways to read health need two rows whose fact field names the same place in your game's rules. A finished adoption needs at least one row. No automatic check counts the rows. A person who reviews the design checks that the list has at least one row.

Each row is: id, fact, channel, presentation-settings, without-audio.

Every field
FieldKindWhen it appearsMeaning
id string Required A short name for this fact and its channel in your game's words, such as health-number or threat-arrow. Use a different name for each row.
fact reference Required Where your game's rules define the fact and its states. The same rules must name every play situation that this row covers.
channel choice: text, symbol-or-shape, place-or-size, animation, outline-or-contrast, audio-cue, spatial-audio, narration, audio-description, haptic Required The non-color way that carries this fact by itself. In each named situation, an observer must identify every state from this way alone. Text uses words or numbers shown to the player. Symbol-or-shape uses a pictorial symbol, a plain shape, or a pattern, such as a shield badge or hatching. Place-or-size uses where something sits or how large or full it is, such as a threat arrow's direction. Animation uses movement over time, such as a pulsing border. Outline-or-contrast uses an outline or a contrast between light and dark. Audio-cue uses a sound whose direction and position do not matter. Spatial-audio uses the direction or position of a sound. Narration reads interface content. Audio description explains visual action that the interface does not name. Haptic uses vibration or another touch pattern.
presentation-settings string Required Name every player setting that changes this row's channel or can disable it. Say what happens at each end of the setting's range. For a switch, say what happens when it is on and when it is off. Write 'none' when no setting affects the channel. If a setting can disable the channel, name another row for the same fact that remains readable, or state that the fact becomes unreadable. The fact may become unreadable only when your color and sound answers do not require it to stay readable. The automatic check only sees that this field is filled in. A person who reviews the design checks that it is true.
without-audio string Present when row channel is Audio cue or Spatial audio or Narration or Audio description. Say what a player gets when audio is off. Name a non-audio row for the same fact, or state that the fact becomes unreadable. The fact may become unreadable only when your color and sound answers do not require it to stay readable. The automatic check only sees that this field is filled in on an audio row. A person who reviews the design checks that it is true.

For builders

Exact wording for builders and 6 pack tests

Exact wording for builders

Each readable-facts row is one fact-and-channel promise. A fact carried by several non-color channels repeats the same Fixed citation in several rows; a fact with no row makes no channel-readability promise under this contract.

A row promises that its channel alone lets a player distinguish the states the cited Fixed prose defines in every play situation the citation names. The check repeats for each named situation. Every other route to the fact, declared or not, is removed or made identical across the states that the observer must distinguish. The named channel is then the only thing that changes with the fact. Developer instrumentation that the game does not present to the player, such as an audit pane, a debug overlay, or a save file, is not a route. Within each named play situation, an observer meets each state the cited prose names at least once, in an order that the observer does not know, and must name the state every time from the named channel alone.

A fact carried by memorable authored content, such as a published deck or a fixed map, can be readable through a route the channel rows do not describe; the rows promise presentation, not secrecy.

The ten channel ids are text, symbol-or-shape, place-or-size, animation, outline-or-contrast, audio-cue, spatial-audio, narration, audio-description, and haptic. Color is not another channel: color-alone is a game-wide policy for every fact the game shows, including a fact with no row, while a fact appears in readable-facts only when at least one non-color channel carries it.

A listed fact may be a unit state, warning direction, resource amount, or card state. This contract records whether that fact is readable; it does not define tutorials, controls, or how the state changes.

Each row declares every player-facing setting that changes or can disable its channel. If a setting can disable that row's channel, the adoption either names another row for the same fact that remains readable or states that the fact becomes unreadable. The unreadable result is forbidden whenever another selected policy requires the fact to remain readable under that setting.

Package validation checks the list's shape, ids, channel choices, Fixed citations, and required setting declarations. The verification pack separately audits list completeness, the game-wide color and audio policies, each setting declaration, and whether each channel distinguishes the cited states. Under fixed-by-game a row may declare no affected setting. A setting that a row does declare is binding and is audited like any other row fact. The answer player-recolorable to color-alone still promises its color setting, whatever the answer to presentation-control is.

Verification pack

sha256:6a83cb5dfb2ce52df9f147e4b20e1dc8322d89fe4d44dbcda826548a09f66eee

The format calls an adoption that has its matching pack Checked. The tests are included, but this does not mean that a game has passed them. An adoption without the pack is Promised. The builder must still build the chosen behavior.

6 pack tests

Placeholders are filled from the adoption's answers, numbers, rows, and test inputs.

the readable-facts list is complete and has no duplicate pair

fact-policy-holds

generalonce

Applies for every adoption

Audit class: observer-judged. Across the supplied scope, the readable-facts list has at least one row, every fact the Fixed prose promises the player can read appears in at least one row, and no two rows name the same fact citation and the same channel.

Scope

Inputs scope

Holds

the readable-facts list has at least one row; every fact the Fixed prose promises the player can read appears in at least one row; no two rows name the same fact citation and the same channel

Diagnostics
  • Instance-fact-list-completeness
the promised color and audio policies hold throughout play

color-and-audio-policy-holds

generalonce

Applies for every adoption

Audit class: observer-judged. Across every fact the game's Fixed prose says the player can tell, including facts with no readable-facts row, and the play situations that prose names, Bind color result; Bind audio result.

Scope

every fact the game's Fixed prose says the player can tell, including facts with no readable-facts row, across the play situations that prose names

Holds

Bind color result; Bind audio result

Diagnostics
  • Instance-fact-observer-results
  • Instance-color-and-audio-state
the promised presentation setting changes a fact in play

presentation-control-visible

generalonce

Applies when Presentation control is Player configurable.

Audit class: observer-judged. Across the supplied scope, at least one player-facing setting changes or can disable a channel named by a readable-facts row. Every row names each setting that affects its channel and the result at every supported end, and the running game matches that declaration in every applicable cited situation. A row whose channel a setting can disable names another readable row for the same fact, or states that the fact becomes unreadable. An unreadable result obeys the selected color and audio policies.

Scope

Inputs scope

Holds

at least one player-facing setting changes or can disable a channel named by a readable-facts row; every row names every setting that changes or can disable its channel and states the result at each supported end; each declaration matches the running game in every applicable play situation named by the row's fact citation; when a setting can disable the row's channel, the row names another channel row for the same fact that remains readable or states that the fact becomes unreadable, and any unreadable result obeys the selected color and audio policies

Diagnostics
  • Instance-presentation-settings
  • Instance-presentation-observer-results
the setting declaration for Row.id matches play

presentation-setting-effect-holds

scenarioper readable-facts row

Applies for every adoption

Audit class: observer-judged. For Row.id, observe every named setting at both ends of its supported range in every applicable situation named at Row.fact. The channel changes or is disabled exactly as declared. If the channel is disabled, another row keeps the fact readable or this row states that the fact becomes unreadable, and that result obeys the selected color and audio policies. This row declares: Row.presentation settings

Given

the channel at Row.fact; this row declares: Row.presentation settings

When
  • every named setting is observed at both ends of its supported range in every applicable play situation named at Row.fact
Then
  • the channel changes or is disabled exactly as declared
  • if the channel is disabled, another declared row keeps the fact readable or this row states that the fact becomes unreadable, and that result obeys the selected color and audio policies
Diagnostics
  • Instance-Row.id-presentation-setting-result
the audio-off result for Row.id matches play

audio-off-result-holds

scenarioper readable-facts row

Applies when row channel is Audio cue or Spatial audio or Narration or Audio description.

Audit class: observer-judged. With audio off in every situation named at Row.fact, the row promises: Row.without audio If that declaration says the fact becomes unreadable, the selected audio policy must allow it.

Given

the audio channel at Row.fact and this row's audio-off declaration: Row.without audio

When
  • audio is turned off in every play situation named at Row.fact
Then
  • the player receives the declared non-audio route or the fact becomes unreadable exactly as declared
  • an unreadable result occurs only when the selected audio policy allows it
Diagnostics
  • Instance-Row.id-audio-off-result
the fact defined at Row.fact is readable through Bind channel route alone

fact-readable-by-channel

scenarioper readable-facts row

Applies for every adoption

Audit class: observer-judged. The check repeats in every play situation named at Row.fact. Every other route to the fact, declared or not, is removed or made identical across the states that the observer must distinguish. Then the only thing that changes with the fact is Bind channel route. Developer instrumentation that the game does not present to the player, such as an audit pane, a debug overlay, or a save file, is not a route. Within each named play situation, an observer meets each state the cited prose names at least once, in an order that the observer does not know, and correctly names the state every time from Bind channel route alone.

Given

the fact defined at Row.fact, checked separately in every play situation named there; every other route to the fact, declared or not, is removed or made identical across the states that the observer must distinguish, so that Bind channel route is the only thing that changes with the fact; developer instrumentation that the game does not present to the player, such as an audit pane, a debug overlay, or a save file, is not a route

When
  • within each named play situation, an observer using Bind channel route meets each state the cited prose names at least once, in an order the observer does not know, with no prior knowledge of which state is present
Then
  • in each named play situation, the observer correctly names the state every time from Bind channel route alone
Diagnostics
  • Instance-Row.id-observer-result

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