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security-game/docs/ui-copy.md
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Gig Line Dev 98c31fe44c
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Audit and fix NPC, door-staff and UI dialogue
- Route the Reason verb through authored reason contexts and give every shared archetype an in-character answer.
- Add Hollywood wristband and TV Studio ticket/credential door-staff lines.
- Clarify radio cancellation, Ask terminology, start hints and campaign-reset copy.
- Record the dialogue audit and length findings in docs/ui-copy.md; add regression tests.
2026-11-02 14:44:01 +01:00

7.3 KiB
Raw Blame History

UI copy and button inventory

Status: dialogue pass complete; button/focus/font-scale audit in progress for 0.9.3.

Screen inventory

Screen / panel Owner Primary actions Notes
Start / venue menu start_menu.gd Continue shift, choose venue, Help, Settings, Quit Campaign status and free-play venues share this screen.
Tutorial card tutorial_overlay.gd F1 skip Non-blocking; no mouse capture.
HUD hud.gd Observe, target, inspect, wheel, radio, flashlight, body camera, door, pause No interactive controls; must stay mouse-transparent.
Action wheel action_radial.gd Choose de-escalation/access/radio action Confirm with Space/click; cancel with Esc/RMB.
Access inspection hud.gd A = admit, D = refuse Real access evidence cards.
Wand screening hud.gd A = admit, D = refuse Shows alert and carried items.
Radio / emergency radio_panel.gd Send request / hold Send emergency, Cancel Normal click vs emergency hold.
Pause pause_overlay.gd Resume, restart, Settings, quit to menu Esc resumes.
Settings settings_panel.gd Apply, Cancel, Replay tutorial, Reset campaign, rebind controls Destructive reset asks for confirmation.
Help help_overlay.gd Filter controls, Close Policy card and current bindings.
Shift review shift_review.gd Continue campaign, timeline, return to menu, quit Campaign next step is shown here.
Timeline event_timeline.gd Previous, Next, Close Review evidence stepper.

Canonical terms

  • Admit / refuse — access decisions. Do not alternate with “allow / deny” or “grant / reject” in player-facing controls.
  • Warning — Level 2.
  • Blocking — Level 3 positioning; do not call it “force”.
  • Assistance — Level 4 radio call; emergency is Level 5.
  • Body camera — always two words.
  • Shift review — the end-of-shift screen; “review” alone is acceptable in prose.
  • Continue campaign — advance to the next venue.
  • Return to menu — leave the review to the venue menu (it does not start a new shift by itself).
  • Send request — non-emergency assistance; Send emergency — emergency call.
  • Hollywood Boulevard — Day / Night — the two scenery variants in the venue menu. Use an em dash and title case for the variant; do not call them “maps” in player-facing copy.

Button labels and states

Surface Label Behavior State audit
Start menu Continue shift — Resume/advance campaign Hidden when complete; venue-specific
Start menu Venue rows Start free-play/campaign venue Hover/focus/pressed styled
Start menu Help Open Help overlay Standard button
Start menu Settings Open Settings Standard button
Start menu Quit game Exit application Destructive; label clarifies scope
Tutorial F1 skip tutorial Skip lesson Keyboard only, non-blocking
Action wheel Stop/Look/Point/No/Ask/Inspect/Wand/Warn/Block/Reason/Recognize/Radio Choose verb Hover/selection highlight
Inspection A = admit · D = refuse entry Access decision Keyboard hints, policy text
Wand A = admit · D = refuse entry Screening decision Keyboard hints, item/alert text
Radio Send request Submit assistance Normal click
Radio Send emergency Submit emergency Hold-to-confirm; Cancel aborts
Radio Cancel Close form Standard button
Pause Resume Resume shift Default focus
Pause Restart shift Restart current shift Standard button
Pause Settings Open Settings Standard button
Pause Quit to menu Return to venue menu Standard button
Settings Apply settings Persist settings Standard button
Settings Cancel Discard edits Standard button
Settings Replay tutorial Clear tutorial flags and restart Hollywood Standard button
Settings Reset campaign Confirmed campaign reset Confirmation dialog
Help Close Close overlay Standard button
Review Continue campaign Start next venue Hidden when campaign complete
Review Body camera timeline Open event timeline Standard button
Review Return to menu Return to venue menu Standard button
Review Quit game Exit application Standard button
Timeline Previous / Next / Close Step/close evidence Standard buttons

Button/label issues found

  • HUD inspection and wand used “allow/deny” versus “admit/refuse”; both now use A = admit · D = refuse entry.
  • Shift review’s old “Run another shift” actually returned to the menu; renamed Return to menu.
  • Radio emergency action used all-caps while assistance used sentence case; both are now sentence case, with the warning in the panel title/hold hint.
  • Normal radio send was previously wired only to the emergency hold handlers; fixed in 0.8.1 and covered by test_radio_panel.gd.
  • “Quit” was ambiguous between menu and application exit; both application-exit buttons now read Quit game.
  • Settings “Apply” was made verb+object as Apply settings.

Dialogue audit

The NPC reason verb now uses the authored reason context instead of always falling back to the general dialogue lines. Every shared archetype has at least one role-specific reason answer, so asking a staff member, guest, delivery worker or performer no longer produces an unexplained silence. Deliberately silent profiles can still return an empty context line.

Surface Finding Result
Shared NPC reasons request_reason() ignored context_lines["reason"]; staff, guests, delivery, performers, intoxicated people, crisis and threat profiles had no answer. Fixed; all 12 shared archetypes now answer in character.
Door staff Only The Joke Shop authored door lines. Hollywood has wristband lines; the Studio has ticket/credential/guest-list lines; the inspection log selects the venue context.
Radio “Call cancelled” could read as if a call had been sent; the description placeholder was ungrammatical. “Call not sent — hold the button to confirm.” and “Describe the person and their behavior.”
Tutorial / Help The wheel verb is Ask, but help and the HUD key strip called it “polite direction”. Both now say Ask; the tutorial tells the player to choose Ask after closing the panel.
Review / campaign Continue/return/quit labels and campaign-next copy checked. No ambiguity found; no change.
Repetition Shared tourist/confused/delivery lines recur across venues by design; role-specific reason lines prevent every archetype sounding alike. Accepted for the shared-archetype model.
Localization length Longest authored NPC/door line is 56 characters; longest UI string is hud.controls at 172 characters. Dialogue fits the HUD log; the 1.5–2× string/font-scale layout test remains a separate 0.9.3 task.

Remaining audit work

  • Player-facing labels are now routed through content/strings.en.json; numeric values, empty-state clears and debug-only text remain in code by design.
  • Verify focus/hover/pressed/disabled states with keyboard, gamepad and mouse.
  • Test long strings and 1.75x HUD font scale.
  • Capture every dialog/button state and run screen_designs.py compare plus the pinned judge.