Kimmy's Skills

emberhold — Fantasy RPG Requirements

Source: ../game-rpg.html · Surface: game UI (fantasy RPG) · Mode: Greenfield · Case 06 Purpose: prove a three-register type system, dialogue as a reading surface, and rarity that survives grayscale.

1. Problem and context

Who: players on a TV or monitor, long sessions, one hand on the controller.

Jobs: track quests while fighting, read dialogue as prose, compare loot, level up.

Constraints: ornate is a feature, but never at the cost of contrast, minimum size, or colorblind safety. Lore text is long, so the reading face must be comfortable.

2. Principles

Rule Rationale
Three faces, three registers Titles and damage are display; controls and counters are UI; dialogue and lore are text. Mixing registers breaks both mood and readability.
The setting is in the ornament, not the legibility Parchment panels and gold rules carry the fantasy; contrast and minimum sizes stay at system standard.
Counters never move Tabular numerals for health, mana, gold, and XP, so ticking values do not jitter.
Rarity is shape, color, and label Item rarity survives colorblind modes and grayscale through frame style and text.

3. Experience requirements

HUD

Dialogue

Inventory and level-up

4. Visual requirements

Typography

Register Face Use
display Cinzel 700 titles, damage, level-up
UI Alegreya Sans labels, counters, choices, buttons
text Spectral dialogue, lore, logs, explanatory tooltips

Color

Role Value
parchment #e9dcc0
parchment-2 #dccfae
ink #241d13
gold #c9a227
blood #a8342c
mana #3f6bc4
stamina #4f8f3f
xp #b98a2e
hud text #f3ead6
hud dim #b3a88d
hud scrim rgba(14,11,7,.72)

Parchment, ink, gold, and the three resources. Every resource bar also carries its label and number, so the palette is mood, not meaning.

5. Components and states

6. Motion and accessibility

7. Verification requirements

8. Non-goals

9. Open questions