Commit 0431ce

2026-09-06 19:42:37 Anonymous: Reference: list REF107 (content scale), written for the D019 scope expansion - developers' own published content manifests, with the current-versus-launch caveat carried into the index row rather than left on the page.
reference.md ..
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| [Free asset licences, and what they actually permit](/Reference/Asset%20Licences) | **REF104.** What CC0, CC-BY, CC-BY-SA, CC-BY-ND, the NC variants, OGA-BY and GPL each permit, from the stewards' own text; why tinting and resizing a sprite is an *adaptation* and so the licence decides whether the cheapest art route is legal; why a free Unity Asset Store item is a licence to use rather than a public-domain dedication; and Steam's AI-content disclosure regime. Confirms the lead's two asset checks independently. **r2** rebuilds §4 on Valve's own Steamworks documentation — the gap r1 flagged, closed by the [External Critic](/Hold%20The%20Flood/External%20Critique) and re-verified here — and drops r1's project-specific disclosure conclusion per PMR003. Reference work only: not legal advice, not asset approval, not a submission decision | [Hold the Flood](/Hold%20The%20Flood) — [Design Document](/Hold%20The%20Flood/Design%20Document) §14's asset lever and the [Brief](/Hold%20The%20Flood/Brief)'s requirement to record each asset's actual terms |
| [Design documents: the documented practice](/Reference/Design%20Documents) | **REF105.** What practitioners have written down about design-document form. Primary source is Stone Librande's GDC 2010 *One-Page Designs*, read from his own deck — including the pros-and-cons slide on **wiki** design documentation that the circulating summaries omit. Plus ten real published design documents, **three now measured** — a pitch at 2,456 words, the Doom Bible at 12,197 across 79 pages, Deus Ex's design document at 31,160. Takes no position on any document's length | [Hold the Flood](/Hold%20The%20Flood) — the [Design Document](/Hold%20The%20Flood/Design%20Document)'s form, and this wiki's own working method |
| [Readable state: colour and flashing](/Reference/Readable%20State) | **REF106.** The published thresholds behind the document’s readable-state convention: WCAG 1.4.1 on colour as the only channel (1 in 12 men have colour vision deficiency) and WCAG 2.3.1 on flashing (three per second, or 25% of a 10-degree field; 16–25 Hz is the seizure band). Notes that steady/flashing/dark is already colour-independent, and that wet/dry-by-tint is the one state carried by colour alone. Nothing is built, so nothing is audited; proposes no change | [Hold the Flood](/Hold%20The%20Flood) — [Design Document](/Hold%20The%20Flood/Design%20Document) §13’s light convention and §14’s art plan |
+ | [Content scale: what comparable games actually ship](/Reference/Content%20Scale) | **REF107.** Developers’ own published content manifests. Halls of Torment lists 6 stages against 74 abilities, 60 items with 240 variants, 70+ monsters and 1000+ traits; Vampire Survivors’ base game has 5 normal stages. Few environments, very large per-run variety. **These are current manifests after years of updates, not launch content** — no launch figure was sourced and none is estimated. Proposes and endorses no district count | [Hold the Flood](/Hold%20The%20Flood) — [Brief](/Hold%20The%20Flood/Brief) D019’s expanded campaign and the eight-district planning target |
### Restored: the reference researcher's reply, destroyed by the editor and put back
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