716 lines
18 KiB
Markdown
716 lines
18 KiB
Markdown
# ♿ ACCESSIBILITY OPTIONS - IMPLEMENTATION PLAN
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**Game:** Mrtva Dolina / Death Valley
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**Date:** January 4, 2026
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**Priority:** HIGH (Inclusive Gaming Standard)
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---
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## 🎯 ACCESSIBILITY FEATURES (From Screenshot)
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### **Required Features:**
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1. ✅ **High Contrast Mode**
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2. ✅ **Large Text Mode**
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3. ✅ **Color Blind Mode**
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4. ✅ **Screen Reader Support**
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5. ✅ **Reduce Flashing (Epilepsy)**
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6. ✅ **One-Handed Controls**
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7. ✅ **Audio Cues**
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**Quick Toggle:** Press 1-7 to toggle features
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**Full Settings:** ESC → Settings → Accessibility
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---
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## 📋 DETAILED IMPLEMENTATION
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### **1. HIGH CONTRAST MODE** 🎨
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**Purpose:** Better visibility for low vision players
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**Changes:**
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- Background: Pure black (#000000)
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- Text: Pure white (#FFFFFF)
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- UI borders: Bright yellow (#FFFF00)
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- Buttons: High contrast colors
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- Dialogue box: Black with white border
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- Character portraits: Increased brightness +30%
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**Implementation:**
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```javascript
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// src/systems/AccessibilitySystem.js
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class AccessibilitySystem {
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toggleHighContrast() {
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this.highContrast = !this.highContrast;
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if (this.highContrast) {
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// Override all colors
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this.scene.dialogueBg.setFillStyle(0x000000, 1.0);
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this.scene.dialogueBg.setStrokeStyle(4, 0xFFFF00);
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this.scene.dialogueText.setColor('#FFFFFF');
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this.scene.speakerText.setColor('#FFFF00');
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// Apply to all scenes
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this.game.scene.scenes.forEach(scene => {
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if (scene.applyHighContrast) {
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scene.applyHighContrast();
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}
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});
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} else {
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// Restore original colors
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this.restoreDefaultColors();
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}
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this.save();
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}
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}
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```
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**Keyboard:** Press **1** to toggle
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---
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### **2. LARGE TEXT MODE** 📝
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**Purpose:** Readability for visually impaired
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**Changes:**
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- All text +50% larger
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- Dialogue: 18px → 27px
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- UI labels: 16px → 24px
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- Buttons: 14px → 21px
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- Line spacing: +25%
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**Implementation:**
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```javascript
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toggleLargeText() {
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this.largeText = !this.largeText;
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const multiplier = this.largeText ? 1.5 : 1.0;
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// Update all text objects
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this.scene.dialogueText.setFontSize(18 * multiplier);
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this.scene.speakerText.setFontSize(22 * multiplier);
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// Resize dialogue box to fit
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const newHeight = this.largeText ? 240 : 180;
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this.scene.dialogueBg.setDisplaySize(
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this.scene.dialogueBg.width,
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newHeight
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);
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this.save();
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}
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```
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**Keyboard:** Press **2** to toggle
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---
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### **3. COLOR BLIND MODE** 🌈
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**Purpose:** Support for color blindness (8% of men, 0.5% of women)
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**Types Supported:**
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- **Deuteranopia** (Red-Green, most common)
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- **Protanopia** (Red-Green)
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- **Tritanopia** (Blue-Yellow, rare)
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**Changes:**
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- Health bars: Red → Orange with pattern
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- Stamina: Blue → Cyan with stripes
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- Quest markers: Color + Icon
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- Item rarity: Color + Border style
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- Enemy indicators: Color + Shape
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**Color Palette Remapping:**
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```javascript
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const COLOR_BLIND_PALETTES = {
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deuteranopia: {
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red: 0xFF8C00, // Orange instead of red
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green: 0x00CED1, // Dark cyan instead of green
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blue: 0x4169E1, // Royal blue (unchanged)
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purple: 0xFF00FF // Magenta (more distinct)
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},
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protanopia: {
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red: 0xFFD700, // Gold instead of red
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green: 0x1E90FF, // Dodger blue instead of green
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blue: 0x8A2BE2, // Blue violet
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purple: 0xFF69B4 // Hot pink
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},
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tritanopia: {
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red: 0xFF0000, // Red (unchanged)
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green: 0x00FF00, // Green (unchanged)
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blue: 0xFF1493, // Deep pink instead of blue
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yellow: 0x00FFFF // Cyan instead of yellow
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}
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};
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```
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**Implementation:**
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```javascript
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setColorBlindMode(type) {
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this.colorBlindMode = type; // 'none', 'deuteranopia', 'protanopia', 'tritanopia'
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if (type !== 'none') {
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const palette = COLOR_BLIND_PALETTES[type];
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// Remap all color references
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this.game.registry.set('palette', palette);
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// Add patterns to critical elements
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this.addAccessibilityPatterns();
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}
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this.save();
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}
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addAccessibilityPatterns() {
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// Add stripes to health bar
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this.healthBar.setTexture('health_bar_striped');
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// Add icons to color-coded elements
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this.questMarkers.forEach(marker => {
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marker.addIcon(); // Add symbol alongside color
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});
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}
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```
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**UI:** Dropdown menu: None / Deuteranopia / Protanopia / Tritanopia
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**Keyboard:** Press **3** to cycle modes
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---
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### **4. SCREEN READER SUPPORT** 🔊
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**Purpose:** Blind/low-vision accessibility
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**Features:**
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- Announce all UI changes
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- Read dialogue text aloud
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- Describe scene changes
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- Navigate menus with keyboard
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- Audio feedback for all actions
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**Implementation:**
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```javascript
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class ScreenReaderSystem {
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constructor(game) {
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this.game = game;
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this.enabled = false;
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this.speechSynth = window.speechSynthesis;
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this.currentUtterance = null;
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}
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enable() {
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this.enabled = true;
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this.announce("Screen reader enabled. Use arrow keys to navigate.");
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}
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announce(text, interrupt = false) {
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if (!this.enabled) return;
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// Stop current speech if interrupting
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if (interrupt && this.speechSynth.speaking) {
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this.speechSynth.cancel();
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}
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const utterance = new SpeechSynthesisUtterance(text);
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utterance.lang = this.game.settings.language || 'sl-SI';
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utterance.rate = 1.0;
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utterance.pitch = 1.0;
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utterance.volume = 1.0;
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this.speechSynth.speak(utterance);
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this.currentUtterance = utterance;
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}
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announceDialogue(speaker, text) {
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const fullText = `${speaker} says: ${text}`;
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this.announce(fullText, true);
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}
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announceSceneChange(sceneName) {
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this.announce(`Entering ${sceneName}`, true);
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}
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announceButton(buttonLabel) {
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this.announce(`Button: ${buttonLabel}. Press Enter to activate.`);
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}
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}
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```
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**Integration with PrologueScene:**
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```javascript
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showDialogue(index) {
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const dialogue = this.dialogueData[index];
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// Screen reader support
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if (this.game.accessibility.screenReader.enabled) {
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this.game.accessibility.screenReader.announceDialogue(
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dialogue.speaker,
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dialogue.text
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);
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}
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// ... rest of dialogue logic
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}
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```
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**Keyboard:** Press **4** to toggle
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---
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### **5. REDUCE FLASHING (EPILEPSY)** ⚡
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**Purpose:** Prevent seizures (photosensitive epilepsy affects ~3%)
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**Changes:**
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- Disable camera shake
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- Disable screen flash effects
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- Reduce particle effects
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- Smooth transitions only
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- Warning on startup if disabled
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**Removed Effects:**
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```javascript
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toggleReduceFlashing() {
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this.reduceFlashing = !this.reduceFlashing;
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if (this.reduceFlashing) {
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// Disable dangerous effects
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this.game.cameras.main.shake(0); // No shake
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this.game.cameras.main.flash(0); // No flash
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// Reduce particle systems
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this.game.particles.setEmitterRate(0.5); // 50% particles
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// Disable lightning
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this.weatherSystem.disableLightning = true;
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// Smooth transitions only
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this.transitionDuration = 2000; // Slower fades
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}
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this.save();
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}
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```
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**Startup Warning:**
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```javascript
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create() {
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if (!this.game.accessibility.reduceFlashing) {
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this.showFlashWarning();
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}
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}
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showFlashWarning() {
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const warning = this.add.text(
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this.cameras.main.width / 2,
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this.cameras.main.height / 2,
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'⚠️ WARNING ⚠️\n\n' +
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'This game contains flashing lights\n' +
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'and rapid scene changes.\n\n' +
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'Press 5 to enable Epilepsy Safety Mode\n' +
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'Press any other key to continue',
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{
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fontSize: '24px',
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align: 'center',
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backgroundColor: '#000000',
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padding: { x: 40, y: 40 }
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}
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);
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warning.setOrigin(0.5);
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// Wait for input
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this.input.keyboard.once('keydown', (event) => {
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if (event.key === '5') {
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this.game.accessibility.toggleReduceFlashing();
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}
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warning.destroy();
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});
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}
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```
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**Keyboard:** Press **5** to toggle
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---
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### **6. ONE-HANDED CONTROLS** 🎮
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**Purpose:** Physical disability support (one hand, motor impairments)
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**Modes:**
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- **Left-Hand Mode** (WASD + nearby keys)
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- **Right-Hand Mode** (Arrow keys + numpad)
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- **Both modes support mouse-only gameplay**
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**Left-Hand Layout:**
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```
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Movement: WASD
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Action: Q
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Menu: E
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Inventory: R
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Map: T
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Sprint: Shift
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Crouch: Ctrl
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```
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**Right-Hand Layout:**
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```
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Movement: Arrow Keys
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Action: Numpad 0
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Menu: Numpad Enter
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Inventory: Numpad +
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Map: Numpad -
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Sprint: Numpad /
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Crouch: Numpad *
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```
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**Implementation:**
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```javascript
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class OneHandedControls {
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setMode(mode) {
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this.mode = mode; // 'left', 'right', 'both'
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if (mode === 'left') {
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this.bindLeftHandKeys();
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} else if (mode === 'right') {
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this.bindRightHandKeys();
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} else {
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this.bindBothHands();
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}
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}
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bindLeftHandKeys() {
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const keys = {
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up: 'W',
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down: 'S',
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left: 'A',
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right: 'D',
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action: 'Q',
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menu: 'E',
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inventory: 'R',
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map: 'T',
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sprint: 'SHIFT',
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crouch: 'CTRL'
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};
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this.remapKeys(keys);
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}
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bindRightHandKeys() {
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const keys = {
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up: 'UP',
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down: 'DOWN',
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left: 'LEFT',
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right: 'RIGHT',
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action: 'NUMPAD_ZERO',
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menu: 'NUMPAD_ENTER',
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inventory: 'NUMPAD_ADD',
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map: 'NUMPAD_SUBTRACT',
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sprint: 'NUMPAD_DIVIDE',
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crouch: 'NUMPAD_MULTIPLY'
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};
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this.remapKeys(keys);
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}
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}
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```
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**UI Toggle:**
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- Settings → Accessibility → One-Handed Controls
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- Options: Both Hands / Left Hand Only / Right Hand Only
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**Keyboard:** Press **6** to cycle modes
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---
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### **7. AUDIO CUES** 🔔
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**Purpose:** Additional feedback for deaf/hard-of-hearing players
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**Features:**
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- Visual sound indicators
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- Subtitles for all dialogue (already done!)
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- Direction indicators for off-screen sounds
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- Vibration feedback (controller)
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**Visual Sound System:**
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```javascript
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class VisualSoundCueSystem {
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constructor(scene) {
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this.scene = scene;
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this.cues = [];
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}
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showCue(soundType, direction, distance) {
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// Create visual indicator
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const cue = this.scene.add.sprite(x, y, 'sound_cue_' + soundType);
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cue.setAlpha(0.7);
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// Position based on direction
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const angle = this.getAngleFromDirection(direction);
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const radius = 200; // Distance from player
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cue.x = this.scene.player.x + Math.cos(angle) * radius;
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cue.y = this.scene.player.y + Math.sin(angle) * radius;
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// Add text label
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const label = this.scene.add.text(cue.x, cue.y + 30, soundType, {
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fontSize: '14px',
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backgroundColor: '#000000'
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});
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// Fade out after 2 seconds
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this.scene.tweens.add({
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targets: [cue, label],
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alpha: 0,
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duration: 2000,
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onComplete: () => {
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cue.destroy();
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label.destroy();
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}
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});
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}
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// Example usage
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onZombieGrowl(zombiePosition) {
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const direction = this.getDirectionToPlayer(zombiePosition);
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const distance = Phaser.Math.Distance.Between(
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this.scene.player.x, this.scene.player.y,
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zombiePosition.x, zombiePosition.y
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);
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this.showCue('Zombie Growl', direction, distance);
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}
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}
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```
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**Sound Types with Icons:**
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- 🧟 Zombie nearby
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- 💥 Explosion
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- 🔔 Quest update
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- 💬 NPC speaking
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- ⚔️ Combat
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- 🚪 Door opening/closing
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- 📦 Item pickup
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**Keyboard:** Press **7** to toggle
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---
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## 🎨 UI IMPLEMENTATION
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### **Accessibility Options Menu**
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```javascript
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class AccessibilityMenu extends Phaser.Scene {
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create() {
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// Title
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this.add.text(width/2, 50, '♿ ACCESSIBILITY OPTIONS', {
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fontSize: '32px',
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color: '#FFFFFF'
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}).setOrigin(0.5);
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// Options list
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const options = [
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{ id: 1, name: 'High Contrast Mode', key: '1' },
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{ id: 2, name: 'Large Text Mode', key: '2' },
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{ id: 3, name: 'Color Blind Mode', key: '3' },
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{ id: 4, name: 'Screen Reader Support', key: '4' },
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{ id: 5, name: 'Reduce Flashing (Epilepsy)', key: '5' },
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{ id: 6, name: 'One-Handed Controls', key: '6' },
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{ id: 7, name: 'Audio Cues', key: '7' }
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];
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let y = 150;
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options.forEach(option => {
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const text = this.add.text(100, y,
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`${option.id}. ${option.name}`,
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{ fontSize: '20px' }
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);
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// Toggle indicator
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const indicator = this.add.text(width - 100, y,
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this.getStatusText(option.id),
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{ fontSize: '20px' }
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);
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y += 50;
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});
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// Footer
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this.add.text(width/2, height - 100,
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'Full accessibility settings available\n' +
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'in-game (ESC → Settings)\n\n' +
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'Tip: Press 1-7 to toggle these features',
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{
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fontSize: '16px',
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align: 'center',
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color: '#AAAAAA'
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}
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).setOrigin(0.5);
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// OK button
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const okButton = this.add.rectangle(
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width/2, height - 40,
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200, 50,
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0x0066FF
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);
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this.add.text(width/2, height - 40, 'OK', {
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fontSize: '24px'
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}).setOrigin(0.5);
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okButton.setInteractive();
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okButton.on('pointerdown', () => {
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this.scene.start('MainMenu');
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});
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// Keyboard shortcuts
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this.input.keyboard.on('keydown', (event) => {
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const key = parseInt(event.key);
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if (key >= 1 && key <= 7) {
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this.toggleOption(key);
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}
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});
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}
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toggleOption(id) {
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const accessibility = this.game.registry.get('accessibility');
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switch(id) {
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case 1: accessibility.toggleHighContrast(); break;
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case 2: accessibility.toggleLargeText(); break;
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case 3: accessibility.cycleColorBlindMode(); break;
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case 4: accessibility.toggleScreenReader(); break;
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case 5: accessibility.toggleReduceFlashing(); break;
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case 6: accessibility.cycleOneHandedMode(); break;
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case 7: accessibility.toggleAudioCues(); break;
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}
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// Refresh UI
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this.scene.restart();
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}
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|
|
getStatusText(id) {
|
|
const accessibility = this.game.registry.get('accessibility');
|
|
const statuses = [
|
|
accessibility.highContrast ? 'ON' : 'OFF',
|
|
accessibility.largeText ? 'ON' : 'OFF',
|
|
accessibility.colorBlindMode || 'None',
|
|
accessibility.screenReader ? 'ON' : 'OFF',
|
|
accessibility.reduceFlashing ? 'ON' : 'OFF',
|
|
accessibility.oneHandedMode || 'Both',
|
|
accessibility.audioCues ? 'ON' : 'OFF'
|
|
];
|
|
|
|
return statuses[id - 1];
|
|
}
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## 💾 PERSISTENCE
|
|
|
|
```javascript
|
|
// Save accessibility settings to localStorage
|
|
class AccessibilitySystem {
|
|
save() {
|
|
const settings = {
|
|
highContrast: this.highContrast,
|
|
largeText: this.largeText,
|
|
colorBlindMode: this.colorBlindMode,
|
|
screenReader: this.screenReader,
|
|
reduceFlashing: this.reduceFlashing,
|
|
oneHandedMode: this.oneHandedMode,
|
|
audioCues: this.audioCues
|
|
};
|
|
|
|
localStorage.setItem('accessibility_settings', JSON.stringify(settings));
|
|
}
|
|
|
|
load() {
|
|
const saved = localStorage.getItem('accessibility_settings');
|
|
if (saved) {
|
|
const settings = JSON.parse(saved);
|
|
Object.assign(this, settings);
|
|
this.applyAll();
|
|
}
|
|
}
|
|
|
|
applyAll() {
|
|
if (this.highContrast) this.toggleHighContrast();
|
|
if (this.largeText) this.toggleLargeText();
|
|
if (this.colorBlindMode !== 'none') this.setColorBlindMode(this.colorBlindMode);
|
|
if (this.screenReader) this.screenReaderSystem.enable();
|
|
if (this.reduceFlashing) this.toggleReduceFlashing();
|
|
if (this.oneHandedMode !== 'both') this.controls.setMode(this.oneHandedMode);
|
|
if (this.audioCues) this.visualSoundCues.enable();
|
|
}
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## 📊 IMPLEMENTATION TIMELINE
|
|
|
|
| Week | Task | Deliverable |
|
|
|------|------|-------------|
|
|
| **1** | Core System | AccessibilitySystem.js |
|
|
| **2** | High Contrast + Large Text | Visual modes |
|
|
| **3** | Color Blind Mode | 3 palette variants |
|
|
| **4** | Screen Reader | Text-to-speech |
|
|
| **5** | Epilepsy Safety | Effect reduction |
|
|
| **6** | One-Handed + Audio Cues | Control schemes |
|
|
| **7** | UI Integration | Settings menu |
|
|
| **8** | Testing | User testing |
|
|
|
|
**Total Time:** 8 weeks (~2 months)
|
|
|
|
---
|
|
|
|
## ✅ SUCCESS CRITERIA
|
|
|
|
- [ ] All 7 features implemented
|
|
- [ ] Keyboard shortcuts (1-7) working
|
|
- [ ] Settings persist across sessions
|
|
- [ ] No performance impact
|
|
- [ ] Screen reader announces all interactions
|
|
- [ ] Color blind modes tested with simulators
|
|
- [ ] One-handed mode fully playable
|
|
- [ ] Epilepsy warning on first launch
|
|
|
|
---
|
|
|
|
## 🎯 PRIORITY ORDER
|
|
|
|
### **Phase 1 (Critical):**
|
|
1. **Reduce Flashing** - Safety first!
|
|
2. **Large Text Mode** - Easy win
|
|
3. **High Contrast Mode** - Visual accessibility
|
|
|
|
### **Phase 2 (Important):**
|
|
4. **Color Blind Mode** - 8% of players
|
|
5. **One-Handed Controls** - Physical accessibility
|
|
6. **Audio Cues** - Deaf/HoH support
|
|
|
|
### **Phase 3 (Advanced):**
|
|
7. **Screen Reader Support** - Complex but essential
|
|
|
|
---
|
|
|
|
## 🏆 INDUSTRY STANDARDS
|
|
|
|
Following guidelines from:
|
|
- **Game Accessibility Guidelines** (gameaccessibilityguidelines.com)
|
|
- **Xbox Accessibility** standards
|
|
- **PlayStation Accessibility** standards
|
|
- **WCAG 2.1** (Web Content Accessibility Guidelines)
|
|
|
|
**Certification Goal:** Xbox Accessibility Features badge
|
|
|
|
---
|
|
|
|
**Last Updated:** January 4, 2026
|
|
**Status:** Planning → Implementation Starting Tonight
|