{"schemaVersion":1,"record":{"key":"mechanic/keyboard--family-feedback","type":"mechanic","id":"keyboard--family-feedback","lang":"en","title":"Light and physical feedback","summary":"Lighting becomes an output channel. Wootility’s demo shows a colour map; game cues additionally require a link to the game state.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-feedback/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-feedback.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-feedback.md","aliases":[],"tags":["Physical keyboard interactions","Device output"],"sourceIds":["source-7d74f6eee9cf4b07"],"sources":[{"id":"source-7d74f6eee9cf4b07","title":"Wootility 5.4.2 (demo)","url":"https://wooting.io/wootility","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The keyboard can be a channel for hints, status, and results."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-feedback-variants\"></a>\n\n- Highlights next target. Action: The system illuminates the key to be pressed. Application: Typing training, musical notes, step-by-step startup procedure. Conditions: Controllable backlight and compatible SDK required. Hardware: Special device / SDK. <a id=\"variant-k137\"></a>\n- Light path or pattern. Action: A group of lights defines a path, shape or sequence. Application: Keyboard maze, pattern repetition, light propagation puzzle. Conditions: The geometry of the light zones must be compared with the physical model of the device. Equipment: Special device / SDK. <a id=\"variant-k138\"></a>\n- State on each key. Action: Color or brightness reflects the resource of the associated action. Application: Recharges, base health, node temperature, note availability. Conditions: Individual backlighting is required; indicate states also with a form or an additional channel. Hardware: Special device / SDK. <a id=\"variant-k139\"></a>\n- Light rhythm. Action: Backlight pulses set the tempo or moment of action. Application: Rhythm playing, silent metronome, ensemble synchronization. Conditions: The delay in updating the light must be taken into account in the timings. Equipment: Special device / SDK. <a id=\"variant-k140\"></a>\n- Light's response to the result. Action: Pressing causes a flash, wave or change in color scheme. Application: Hit confirmation, tool reaction, distribution of game energy. Conditions: The signal must distinguish the accepted input from simple key registration. Hardware: Special device / SDK. <a id=\"variant-k141\"></a>\n- Indicators of fixed modes. Action: Available Caps Lock, Num Lock or Scroll Lock lamps carry a simple state. Application: Retro remote, active phase indicator, minimal alarm. Conditions: Control of lamps requires a suitable system path or firmware and can be related to the OS state. Hardware: System API. <a id=\"variant-k142\"></a>\n- Keyboard screen. Action: The built-in display shows instructions, status or a fragment of the game world. Application: Character console, text communicator, local command queue panel. Conditions: The screen and access to it are features of a specific device. Equipment: Special device / SDK. <a id=\"variant-k143\"></a>\n- Controlled haptic feedback. Action: A special actuator creates vibration or changes the feel of a key. Application: Error signal, tool texture, virtual mechanism resistance. Conditions: An appropriate tactile actuator is needed; regular switches themselves do not do this in software. Hardware: Special device / SDK. <a id=\"variant-k144\"></a>"},{"id":"context","title":"Context and limits","body":"Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations."}],"relations":[],"placements":[{"catalogId":"keyboard","id":"family-feedback","title":"Physical keyboard interactions","url":"https://gamemechanics.pro/en/mechanics/keyboard/#family-feedback","categoryIds":["section-10"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Light and physical feedback","description":"Lighting becomes an output channel. Wootility’s demo shows a colour map; game cues additionally require a link to the game state.","image":{"src":"images/mechanics/control-wootility-rgb.webp","width":1280,"height":720,"crop":{"x":390,"y":110,"width":860,"height":575},"game":"Wootility 5.4.2 (demo)","sourceUrl":"https://wooting.io/wootility","originalUrl":"https://wootility.io/","credit":"Wooting","rights":"Imagery © Wooting. Developer-distributed screenshot or frame; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"Wootility demo: a colour map and RGB effect settings","alt":"Wootility demo: a colour map and RGB effect settings","markers":[{"x":57,"y":20,"label":"Keys receive visually distinguishable colours"}]},"tips":["Mirror light cues on screen and check RGB API support."],"examples":[{"title":"Wootility 5.4.2 (demo)","url":"https://wooting.io/wootility"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/keyboard"}}