docs(sprints): add Sprint 1 team briefings
Per-team sprint briefings under docs/sprints/sprint-1/ for server, client, and joint tracks. Each lists assigned tickets, dependencies, key decisions to read, and implementation notes. Agents use ticket show <id> for full details. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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# Sprint 1: Run — Client Tasks
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**Goal:** Get a player-controlled character moving on screen through working IPC bridge.
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**Branch:** `client`
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**Agents:** Stig (UI), Oscar (networking)
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## Tickets
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| # | Title | Blocked by |
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|---|-------|------------|
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| #77 | MessagePack serialization - GDScript | #75 (done) |
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| #79 | LocalBridge implementation - GDScript | #77 |
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Use `db/connectors/ticket show <id>` for full details.
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## Key Decisions
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- `decisions/architecture.md` — D-020 (Godot+Rust IPC, MessagePack protocol)
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- `decisions/perception.md` — D-015 (camera locked to character), D-016 (monologue display)
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## Notes
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- #77 first: integrate a MessagePack library for Godot, implement encode/decode for ObserverSnapshot and PlayerInput.
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- #79 depends on #77: subprocess spawn, socket connection, message send/receive. Must match the Rust side's transport (Unix socket).
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- The existing SimBridge autoload trait is the integration point — LocalBridge implements it.
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# Sprint 1: Run — Joint Tasks
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**Goal:** Get a player-controlled character moving on screen through working IPC bridge.
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**Branches:** `server` + `client` (merge to main for integration)
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## Tickets
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| # | Title | Blocked by |
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|---|-------|------------|
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| #81 | End-to-end connection test | #78, #79 |
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| #82 | Tick loop synchronization | #81 |
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| #83 | Moving character proof | #82, #236 |
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Use `db/connectors/ticket show <id>` for full details.
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## Key Decisions
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- `decisions/architecture.md` — D-020 (IPC protocol), D-010 (deterministic sim), D-031 (tick timing)
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## Notes
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- These are strictly sequential and depend on both server and client tickets completing first.
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- #81: Godot spawns Rust process, establishes connection, sends ping, receives pong.
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- #82: Full game loop — client sends input, server ticks, server sends snapshot, client renders.
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- #83: Sprint completion proof — arrow key press moves a sprite on screen through the full pipeline.
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# Sprint 1: Run — Server Tasks
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**Goal:** Get a player-controlled character moving on screen through working IPC bridge.
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**Branch:** `server`
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**Agents:** Dudley (simulation), Oscar (networking)
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## Tickets
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| # | Title | Blocked by |
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|---|-------|------------|
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| #78 | LocalBridge implementation - Rust | #76 (done) |
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| #236 | Tile collision system | — |
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Use `db/connectors/ticket show <id>` for full details.
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## Key Decisions
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- `decisions/architecture.md` — D-020 (Godot+Rust IPC, MessagePack protocol), D-010 (deterministic sim), D-030 (testability)
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## Notes
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- #78: Unix socket on Linux, message framing, subprocess management. The Rust-side MessagePack serialization (#76) is already done — build the transport layer on top.
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- #236: Walkability map with per-tile blocked/walkable flags. Movement system must check `can_move_to(tile)` before position change. Blocks the final "moving character proof" (#83).
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- Both tickets can be worked in parallel — no dependency between them.
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