From 1254e41dc5ab4db856b311df7f974aefbc79ac44 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Sun, 5 Apr 2026 15:16:27 +0200 Subject: [PATCH] docs(decisions): amend stale D-records, close resolved Q-records MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Amend 7 high-priority D-records with supersession notes: - D-012: map size superseded by D-094 (256x256) - D-044: outline color scoped to perception mode per D-154 - D-061: width corrected from 640px to 1200px per D-076 - D-086: smuggler scope removed per D-117/D-122 - D-090: marked [SUPERSEDED] by D-117 (tycoon replaces smuggler/detective) - D-035: character enum marked obsolete post-D-117 - D-119: sequencing superseded by D-166 cascade Close 4 resolved scope questions (Q-002, Q-004, Q-005, Q-007). Fix questions.md index — was 61, actually 96 (33 architecture Qs missing). Co-Authored-By: Claude Opus 4.6 --- decisions/README.md | 8 ++++---- decisions/architecture.md | 1 + decisions/content.md | 5 +++-- decisions/perception.md | 10 ++++++---- decisions/questions-scope.md | 25 +++++++++++++++---------- decisions/questions.md | 18 +++++++++--------- decisions/scope.md | 1 + 7 files changed, 39 insertions(+), 29 deletions(-) diff --git a/decisions/README.md b/decisions/README.md index d72df4449..22cf31d9e 100644 --- a/decisions/README.md +++ b/decisions/README.md @@ -15,11 +15,11 @@ Cross-domain decisions live in one file with cross-reference notes in related fi | [content.md](content.md) | NPC, dialogue, templates | D-023, D-024, D-025, D-028, D-029, D-032, D-034, D-035, D-036, D-037, D-050, D-062, D-063, D-064, D-074, D-075, D-084, D-090, D-092, D-093, D-095, D-098, D-104, D-105, D-107, D-121, D-122, D-123, D-124, D-125, D-126, D-127, D-128, D-129, D-130, D-131, D-132, D-138, D-139, D-140, D-142, D-147 | | [scope.md](scope.md) | Game concept, prototype | D-001, D-003, D-005, D-006, D-007, D-013, D-014, D-027, D-038, D-039, D-051, D-053, D-065, D-087, D-089, D-091, D-114, D-115, D-116, D-117, D-118, D-119, D-120, D-145, D-146, D-153, D-154, D-155, D-156, D-157 | | [process.md](process.md) | Team, workflow | D-004, D-021, D-022, D-040 | -| [questions.md](questions.md) | Open questions (index) | Q-001 through Q-054 | -| [questions-architecture.md](questions-architecture.md) | Technical questions | Q-001, Q-006, Q-009, Q-018–Q-023, Q-029, Q-030, Q-046 | +| [questions.md](questions.md) | Open questions (index) | Q-001 through Q-094 | +| [questions-architecture.md](questions-architecture.md) | Technical questions | Q-001, Q-006, Q-009, Q-018–Q-023, Q-029, Q-030, Q-046, Q-059, Q-060, Q-063–Q-094 | | [questions-perception.md](questions-perception.md) | Observation questions | Q-003, Q-014, Q-016, Q-024–Q-026, Q-051, Q-053, Q-054 | -| [questions-content.md](questions-content.md) | Narrative questions | Q-010, Q-012–Q-015, Q-017, Q-028, Q-031, Q-033, Q-040–Q-050, Q-052, Q-WTF-039, Q-WTF-040, Q-WTF-041 | -| [questions-scope.md](questions-scope.md) | Scope questions | Q-002, Q-004, Q-005, Q-007, Q-008, Q-011, Q-027, Q-032, Q-034–Q-039 | +| [questions-content.md](questions-content.md) | Narrative questions | Q-010, Q-012–Q-015, Q-017, Q-028, Q-031, Q-033, Q-040–Q-045, Q-047–Q-050, Q-052, Q-056, Q-057, Q-WTF-039, Q-WTF-040, Q-WTF-041 | +| [questions-scope.md](questions-scope.md) | Scope questions | Q-002, Q-004, Q-005, Q-007, Q-008, Q-011, Q-027, Q-032, Q-034–Q-039, Q-058, Q-061, Q-062 | | [rejected.md](rejected.md) | Rejected alternatives | R-001 through R-010 | ## Querying Decisions diff --git a/decisions/architecture.md b/decisions/architecture.md index 1db3536b6..57e9946fc 100644 --- a/decisions/architecture.md +++ b/decisions/architecture.md @@ -45,6 +45,7 @@ Technical foundation decisions that constrain implementation: engine, client-ser - **Future:** Borderless generation. The world generates as you explore. The map can never be "solved" by walking to every corner. New areas develop, existing areas change. - **Rationale:** Same principle as D-010 (multiplayer architecture) - design for the future, build the simpler version now. - **Raised by:** Tyre (Technical Architect), endorsed by Team Leader. +- **Amendment (2026-04-05):** The ~150×150 visual tile estimate is superseded by [D-094](#d-094-district-spatial-hierarchy--chunk-block-district-naming-and-sizes) (256×256 visual tiles per district, 4×4 blocks). D-094 explicitly amends this decision. ### D-020: Engine and architecture selection — Godot client + Rust simulation via subprocess/IPC - **Date:** 2026-02-09 diff --git a/decisions/content.md b/decisions/content.md index a017e50c6..24ac96c7f 100644 --- a/decisions/content.md +++ b/decisions/content.md @@ -80,7 +80,7 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio - `mood` (list\): 8 moods for v0.1 — D-028 Layer 4 weighted selection - `tags` (list\): freeform escape hatch for author intent - **Monologue-specific additions:** - - `character` (enum): `smuggler`, `detective` — hard partition per D-032 + - `character` (enum): `smuggler`, `detective` — hard partition per D-032 **[Obsolete post-D-117: smuggler/detective eliminated. v0.2 uses culture-driven voice per D-121; this enum is unused.]** - `trigger` (enum): 9 trigger types (enter_location, observe_npc, hear_sound, observe_anomaly, post_conversation, discover_evidence, witness_interaction, time_idle, return_visit) - `prerequisite` (map or null): knowledge state gate - **Authoring-only tags (not consumed by engine):** `dual_lens` (map, per-character notes), `notes` (string) @@ -212,8 +212,9 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio - **Raised by:** Gestalt (Sprint 18, #544). Endorsed by Tyre pending implementation review. - **Dissent:** None. -### D-090: PC voice registers — smuggler and detective speech patterns +### D-090: PC voice registers — smuggler and detective speech patterns `[SUPERSEDED]` - **Date:** 2026-02-12 +- **Superseded by:** [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (2026-03-05). The smuggler/detective dual-lens frame is eliminated for v0.2. The tycoon is the single playable character. Voice register design for v0.2 follows culture-driven voice (D-121) applied to the player character, not the smuggler/detective partition below. - **Decision:** Each playable character has a defined voice register for monologue and dialogue: - **Smuggler:** Feeling-first. Sentence fragments. Concrete/physical vocabulary. Notices bodies, spaces, exits. Emotional baseline: wary comfort. Lies by omission. Relationship to authority: avoidance. - **Detective:** Analysis-first. Complete sentences. Institutional vocabulary. Notices patterns, inconsistencies, procedural gaps. Emotional baseline: professional detachment. Lies by reframing. Relationship to authority: representative. diff --git a/decisions/perception.md b/decisions/perception.md index 4b478aab4..fe60b0d88 100644 --- a/decisions/perception.md +++ b/decisions/perception.md @@ -153,6 +153,7 @@ How the player observes and interacts with the world: camera, fog, line-of-sight - **Canonical reference:** `docs/workshops/art-direction-mood-board/workshop-outcomes.md` §1.4, §1.5 - **Raised by:** Araminta (outline spec), Ozzie (readability priority). Unanimously endorsed. - **Dissent:** None +- **Amendment (2026-04-05):** The "D-033 relationship color" outline spec for entities applies only in perception mode overlay. [D-154](scope.md#d-154-character-outline-is-not-a-relationship-indicator--uniform-dark) (2026-03-17) establishes uniform dark outlines (#1a1a1a) for all characters in normal gameplay. The visual hierarchy layers remain valid; the entity outline color rule changes from always-on to perception-mode-only. ### D-045: Art direction — environmental neutrality (strict zero shift) - **Date:** 2026-02-12 @@ -281,12 +282,12 @@ How the player observes and interacts with the world: camera, fog, line-of-sight ### D-061: Dialogue box — unified conversation log, bottom screen, max 20% height, no portraits - **Date:** 2026-02-13 -- **Decision:** Dialogue occupies the bottom of the screen, max 20% height, max-width 640px ([D-076](#d-076-dialogue-box-max-width--640px-oq-29-resolution)). NO portraits — the NPC is on screen, a portrait is redundant. Monologue floats ABOVE the dialogue box on z-layer 7 — spatial separation allows monologue to contradict dialogue visually (character thinks one thing while NPC says another). Walk-away via WASD, dialogue fades over 300ms, no close button ([D-064](content.md#d-064-walk-away--three-phase-consequences)). Auto-pause in single-player when implant UI is open; overlay design for multiplayer readiness. +- **Decision:** Dialogue occupies the bottom of the screen, max 20% height, max-width 1200px ([D-076](#d-076-dialogue-box-max-width--1200px-oq-29-resolution)). NO portraits — the NPC is on screen, a portrait is redundant. Monologue floats ABOVE the dialogue box on z-layer 7 — spatial separation allows monologue to contradict dialogue visually (character thinks one thing while NPC says another). Walk-away via WASD, dialogue fades over 300ms, no close button ([D-064](content.md#d-064-walk-away--three-phase-consequences)). Auto-pause in single-player when implant UI is open; overlay design for multiplayer readiness. - **Unified conversation log (Sprint 14, #535):** The dialogue box is a single chronological log — not separate panels for active vs passive dialogue. Player-NPC conversations and overheard NPC-NPC conversations ([D-078](#d-078-overheard-npc-conversation--passive-dialogue-panel-with-occlusion-filter)) flow into the same scrolling log. Each entry shows `Speaker → Target: text` with per-character name colours (hash-indexed from configurable palette in `data/dialogue-theme.yaml`). Player response options render below the log; max 3 visible. Locked options invisible ([D-062](content.md#d-062-invisible-locked-dialogue-options)). - **Entry lifecycle:** All entries share the same timeout (15s + 3s fade, configurable via theme YAML). Walk-away clears response options but preserves log entries — earned information is fair game. Panel auto-hides when all entries expire and no active conversation is in progress. - **Passive overheard lines:** Rendered at reduced opacity (0.9) per [D-078](#d-078-overheard-npc-conversation--passive-dialogue-panel-with-occlusion-filter). No response options for overheard content. Walk-away does not fire for passive-only display — the panel dismisses naturally when entries expire or the player walks out of earshot. - **Rationale:** Game world stays live above the dialogue box — player sees NPC body language while talking. Monologue above + dialogue below = the character can think one thing while saying another. Max 3 options + invisible locks = player never knows what they're missing. No portrait because the NPC IS on screen. A single unified log avoids a separate UI element for overheard content and makes the flow of conversation feel natural — active and passive dialogue interleave chronologically. -- **Cross-reference:** Invisible locks ([D-062](content.md#d-062-invisible-locked-dialogue-options)), confrontation ([D-063](content.md#d-063-confrontation--same-box-different-weight)), walk-away ([D-064](content.md#d-064-walk-away--three-phase-consequences)), z-stack ([D-049](#d-049-z-level-rendering-stack-8-layers)), max-width ([D-076](#d-076-dialogue-box-max-width--640px-oq-29-resolution)), overheard NPC conversation ([D-078](#d-078-overheard-npc-conversation--passive-dialogue-panel-with-occlusion-filter)) +- **Cross-reference:** Invisible locks ([D-062](content.md#d-062-invisible-locked-dialogue-options)), confrontation ([D-063](content.md#d-063-confrontation--same-box-different-weight)), walk-away ([D-064](content.md#d-064-walk-away--three-phase-consequences)), z-stack ([D-049](#d-049-z-level-rendering-stack-8-layers)), max-width ([D-076](#d-076-dialogue-box-max-width--1200px-oq-29-resolution)), overheard NPC conversation ([D-078](#d-078-overheard-npc-conversation--passive-dialogue-panel-with-occlusion-filter)) - **Source:** Control & Interaction Workshop (2026-02-13). Amended Sprint 14 (#535): unified log architecture. - **Raised by:** Stig (UI spec + no portraits), Lead (20% height constraint + max-width directive). Sprint 14 unified log: Stig (implementation). - **Dissent:** Stig initially proposed 25% height and 50% width centered. Lead constrained to 20% height and max-width. @@ -461,15 +462,16 @@ How the player observes and interacts with the world: camera, fog, line-of-sight - **Visual coherence:** Mixing a generic icon font with the custom geometric primitives (diamond POI markers, 6px dots, 4px evidence squares, commission grid) creates two visual registers on the same UI layer. All insert elements must feel like they came from one design system. - **Godot integration:** Godot 4 handles SVG natively (AtlasTexture, importable SVGs). Runtime color via ShaderMaterial. No font rendering pipeline or bitmap caching needed. - **Icon vocabulary (v0.1):** - - Inventory item silhouettes: 3–4 items at 40×40px (manifest, access token, comm log) — smuggler only per [D-065](scope.md#d-065-smuggler-inventory--knowledge-primary-with-physical-evidence) + - Inventory item silhouettes: 3–4 items at 40×40px (manifest, access token, comm log) - Perception mode indicators: 2–3 icons at 20×20px (deferred until #315 specs the modes) - Stance indicators: text labels (`WALK`, `CAREFUL`, `SPRINT`, `CROUCH`) at Michroma 11px — icons deferred to v0.2 - Border arrows and geometric markers (diamonds, dots, squares): drawn as primitives, not icons - **Authoring constraints:** 1px stroke weight base (scaled to 2px for `lattice_augmented` via parameter), `#c8d0e0` as design reference color (runtime-replaceable), minimal anchor points, no decorative curves. - **Calibration reference:** Phosphor Light (MIT) — not for use, but for evaluating small-size readability of custom shapes during authoring. If a custom icon doesn't read as cleanly as a Phosphor Light equivalent at 16px, simplify it. -- **Cross-reference:** Insert overlay ([D-048](#d-048-neural-insert-overlay--visual-design)), insert HUD wireframe (`docs/design/insert-hud-wireframe-v01.md`), visual grammar (`docs/design/visual-grammar-v01.md` §7), cursor states ([D-056](#d-056-cursor-states--insert-styled-geometric)), inventory ([D-065](scope.md#d-065-smuggler-inventory--knowledge-primary-with-physical-evidence)) +- **Cross-reference:** Insert overlay ([D-048](#d-048-neural-insert-overlay--visual-design)), insert HUD wireframe (`docs/design/insert-hud-wireframe-v01.md`), visual grammar (`docs/design/visual-grammar-v01.md` §7), cursor states ([D-056](#d-056-cursor-states--insert-styled-geometric)) - **Raised by:** Araminta (analysis and recommendation), project lead (confirmed). - **Dissent:** None. +- **Amendment (2026-04-05):** "Smuggler only per D-065" scope on inventory item silhouettes is obsolete. [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) eliminates the smuggler/detective frame; [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters) removes named characters. Inventory icons are no longer character-specific. D-065 cross-reference removed. --- diff --git a/decisions/questions-scope.md b/decisions/questions-scope.md index 5be2b910b..772fac90e 100644 --- a/decisions/questions-scope.md +++ b/decisions/questions-scope.md @@ -5,22 +5,27 @@ Game concept, prototype boundaries, production pipeline, and feature decisions. --- ### Q-002: Scope of v0.1 playable prototype -- **Status:** Map spec resolved ([D-014](scope.md#d-014-v01-map-specification)). Remaining: mechanics, characters, interactions for minimum playable build. +- **Status:** Resolved → [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content), [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) +- **Resolution:** The v0.1 prototype framing is superseded. D-117 establishes the tycoon as the v0.2 bookmark; D-166 defines the 6-phase development cascade as the authoritative build order. Prototype scope is determined by the cascade phases, not a standalone v0.1 spec. +- **Date resolved:** 2026-03-24 (D-166 development cascade) - **Assigned to:** Full team ### Q-004: One campaign spanning all eras or separate era scenarios? -- **Status:** Not yet discussed -- **Context:** Gore raised that different historical eras of the Settled Reach play very differently. Prototype focuses on a single era. +- **Status:** Resolved (implicitly) → [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content), [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) +- **Resolution:** v0.2 is single-era (contemporary Settled Reach). The development cascade (D-166) defers all multi-era considerations well beyond current scope. The question remains interesting for the full game but is not load-bearing for any active phase. +- **Date resolved:** 2026-04-05 (closed as implicitly resolved) - **Assigned to:** Gore, Miri to lead discussion ### Q-005: Scale for prototype - locations, characters, factions -- **Status:** Partially scoped -- **Early signal:** Institute/Armstrong City hub, ~10-20 characters, Guardians + institutional + political factions +- **Status:** Resolved → [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content), [D-118](scope.md#d-118-small-business-owner-starting-state--3-configurations), [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) +- **Resolution:** Scale is determined by the development cascade (D-166), not pre-scoped. 301 systems in the star map. All NPCs generated (D-122). Single character type (tycoon, D-117). Starting configurations defined in D-118. The "~10-20 characters" estimate is obsolete — NPC count is a generator output, not a hand-authored target. +- **Date resolved:** 2026-03-24 (D-166 development cascade) - **Assigned to:** Gestalt, Tyre, Miri ### Q-007: Target platform(s) -- **Status:** Not yet discussed -- **Context:** Team Leader has Linux background (Fedora). Cross-platform considerations? +- **Status:** Resolved (implicitly) → [D-020](architecture.md#d-020-engine-and-architecture-selection--godot-client--rust-simulation-via-subprocessipc) +- **Resolution:** Godot 4 + Rust architecture (D-020) inherently supports cross-platform via Godot's export system. Primary development on Linux (Fedora). No platform-specific constraints have emerged. Cross-platform export is a deployment task, not an architectural decision. +- **Date resolved:** 2026-04-05 (closed as implicitly resolved) - **Assigned to:** Tyre ### Q-008: Licensing / distribution model @@ -72,8 +77,8 @@ Game concept, prototype boundaries, production pipeline, and feature decisions. - **Source:** Wiki Review Workshop R4 ### Q-037: Generator development pipeline -- **Status:** Partially resolved → [D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path) (Sprint 25 generator spike confirmed as first step) -- **Partial resolution:** The first phase is confirmed — Sprint 25 generator spike. The 6-phase pipeline spec (Ingredient Authoring, Template Authoring, Generator Development, Validation Development, Generation + Review, Hand-Elevation) remains unformally adopted. Generator-first approach (D-114) and the confirmed Sprint 25 spike (D-119) define the immediate critical path. Full pipeline spec remains open pending post-spike assessment. +- **Status:** Partially resolved → [D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path), [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) +- **Partial resolution:** D-166 (development cascade) establishes a strict 6-phase build order. The generator falls in Phase 5 (World Generation), not Phase 1. D-119's Sprint 25 sequencing is superseded by the cascade. The 6-phase pipeline spec (Ingredient Authoring, Template Authoring, Generator Development, Validation Development, Generation + Review, Hand-Elevation) remains open pending Phase 5. - **Question:** Should content production follow a 6-phase generator pipeline (Ingredient Authoring, Template Authoring, Generator Development, Validation Development, Generation + Review, Hand-Elevation)? The wiki-review workshop proposed this as the production model for 300 worlds. SI mapped a release path (v0.1 hand-authored, v0.2-0.5 template expansion, v0.6-0.10 generator development, pre-v1.0 validation). Needs scope assessment and sprint planning integration. - **Assigned to:** SI, Tyre - **Source:** Wiki Review Workshop R4 @@ -113,4 +118,4 @@ Game concept, prototype boundaries, production pipeline, and feature decisions. --- -*17 questions (2 resolved, 3 partially resolved, 12 open). Last updated: 2026-03-19 (Q-060–Q-062 added — Quaternius aesthetic spike)* +*17 questions (6 resolved, 3 partially resolved, 8 open). Last updated: 2026-04-05 (Q-002, Q-004, Q-005, Q-007 closed as resolved)* diff --git a/decisions/questions.md b/decisions/questions.md index f51dca3eb..38aeb8e5c 100644 --- a/decisions/questions.md +++ b/decisions/questions.md @@ -6,22 +6,22 @@ Tracked questions awaiting discussion or resolution. Split by domain, mirroring | File | Domain | Questions | |------|--------|-----------| -| [questions-architecture.md](questions-architecture.md) | Technical foundation | Q-001, Q-006, Q-009, Q-018, Q-019, Q-020, Q-021, Q-022, Q-023, Q-029, Q-030, Q-046, Q-059 | +| [questions-architecture.md](questions-architecture.md) | Technical foundation | Q-001, Q-006, Q-009, Q-018–Q-023, Q-029, Q-030, Q-046, Q-059, Q-060, Q-063–Q-094 | | [questions-perception.md](questions-perception.md) | Player observation | Q-003, Q-014, Q-016, Q-024, Q-025, Q-026, Q-051, Q-053, Q-054 | -| [questions-content.md](questions-content.md) | Narrative, NPCs, setting | Q-010, Q-012, Q-013, Q-015, Q-017, Q-028, Q-031, Q-033, Q-040, Q-041, Q-042, Q-043, Q-044, Q-045, Q-047, Q-048, Q-049, Q-050, Q-052, Q-056, Q-057, Q-WTF-039, Q-WTF-040, Q-WTF-041 | -| [questions-scope.md](questions-scope.md) | Game concept, prototype | Q-002, Q-004, Q-005, Q-007, Q-008, Q-011, Q-027, Q-032, Q-034, Q-035, Q-036, Q-037, Q-038, Q-039, Q-058 | +| [questions-content.md](questions-content.md) | Narrative, NPCs, setting | Q-010, Q-012, Q-013, Q-015, Q-017, Q-028, Q-031, Q-033, Q-040–Q-045, Q-047–Q-050, Q-052, Q-056, Q-057, Q-WTF-039, Q-WTF-040, Q-WTF-041 | +| [questions-scope.md](questions-scope.md) | Game concept, prototype | Q-002, Q-004, Q-005, Q-007, Q-008, Q-011, Q-027, Q-032, Q-034–Q-039, Q-058, Q-061, Q-062 | ## Status Summary | Domain | Total | Resolved | Partial | Open | |--------|-------|----------|---------|------| -| Architecture | 13 | 7 | 1 | 5 | -| Perception | 9 | 5 | 1 | 3 | +| Architecture | 46 | 6 | 1 | 39 | +| Perception | 9 | 5 | 0 | 4 | | Content | 24 | 10 | 2 | 12 | -| Scope | 15 | 2 | 3 | 10 | -| **Total** | **61** | **24** | **7** | **30** | +| Scope | 17 | 6 | 2 | 9 | +| **Total** | **96** | **27** | **5** | **64** | -*Updated 2026-03-05: Q-011 resolved (D-117/D-115/D-122), Q-034 partially resolved (D-117), Q-037 partially resolved (D-119), Q-033 partially resolved/reframed (D-122) — Where's the Fun? Workshop* +*Updated 2026-04-05: Full recount. Q-002, Q-004, Q-005, Q-007 closed as resolved (D-117/D-166). Architecture index corrected (was 13, actually 46 — Q-060 through Q-094 were missing from index).* ## Adding a Question @@ -35,4 +35,4 @@ Tracked questions awaiting discussion or resolution. Split by domain, mirroring When in doubt about where a question belongs: if it constrains **how we build**, it's architecture. If it defines **what the player observes or knows**, it's perception. If it defines **narrative, NPCs, dialogue, or setting**, it's content. If it defines **what we ship or how big it is**, it's scope. -*61 questions. Last updated: 2026-03-17 (Q-WTF-039, Q-WTF-040, Q-WTF-041 added to content domain; full recount).* +*96 questions. Last updated: 2026-04-05 (full recount — architecture index corrected, 4 scope questions closed).* diff --git a/decisions/scope.md b/decisions/scope.md index 65025a379..817b7e68a 100644 --- a/decisions/scope.md +++ b/decisions/scope.md @@ -265,6 +265,7 @@ What we're building: game concept, design pillars, prototype definition, map spe - **Raised by:** Tyre (proposal), Team Leader (confirmed) - **Dissent:** None - **Cross-reference:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life) +- **Amendment (2026-04-05):** The sequencing described here (Sprint 25 as first deliverable, generator proof-of-life gates all subsequent work) is superseded by [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) (2026-03-24), which establishes a strict 6-phase development cascade. The generator spike falls in Phase 5 (World Generation), not Phase 1. The cascade is the authoritative build order. ### D-120: No skill ceiling in v0.2 — transhumanist ladder deferred - **Date:** 2026-03-05