docs(briefings): update all agent briefings with Round 17 decisions
Add D-023 through D-029 context (content architecture, NPC generation, social sites, simulation tiers, vertical slice, dialogue, population ratios) to all 18 agent briefings. Core workshop participants get detailed action items; specialist/infrastructure agents get relevant implications. Mellanie activated from standby for content authoring. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -1,8 +1,8 @@
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# Araminta - Project Briefing
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Last updated: 2026-02-09
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Last updated: 2026-02-10
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## Current Project State
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Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
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## Decisions Relevant to Your Role
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- D-013: Diegetic insert and minimap visual design - in-world UI aesthetic
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@@ -11,14 +11,22 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
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- D-017: Perception mode overlays - thermal vision, camera feeds, distinct visual treatments
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- D-018: Sound visual indicators - how audio information appears in medium range
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- D-019: Top-down art style - defining the game's visual identity
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Visual Asset Needs)
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- **D-023: Three-tier content model** - Visual asset needs vary by tier:
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- Tier 1: Authored drama modules (higher visual fidelity, unique locations)
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- Tier 2: Templated content (modular assets, combinatorial variation)
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- Tier 3: Procedural filler (tileset-based, systematic)
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- **D-027: Vertical slice scope** - Station district visual requirements: workplace interior, bar/social venue, smuggling-relevant locations (cargo bay, maintenance corridors). Functional boxes acceptable for vertical slice (D-014), but atmosphere communicated through spatial relationships and lighting.
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## Open Questions Assigned to You
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- Q-003: Art direction (LEAD)
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## Current Priorities
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Create Commonwealth-specific visual style guide (color palette, UI patterns, visual grammar). Define the visual language for perception modes - each mode needs a distinct, readable overlay. Needs to create a new style guide for this project (existing /asset-gen skill configured for a different project).
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Create Settled Reach visual style guide (color palette, UI patterns, visual grammar). Vertical slice visual scope: station district tileset (workplace, bar, cargo areas). Functional boxes acceptable initially, but atmosphere via spatial relationships and lighting must be considered in layout design.
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Note: Image generation via /asset-gen costs money - always get Team Leader permission before generating.
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Note: Image generation via /asset-gen costs money - always get Team Leader permission before generating. Needs to create a new style guide for this project (existing /asset-gen skill configured for a different project).
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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@@ -1,17 +1,25 @@
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# Dudley - Project Briefing
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Last updated: 2026-02-09
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Last updated: 2026-02-10
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## Current Project State
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Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Rust/bevy_ecs server). Vertical slice defined (D-027).
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## Status
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STANDBY. This briefing will be populated when backend/engine implementation begins.
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## Key Decisions for Your Domain
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- D-010: Four architectural principles - client-server, deterministic sim, moddable, data-driven
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- D-010: Four architectural principles - client-server, deterministic sim, information boundaries, input events
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- D-011: LOS shadowcasting implementation
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- D-012: Chunk-based map architecture
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- D-014: v0.1 map specification
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- D-020: Rust simulation server with bevy_ecs, MessagePack protocol to Godot client
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Server-Side Core)
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- **D-024: NPC ECS model** - 10 axes as components (Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills). CombatCapability as optional component.
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- **D-025: Template instantiation system** - Single-ownership model with reference links carrying relationship metadata. NPCs owned by one template, referenced by others.
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- **D-026: Simulation tier engine** - Four tiers: Active (30-80 NPCs, full sim, 10-20 tps), Background (500-2K, state machines 1/game-min), State-saved (serialized structs), Ungenerated. Timestamp-based LRU eviction. bevy_ecs dynamic component add/remove for tier transitions.
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- **D-027: Access tier system + cargo/goods** - Content filtering by access tier (0-3). Cargo/goods system for smuggling mechanics.
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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@@ -1,8 +1,8 @@
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# Gestalt - Project Briefing
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Last updated: 2026-02-09
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Last updated: 2026-02-10
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## Current Project State
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Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
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## Decisions Relevant to Your Role
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- D-005: Core concept - story generator mechanics, emergent narrative from systems
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@@ -12,6 +12,15 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
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- D-015: Camera lock to character - vision cone as primary information constraint
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- D-017: Perception loadout system - observer queries defining what player knows
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- D-018: Three-range sound system - information quality model by distance
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- D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Systems Design)
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- **D-024: 10-axis NPC consolidation** - Your work: Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills. CombatCapability as component (not axis), following D-017 perception mode pattern.
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- **D-025: Social site as systemic unit** - Your term: 4-8 NPCs who regularly interact. Templates define roles, NPCs fill roles. One NPC can participate in multiple social sites via reference links.
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- **D-026: Timestamp eviction endorsed** - Your scope tags (neighborhood, active-quest, colleague, known-contact) define which NPCs stay Active tier.
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- **D-027: Vertical slice as systems proof** - Two characters, same templates, inverted relationships. Proves character-as-lens. Observe→notice→follow→discover must emerge from systems, not scripts.
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- **D-028: Axis-to-pipeline mapping** - Dialogue selection driven by NPC axes (Want, Relationship state, Trust level, Mood). Tagged pools with systemic selection, not branching trees.
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## Open Questions Assigned to You
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- Q-002: v0.1 scope definition (co-lead)
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@@ -20,7 +29,9 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
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- Q-010: Storyteller AI architecture (co-lead with Nigel)
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## Current Priorities
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Mechanical deep-dive on individual pillars. Storyteller AI design. Ensure all five pillars interlock coherently as a unified system. Define how the storyteller orchestrates emergent narrative from pillar interactions.
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NPC ECS component architecture (10 axes + CombatCapability component). Social site systemic interaction design. Scope tag system for tier transitions (D-026). Dialogue selection pipeline (axis values → tag matching → line pool filtering). Vertical slice systems proof: contamination activation, triangle emergence, discovery sequences.
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**Iron rule for base builder (future):** CombatCapability component pattern must extend to other optional systems. No breaking the component model.
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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+12
-3
@@ -1,21 +1,30 @@
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# Gore - Project Briefing
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Last updated: 2026-02-09
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Last updated: 2026-02-10
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## Current Project State
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Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
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## Decisions Relevant to Your Role
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- D-005: Core concept - ascension as transformative character progression
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- D-007: Five pillars - thematic foundations supporting ascension narrative
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- D-008: Action pillar - scales with ascension level, hubris wall as ascension check
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- D-017: Perception modes - scaling with ascension, expanded awareness at higher tiers
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Thematic Architecture)
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- **D-023: Life-sim as thematic ground floor** - Your insight: life-sim substrate IS the thematic spine. "Is this enough?" requires honest counterweight. Quiet life must feel genuinely good, not empty. Conspiracies are weather.
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- **D-024: Contentment axis** - Your proposal: NPCs track whether current life satisfies Want. Connects generated NPCs to thematic question. Is this life worth living?
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- **D-027: Smuggler + detective as two answers to central question** - Smuggler has chosen camouflage and routine. Detective has chosen pursuit and purpose. Both face "is this enough?" differently.
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- **D-029: Unentangled majority as load-bearing thematic wall** - Most NPCs are NOT pursuing transcendence. They've settled. That choice must feel valid, not cowardly.
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## Open Questions Assigned to You
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- Q-004: One campaign or eras? (co-lead with Miri)
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- Q-009: Time system design (co-lead with Gestalt)
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## Current Priorities
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Ascension path design. Endgame transformation mechanics. Define how ascension changes the player's relationship with the game's core systems.
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Ensure vertical slice thematic spine is sound (both characters face "is this enough?"). Contentment axis implementation in NPC generation. Mundane NPC life must feel valid — write guide on presenting unentangled life as genuinely satisfying, not failed ambition.
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**Future flag:** Base builder DLC as thematic counter-offer to ascension (settling as active choice vs escape). Not now — but keep design space open.
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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+19
-6
@@ -1,8 +1,8 @@
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# Hoshe - Project Briefing
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Last updated: 2026-02-09
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Last updated: 2026-02-10
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## Current Project State
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Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
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## Decisions Relevant to Your Role
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- D-010: Information boundaries - testable? Can we verify information never leaks?
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@@ -13,15 +13,28 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
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- D-016: Monologue triggers - contextually appropriate? Right timing, right content?
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- D-017: Perception queries - each mode returns correct information for its type?
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- D-018: Three ranges working correctly? Sound quality degrades properly by distance?
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- D-020: MessagePack serialization - correct round-trip? No data loss at protocol boundary?
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Test Criteria)
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- **D-027: Vertical slice success criteria** - Concrete QA targets:
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1. **30-minute breathing room** - Contamination activation must not trigger before player has 30 minutes of daily-life play (configurable for testing)
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2. **Divergent playthroughs** - Same world seed, different character: verify relationships inverted, POIs differ, dialogue access varies
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3. **Emotional attachment test** - Post-playthrough survey: can player name one NPC they felt conflicted about?
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4. **Emergent discovery** - Observe→notice→follow→discover sequence must arise from systems (log-verifiable: no scripted reveals)
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## Open Questions Assigned to You
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None assigned.
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## Current Priorities
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STANDBY until implementation begins. When activated:
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1. Write test plans BEFORE features are built
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2. Verify implementations against DECISIONS.md specifications
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3. Ensure every decision with testable criteria has corresponding test coverage
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**ACTIVATED.** Vertical slice test plan preparation:
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1. Write test plans for D-024 (NPC generation — verify 10 axes present, triangles formed)
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2. Write test plans for D-025 (template instantiation — verify single-ownership, reference links carry metadata)
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3. Write test plans for D-026 (simulation tiers — verify eviction timing, tier transition correctness)
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4. Write test plans for D-027 success criteria (30-min runway, divergent playthroughs, emergent discovery)
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5. Write test plans for D-028 (dialogue system — verify tag filtering, trait modifiers, layer activation)
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All test plans due BEFORE implementation begins.
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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@@ -1,8 +1,8 @@
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# Justine - Project Briefing
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Last updated: 2026-02-09
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Last updated: 2026-02-10
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## Current Project State
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Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
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## Status
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STANDBY. This briefing will be populated when build/deployment pipeline work begins.
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@@ -10,6 +10,11 @@ STANDBY. This briefing will be populated when build/deployment pipeline work beg
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## Key Decisions for Your Domain
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- Q-007: Target platforms (open question - affects entire build pipeline)
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- D-019: Top-down primary view with future 3D cutscenes - build implications for asset pipelines and platform support
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- D-020: Godot 4 + Rust subprocess architecture
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Save/Load Implications)
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- **D-026: State-saved NPC population** - Save game must serialize 10,000+ NPCs as frozen structs (~1-2KB each). Estimated save file size: ~10-20MB for NPC state alone. Compression strategy needed. State-saved NPCs reactivate on player return (~2-5ms per NPC).
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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@@ -1,17 +1,48 @@
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# Mellanie - Project Briefing
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Last updated: 2026-02-09
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Last updated: 2026-02-10
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## Current Project State
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Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
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## Status
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STANDBY. This briefing will be populated when narrative content creation begins.
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**ACTIVATED FROM STANDBY.** Ready for content authoring. Waiting on Miri's cultural generation guide before beginning first template pack.
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## Key Decisions for Your Domain
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- D-005: Single-character perspective - all narrative filtered through one viewpoint
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- D-016: Internal monologue system - primary narrative content delivery mechanism
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- D-013: Diegetic UI text - in-world written content and documents
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- D-016: Internal monologue system - primary narrative content delivery mechanism
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Dialogue Architecture)
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- **D-028: Dialogue architecture** - Your authoring model:
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- **Four relational layers (all planned from day one, built in sequence):**
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1. Access tiers (insider/outsider/authority/peer filter on every line)
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2. Relationship history (interaction log modifying greeting and topic selection)
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3. Trust-gated gossip (three disclosure tiers: surface/real/secret)
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4. Unprompted disclosure (NPCs volunteer information weighted by trust and mood)
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- **Tagged line pools with systemic selection** (not branching trees)
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- **Trait modifiers, not per-trait scripts** - base lines + trait transformation guide per template
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- **Line counts:** ~165-210 authored lines per Tier 2 template, generation-expanded 4x (write 10, generate 40)
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- **Social dialogue budgeted 40% more than investigation dialogue**
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- **Template content packs as deliverable:** role voice kits, situation scripts, monologue hooks, environmental text, trait transformation guide
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- **D-027: Vertical slice voice kits** - Smuggler + detective character voice. Station district contexts (workplace, bar, smuggling ring).
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## Current Priorities
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**BLOCKED:** Waiting on Miri's cultural generation guide before starting first template pack. Guide needed for:
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- Station district ordinary life (what does daily routine look like?)
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- Smuggler vs detective cultural voice differentiation
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- Social norms, rhythms, touchstones in the Settled Reach
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**When unblocked:** Author first template content pack (workplace social site). Includes:
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- Role voice kits (4-8 roles per template)
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- Situation scripts (tagged line pools for common interactions)
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- Monologue hooks (internal voice triggers)
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- Environmental text (diegetic documents, signs, unisphere entries)
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- Trait transformation guide (how personality traits reshape base lines)
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**Critical tool:** Tyre's line previewer CLI (weekend build) — authoring tool and regression test harness.
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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- docs/discussions/ - archived design rounds
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- docs/briefings/miri.md - cultural generation guide (forthcoming)
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+16
-4
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# Miri - Project Briefing
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Last updated: 2026-02-09
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Last updated: 2026-02-10
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## Current Project State
|
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Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
|
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice definition complete (D-027). Next workstream: cultural generation guide for Tier 2 templates.
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## Decisions Relevant to Your Role
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- D-005: Core concept - asymmetric information, single-character perspective, story generator
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- D-006: Prototype scenario - conspiracy arc proving core mechanics
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- D-013: Diegetic insert system - canon basis for in-world UI and POI navigation
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- D-016: Internal monologue system - character voice, unreliable narrator potential
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- D-017: Perception modes - canon check, ensuring modes are lore-consistent
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- D-021: Official title "The Settled Reach" (repository remains "commonwealth")
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### Round 17 Decisions (Content Architecture)
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- **D-023: Three-tier content model** - Life-sim substrate (daily routines, careers, relationships) as thematic ground floor. Conspiracies are weather, not the whole game. Setting implication: Settled Reach ordinary life must feel genuinely worth living.
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- **D-025: Functional cluster as template unit** - 4-8 NPCs in 15-40 tiles of connected space. Social sites housed in physical clusters. This is how life happens in the Settled Reach.
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- **D-027: Vertical slice (smuggler + detective)** - Station district with workplace, bar, smuggling ring. Both characters need distinct cultural voice. Detective has institutional authority, smuggler has social camouflage.
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- **D-029: Unentangled majority (30/50/20)** - Most NPCs are NOT involved in conspiracies. Ordinary life is load-bearing. The quiet must feel real, not empty.
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## Open Questions Assigned to You
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- Q-004: One campaign or eras? (co-lead with Gore)
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- Q-011: Character selection roster for prototype (co-lead with Paula)
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## Current Priorities
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Prepare canon reference material for engine selection discussion. Design character roster for prototype scenario. Ensure all mechanical decisions remain consistent with established lore and world-building.
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**CRITICAL:** Write cultural generation guide for Tier 2 template authoring before Mellanie begins first template pack. Guide must cover:
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- What does "ordinary life" look like in different Settled Reach contexts? (station districts, orbital settlements, planetary cities)
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- Cultural touchstones, social norms, daily rhythms
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- How do people live when they're NOT entangled in conspiracies?
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- Smuggler vs detective cultural contexts and voice differentiation
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Also: ground both vertical slice characters (smuggler and detective) in setting-consistent cultural contexts.
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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+11
-3
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# Nigel - Project Briefing
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Last updated: 2026-02-09
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Last updated: 2026-02-10
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## Current Project State
|
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Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
|
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
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## Decisions Relevant to Your Role
|
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- D-005: Replayability through perspective - each playthrough reveals different information
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@@ -10,12 +10,20 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
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- D-010: Deterministic simulation aids debugging and replay verification
|
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- D-012: Chunk-based maps - no solvable maps, ensuring fresh exploration each run
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- D-017: Perception modes as playstyle selectors - different builds see different games
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Replayability)
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- **D-023: Pool-based Tier 1 modules** - Plural modules drawn from pool at game start. Access tiers (0-3) control which modules appear. Different tier seeds = different conspiracy landscapes. Anti-metagaming: can't learn "the conspiracy," only "a conspiracy."
|
||||
- **D-027: Two-character proof** - Your requirement: vertical slice must support two fundamentally different playthroughs. Same world seed, different character lens, inverted experience.
|
||||
- **D-029: Variable entanglement rate per seed** - Your proposal: 30/50/20 split varies per playthrough to defeat metagaming. Can't calibrate "everyone with hesitation tells is suspicious" because the ratio changes. Module attachment ratio (60-70/30-40 known vs stranger NPCs) also varies.
|
||||
|
||||
## Open Questions Assigned to You
|
||||
- Q-010: Storyteller AI architecture (co-lead with Gestalt)
|
||||
|
||||
## Current Priorities
|
||||
Structural randomness design. Replayability verification of all new systems. Ensure every confirmed decision contributes to meaningful variance across playthroughs. Co-design storyteller AI with Gestalt.
|
||||
Access tier system design (Tier 0-3 content pools). Seed-based population split variance implementation. Module attachment logic (known vs stranger NPC ratio). Vertical slice replayability proof: verify smuggler and detective playthroughs produce fundamentally different experiences from identical world seed.
|
||||
|
||||
**Key replayability multiplier:** Access tiers make Tier 1 conspiracy pool variable across playthroughs, not just within one game.
|
||||
|
||||
## Key Documents
|
||||
- DECISIONS.md - all confirmed decisions
|
||||
|
||||
@@ -1,15 +1,20 @@
|
||||
# Oscar - Project Briefing
|
||||
Last updated: 2026-02-09
|
||||
Last updated: 2026-02-10
|
||||
|
||||
## Current Project State
|
||||
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
|
||||
|
||||
## Status
|
||||
STANDBY. This briefing will be populated when networking/multiplayer implementation begins.
|
||||
|
||||
## Key Decisions for Your Domain
|
||||
- D-009: Multiplayer strategy
|
||||
- D-009: Multiplayer strategy (design for it, build single-player first)
|
||||
- D-010: Four architectural principles - especially client-server architecture and deterministic simulation
|
||||
- D-020: Subprocess/IPC architecture — local socket for single-player, TCP for multiplayer (same protocol)
|
||||
- D-021: Official title "The Settled Reach"
|
||||
|
||||
### Round 17 Decisions (Multiplayer Implications)
|
||||
- **D-026: Simulation tier sync** - For future multiplayer: how do we synchronize State-saved NPC reactivation across clients? Background tier state machines run server-side — clients receive snapshots. Timestamp-based eviction must be deterministic across all observers.
|
||||
|
||||
## Key Documents
|
||||
- DECISIONS.md - all confirmed decisions
|
||||
|
||||
+10
-3
@@ -1,19 +1,26 @@
|
||||
# Ozzie - Project Briefing
|
||||
Last updated: 2026-02-09
|
||||
Last updated: 2026-02-10
|
||||
|
||||
## Current Project State
|
||||
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
|
||||
|
||||
## Decisions Relevant to Your Role
|
||||
- D-005: Core concept - player experience of asymmetric information and perspective
|
||||
- D-008: Action pillar - hubris wall mechanic creating meaningful player consequences
|
||||
- D-019: Top-down primary view with future 3D cutscenes
|
||||
- D-021: Official title "The Settled Reach"
|
||||
|
||||
### Round 17 Decisions (Player Experience)
|
||||
- **D-023: Life-sim substrate** - Conspiracies are punctuation. Daily life is the sentence. Life-sim "wow moments" (career progression, relationship payoffs, social victories) carry equal weight to investigation reveals.
|
||||
- **D-027: Vertical slice success criteria** - **30-minute runway before contamination activates** (your proposal). Player must breathe, attach, care before the intrigue hooks. Each playthrough must feel fundamentally different. Player names one NPC they felt conflicted about.
|
||||
- **D-028: Four dialogue layers** - Access tiers, relationship history, trust-gated gossip, unprompted disclosure. ALL planned from day one. Every layer enriches moment-to-moment social interaction.
|
||||
- **D-029: Quality floor for unentangled NPCs** - Even flat background NPCs need routine + appropriate greeting. Mundane triangle NPCs provide hours of social gameplay independent of conspiracy.
|
||||
|
||||
## Open Questions Assigned to You
|
||||
None assigned.
|
||||
|
||||
## Current Priorities
|
||||
Participate in design discussions. Champion player experience during engine evaluation. Ensure all mechanical decisions serve the player's moment-to-moment experience.
|
||||
Vertical slice playtest evaluation. Champion the 30-minute breathing room success criterion. Verify both playthroughs (smuggler and detective) feel fundamentally different. Ensure social interaction moment-to-moment rewards match investigation moments. Guard the life-sim substrate from being sacrificed to conspiracy pacing.
|
||||
|
||||
## Key Documents
|
||||
- DECISIONS.md - all confirmed decisions
|
||||
|
||||
+10
-4
@@ -1,21 +1,27 @@
|
||||
# Paula - Project Briefing
|
||||
Last updated: 2026-02-09
|
||||
Last updated: 2026-02-10
|
||||
|
||||
## Current Project State
|
||||
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
|
||||
|
||||
## Decisions Relevant to Your Role
|
||||
- D-005: Asymmetric information as core mechanic driving faction dynamics
|
||||
- D-006: Prototype scenario - conspiracy arc with faction manipulation
|
||||
- D-013: POI manipulation system - how factions mark and control information
|
||||
- D-016: Internal monologue - unreliable narrator reflecting faction allegiances
|
||||
- D-018: Sound system - information quality degrades by range, affecting faction awareness
|
||||
- D-021: Official title "The Settled Reach"
|
||||
|
||||
### Round 17 Decisions (NPC & Dialogue Systems)
|
||||
- **D-024: NPC triangle model** - Your proposal: 3 NPCs with conflicting interests as atomic intrigue unit. 2 per template minimum, 1 cross-template. 10 consolidated axes (Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills). Combat as component, not axis.
|
||||
- **D-025: Cross-template triangles via reference links** - NPCs owned by one template, referenced by others with relationship metadata. Enables social site overlap without lifecycle conflicts.
|
||||
- **D-028: Four relational dialogue layers** - Your design: (1) Access tiers, (2) Relationship history, (3) Trust-gated gossip, (4) Unprompted disclosure. All load-bearing. Social dialogue budgeted 40% more than investigation.
|
||||
- **D-029: 30/50/20 population split** - Your proposal: 30% flat, 50% mundane triangles, 20% entangled. Mundane triangles ARE the social game. Variable per seed to prevent metagaming.
|
||||
|
||||
## Open Questions Assigned to You
|
||||
- Q-011: Character selection roster for prototype (co-lead with Miri)
|
||||
|
||||
## Current Priorities
|
||||
Faction and relationship mechanics design. Character roster for prototype scenario. Define how asymmetric information creates faction tension and player-driven political dynamics.
|
||||
NPC triangle authoring for vertical slice templates (workplace, bar, smuggling ring). Define cross-template relationship metadata schema for reference links. Design vertical slice character rosters (smuggler + detective perspectives on same NPCs). Map dialogue layers to NPC axes for systemic line selection. Social gameplay loop design — mundane triangles as standalone content.
|
||||
|
||||
## Key Documents
|
||||
- DECISIONS.md - all confirmed decisions
|
||||
|
||||
+21
-4
@@ -2,13 +2,26 @@
|
||||
Last updated: 2026-02-10
|
||||
|
||||
## Current Project State
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 22 confirmed decisions, 15 discussion rounds complete. Engine selected (D-020: Godot 4 + Rust/bevy_ecs via subprocess/IPC). Implementation phase approaching.
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Godot 4 + Rust/bevy_ecs via subprocess/IPC). Vertical slice defined (D-027). Implementation phase beginning.
|
||||
|
||||
## Decisions Relevant to Your Role
|
||||
All decisions (D-001 through D-022) - maintains DECISIONS.md as the canonical record. Indexes and retrieves decision context for the team.
|
||||
All decisions (D-001 through D-029) - maintains DECISIONS.md as the canonical record. Indexes and retrieves decision context for the team.
|
||||
|
||||
**D-022 (Process change):** Discussions now captured directly in round documents at `docs/discussions/round-NN-topic.md` instead of DISCUSSION.md. Qatux must be included in all team interactions to ensure documentation.
|
||||
|
||||
### Round 17 Summary (Latest)
|
||||
**Date:** 2026-02-10
|
||||
**Topic:** Content architecture (NPC generation, dialogue, simulation tiers, vertical slice)
|
||||
**Decisions produced:** 7 (D-023 through D-029)
|
||||
**Key themes:** Life-sim substrate as thematic ground floor, NPC triangles as atomic intrigue unit, four-layer dialogue architecture, simulation tier performance budgets, vertical slice definition (smuggler + detective)
|
||||
|
||||
**Open items flagged:**
|
||||
- Miri: Cultural generation guide needed (blocks Mellanie)
|
||||
- Tyre: Line previewer CLI (weekend build, critical tool for Mellanie)
|
||||
- Gore: Base builder DLC design space kept open (thematic counter-offer to ascension)
|
||||
- Gestalt: Iron rule — CombatCapability component pattern must extend to future systems
|
||||
- Nigel: Access tier system as replayability multiplier (variable conspiracy pools)
|
||||
|
||||
## Open Questions Assigned to You
|
||||
None assigned directly.
|
||||
|
||||
@@ -22,7 +35,11 @@ None assigned directly.
|
||||
|
||||
## Key Documents
|
||||
- DECISIONS.md - all confirmed decisions
|
||||
- DISCUSSION.md - active discussion round
|
||||
- docs/discussions/ - archived rounds
|
||||
- docs/discussions/ - archived rounds (including active rounds per D-022)
|
||||
- docs/briefings/ - agent briefing files (you maintain these)
|
||||
- TEAM.md - team roster
|
||||
|
||||
## Recent Archive Activity
|
||||
- 2026-02-10: Round 17 archived to `docs/discussions/round-17-content-architecture.md`
|
||||
- 2026-02-10: All agent briefings updated with Round 17 decisions
|
||||
- Next: Re-index updated briefing files in Qdrant
|
||||
|
||||
+20
-4
@@ -1,17 +1,33 @@
|
||||
# Si - Project Briefing
|
||||
Last updated: 2026-02-09
|
||||
Last updated: 2026-02-10
|
||||
|
||||
## Current Project State
|
||||
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027). Next major workstream: vertical slice implementation.
|
||||
|
||||
## Decisions Relevant to Your Role
|
||||
All decisions (D-001 through D-019) - manages tickets derived from confirmed decisions.
|
||||
All decisions (D-001 through D-029) - manages tickets derived from confirmed decisions.
|
||||
|
||||
### Round 17 Summary (Sprint Planning Context)
|
||||
- **D-023:** Three-tier content architecture (Tier 1 authored modules, Tier 2 templated, Tier 3 procedural)
|
||||
- **D-024:** NPC generation model (10 axes + CombatCapability component)
|
||||
- **D-025:** Social site as atomic template unit (4-8 NPCs, 15-40 tiles, single-ownership + reference links)
|
||||
- **D-026:** Simulation tiers (Active/Background/State-saved/Ungenerated with timestamp eviction)
|
||||
- **D-027:** Vertical slice = smuggler + detective, station district, 3 templates, 30-min success criterion
|
||||
- **D-028:** Dialogue system (tagged pools, 4 relational layers, trait modifiers, template content packs)
|
||||
- **D-029:** Population entanglement ratio (30/50/20, variable per seed)
|
||||
|
||||
## Open Questions Assigned to You
|
||||
All open questions - tracks as tickets for assignment and progress monitoring.
|
||||
|
||||
## Current Priorities
|
||||
Set up ticketing workflow. Seed initiatives from D-001 through D-019. Create initial sprint plan for engine selection phase. Coordinate with Team Leader on work priorities. Ensure every confirmed decision has at least one corresponding ticket tracking its implementation.
|
||||
Create sprint plan for vertical slice implementation (D-027). Break D-024 through D-029 into tickets. Track dependencies:
|
||||
- Miri's cultural guide (blocks Mellanie's content authoring)
|
||||
- Tyre's line previewer CLI (critical tool for Mellanie)
|
||||
- Hoshe's test plans (must precede implementation)
|
||||
- NPC ECS model (blocks template instantiation)
|
||||
- Template system (blocks dialogue system)
|
||||
|
||||
Vertical slice is the next major workstream — coordinate with Team Leader on sequencing and resourcing.
|
||||
|
||||
## Key Documents
|
||||
- DECISIONS.md - all confirmed decisions
|
||||
|
||||
+12
-2
@@ -1,8 +1,8 @@
|
||||
# Stig - Project Briefing
|
||||
Last updated: 2026-02-09
|
||||
Last updated: 2026-02-10
|
||||
|
||||
## Current Project State
|
||||
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
|
||||
|
||||
## Status
|
||||
STANDBY. This briefing will be populated when UI implementation begins.
|
||||
@@ -14,6 +14,16 @@ STANDBY. This briefing will be populated when UI implementation begins.
|
||||
- D-017: Perception mode overlays
|
||||
- D-018: Sound visual indicators (medium range)
|
||||
- D-019: Top-down primary view
|
||||
- D-020: Godot 4 client (GDScript)
|
||||
- D-021: Official title "The Settled Reach"
|
||||
|
||||
### Round 17 Decisions (UI Implications)
|
||||
- **D-028: Dialogue UI layers** - Four relational layers:
|
||||
- Access tier indicators (insider/outsider/authority/peer)
|
||||
- Relationship history feedback (trust/rapport display)
|
||||
- Trust-gated dialogue options (locked topics until threshold met)
|
||||
- Unprompted disclosure notifications (NPC volunteers information)
|
||||
- **D-027: Character-filtered insert UI** - Smuggler sees insider access, detective sees authority access. Same UI system, different filtered POI content.
|
||||
|
||||
## Key Documents
|
||||
- DECISIONS.md - all confirmed decisions
|
||||
|
||||
@@ -1,16 +1,20 @@
|
||||
# Tiger - Project Briefing
|
||||
Last updated: 2026-02-09
|
||||
Last updated: 2026-02-10
|
||||
|
||||
## Current Project State
|
||||
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
|
||||
|
||||
## Status
|
||||
STANDBY. This briefing will be populated when localization work begins.
|
||||
|
||||
## Key Decisions for Your Domain
|
||||
- D-016: Internal monologue system - localization of character voice and personality through text
|
||||
- D-021: Official title "The Settled Reach"
|
||||
- Q-008: Licensing (open question - affects localization scope and supported languages)
|
||||
|
||||
### Round 17 Decisions (Localization Implications)
|
||||
- **D-028: Tagged line pool dialogue system** - Localization advantages: each line is tagged with context metadata (access tier, relationship level, trust threshold, mood). Translators receive rich context. Lines are pooled, not tree-branched — translation scope is predictable. Trait modifiers apply post-translation (base line + transformation guide = variants in target language).
|
||||
|
||||
## Key Documents
|
||||
- DECISIONS.md - all confirmed decisions
|
||||
- docs/discussions/ - archived design rounds
|
||||
|
||||
@@ -1,18 +1,27 @@
|
||||
# Troblum - Project Briefing
|
||||
Last updated: 2026-02-09
|
||||
Last updated: 2026-02-10
|
||||
|
||||
## Current Project State
|
||||
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027).
|
||||
|
||||
## Decisions Relevant to Your Role
|
||||
- D-010: Architectural baseline - four principles to stress-test against engine candidates
|
||||
- D-012: Chunk-based map architecture - evaluate engine support and performance
|
||||
- D-010: Architectural baseline - four principles
|
||||
- D-012: Chunk-based map architecture
|
||||
- D-020: Godot 4 client + Rust/bevy_ecs server via subprocess/IPC (your risk assessment shifted integration from GDExtension to subprocess)
|
||||
|
||||
### Round 17 Decisions (Technical Evaluation)
|
||||
- **D-026: Simulation tier budgets** - Performance targets for technical stress-testing:
|
||||
- Active: 30-80 NPCs, full sim, 10-20 tps
|
||||
- Background: 500-2,000 NPCs, state machine ticks 1/game-minute, 4 machines each
|
||||
- State-saved: 10,000+ NPCs, frozen serialized structs ~1-2KB each
|
||||
- Timestamp-based LRU eviction against available sim-space
|
||||
- **D-027: Two-character vertical slice** - Architecture implication: ~20% more effort than single-character, no new systems. Multi-observer already supported by D-020 client-server model.
|
||||
|
||||
## Open Questions Assigned to You
|
||||
- Q-001: Engine selection (sparring partner for Tyre)
|
||||
|
||||
## Current Priorities
|
||||
Prepare to evaluate engine candidates when Tyre begins Q-001. Research benchmark data, documentation quality, and community health for shortlisted engines. Challenge Tyre's assumptions with hard technical evidence. Ensure no engine is selected without rigorous stress-testing against D-010 and D-012 requirements.
|
||||
Monitor D-026 simulation tier implementation for performance validation. Stress-test timestamp-based eviction against worst-case scenarios. Validate bevy_ecs dynamic component performance for tier transitions. Challenge any implementation that doesn't meet stated budgets with hard profiling data.
|
||||
|
||||
## Key Documents
|
||||
- DECISIONS.md - all confirmed decisions
|
||||
|
||||
+21
-11
@@ -1,12 +1,12 @@
|
||||
# Tyre - Project Briefing
|
||||
Last updated: 2026-02-09
|
||||
Last updated: 2026-02-10
|
||||
|
||||
## Current Project State
|
||||
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
|
||||
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027).
|
||||
|
||||
## Decisions Relevant to Your Role
|
||||
- D-008: Z-levels, LOD, procedural generation - technical architecture implications
|
||||
- D-010: Four architectural principles - client-server, deterministic sim, moddable, data-driven (ALL)
|
||||
- D-010: Four architectural principles - client-server, deterministic sim, information boundaries, input events
|
||||
- D-011: LOS shadowcasting implementation for fog of war
|
||||
- D-012: Chunk-based map architecture for streaming and generation
|
||||
- D-014: v0.1 map specification - full technical requirements
|
||||
@@ -14,6 +14,15 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
|
||||
- D-017: Perception as observer queries - technical pattern for all perception modes
|
||||
- D-018: Sound propagation system - three-range model with wall occlusion
|
||||
- D-019: Top-down primary view with potential future 3D client
|
||||
- D-020: Godot 4 client + Rust/bevy_ecs server via subprocess/IPC, MessagePack serialization
|
||||
- D-021: Official title "The Settled Reach"
|
||||
|
||||
### Round 17 Decisions (Technical Architecture)
|
||||
- **D-024: CombatCapability as ECS component** - Optional component triggered by combat-trained skill tag. Pattern applies to all optional systems. Follows D-017 perception mode model (capabilities as components, not monolithic state).
|
||||
- **D-025: Single-ownership template model with reference links** - NPCs owned by one template, referenced by others. Reference links carry relationship metadata. Prevents lifecycle conflicts.
|
||||
- **D-026: Simulation tier budgets confirmed** - Your numbers: Active (30-80 NPCs, 10-20 tps), Background (500-2K NPCs, state machines 1/game-min, 4 machines each), State-saved (~1-2KB serialized structs), Ungenerated (doesn't exist). Timestamp-based LRU eviction. bevy_ecs dynamic components for tier transitions.
|
||||
- **D-027: Vertical slice systems** - Access tier system + cargo/goods system needed for smuggling ring mechanics. Two characters = ~20% more effort, no new architecture (client-server already supports multi-observer).
|
||||
- **D-028: Line previewer CLI** - Weekend build. Authoring tool and regression test harness. Takes template YAML → NPC instances → trait modifiers → outputs generated line pools with metadata.
|
||||
|
||||
## Open Questions Assigned to You
|
||||
- Q-001: Engine selection (LEAD, CRITICAL - next priority)
|
||||
@@ -22,14 +31,15 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
|
||||
- Q-007: Target platforms
|
||||
|
||||
## Current Priorities
|
||||
ENGINE SELECTION IS NEXT. Hard requirements from confirmed decisions:
|
||||
- Client-server architecture (D-010)
|
||||
- Deterministic simulation (D-010)
|
||||
- Chunk-based maps (D-012)
|
||||
- LOS shadowcasting with vision cone (D-011/D-015)
|
||||
- Sound propagation (D-018)
|
||||
- Observer-based perception queries (D-017)
|
||||
- 2D top-down with potential 3D cutscenes (D-019)
|
||||
Vertical slice technical implementation:
|
||||
1. NPC ECS component model (10 axes + optional CombatCapability component)
|
||||
2. Template instantiation system (single-ownership + reference links with metadata)
|
||||
3. Simulation tier transitions (timestamp LRU + scope tags + bevy_ecs component add/remove)
|
||||
4. Access tier system (content filtering by tier 0-3)
|
||||
5. Basic cargo/goods system (for smuggling ring mechanics)
|
||||
6. Line previewer CLI (weekend build — YAML templates → trait-modified line pools)
|
||||
|
||||
**Future flag:** Base builder DLC requires data model stub now: `modifications: Vec<Modification>` on relevant entities. Add to schema early.
|
||||
|
||||
## Key Documents
|
||||
- DECISIONS.md - all confirmed decisions
|
||||
|
||||
Reference in New Issue
Block a user