From 5bb7ded8419f1cd5e0209a7c886764355b646af8 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Tue, 10 Feb 2026 23:58:20 +0100 Subject: [PATCH] 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 --- docs/briefings/araminta.md | 16 ++++++++++++---- docs/briefings/dudley.md | 14 +++++++++++--- docs/briefings/gestalt.md | 17 ++++++++++++++--- docs/briefings/gore.md | 15 ++++++++++++--- docs/briefings/hoshe.md | 25 ++++++++++++++++++------ docs/briefings/justine.md | 9 +++++++-- docs/briefings/mellanie.md | 39 ++++++++++++++++++++++++++++++++++---- docs/briefings/miri.md | 20 +++++++++++++++---- docs/briefings/nigel.md | 14 +++++++++++--- docs/briefings/oscar.md | 11 ++++++++--- docs/briefings/ozzie.md | 13 ++++++++++--- docs/briefings/paula.md | 14 ++++++++++---- docs/briefings/qatux.md | 25 ++++++++++++++++++++---- docs/briefings/si.md | 24 +++++++++++++++++++---- docs/briefings/stig.md | 14 ++++++++++++-- docs/briefings/tiger.md | 8 ++++++-- docs/briefings/troblum.md | 19 ++++++++++++++----- docs/briefings/tyre.md | 32 ++++++++++++++++++++----------- 18 files changed, 259 insertions(+), 70 deletions(-) diff --git a/docs/briefings/araminta.md b/docs/briefings/araminta.md index 2cc184247..8f7201a63 100644 --- a/docs/briefings/araminta.md +++ b/docs/briefings/araminta.md @@ -1,8 +1,8 @@ # Araminta - 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-013: Diegetic insert and minimap visual design - in-world UI aesthetic @@ -11,14 +11,22 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec - D-017: Perception mode overlays - thermal vision, camera feeds, distinct visual treatments - D-018: Sound visual indicators - how audio information appears in medium range - D-019: Top-down art style - defining the game's visual identity +- D-021: Official title "The Settled Reach" + +### Round 17 Decisions (Visual Asset Needs) +- **D-023: Three-tier content model** - Visual asset needs vary by tier: + - Tier 1: Authored drama modules (higher visual fidelity, unique locations) + - Tier 2: Templated content (modular assets, combinatorial variation) + - Tier 3: Procedural filler (tileset-based, systematic) +- **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. ## Open Questions Assigned to You - Q-003: Art direction (LEAD) ## Current Priorities -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). +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. -Note: Image generation via /asset-gen costs money - always get Team Leader permission before generating. +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). ## Key Documents - DECISIONS.md - all confirmed decisions diff --git a/docs/briefings/dudley.md b/docs/briefings/dudley.md index 1c4c14915..ba77d1546 100644 --- a/docs/briefings/dudley.md +++ b/docs/briefings/dudley.md @@ -1,17 +1,25 @@ # Dudley - 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: Rust/bevy_ecs server). Vertical slice defined (D-027). ## Status STANDBY. This briefing will be populated when backend/engine implementation begins. ## Key Decisions for Your Domain -- D-010: Four architectural principles - client-server, deterministic sim, moddable, data-driven +- D-010: Four architectural principles - client-server, deterministic sim, information boundaries, input events - D-011: LOS shadowcasting implementation - D-012: Chunk-based map architecture - D-014: v0.1 map specification +- D-020: Rust simulation server with bevy_ecs, MessagePack protocol to Godot client +- D-021: Official title "The Settled Reach" + +### Round 17 Decisions (Server-Side Core) +- **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. +- **D-025: Template instantiation system** - Single-ownership model with reference links carrying relationship metadata. NPCs owned by one template, referenced by others. +- **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. +- **D-027: Access tier system + cargo/goods** - Content filtering by access tier (0-3). Cargo/goods system for smuggling mechanics. ## Key Documents - DECISIONS.md - all confirmed decisions diff --git a/docs/briefings/gestalt.md b/docs/briefings/gestalt.md index a359ee814..e340d2e02 100644 --- a/docs/briefings/gestalt.md +++ b/docs/briefings/gestalt.md @@ -1,8 +1,8 @@ # Gestalt - 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 - story generator mechanics, emergent narrative from systems @@ -12,6 +12,15 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec - D-015: Camera lock to character - vision cone as primary information constraint - D-017: Perception loadout system - observer queries defining what player knows - D-018: Three-range sound system - information quality model by distance +- D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC +- D-021: Official title "The Settled Reach" + +### Round 17 Decisions (Systems Design) +- **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. +- **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. +- **D-026: Timestamp eviction endorsed** - Your scope tags (neighborhood, active-quest, colleague, known-contact) define which NPCs stay Active tier. +- **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. +- **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. ## Open Questions Assigned to You - Q-002: v0.1 scope definition (co-lead) @@ -20,7 +29,9 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec - Q-010: Storyteller AI architecture (co-lead with Nigel) ## Current Priorities -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. +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. + +**Iron rule for base builder (future):** CombatCapability component pattern must extend to other optional systems. No breaking the component model. ## Key Documents - DECISIONS.md - all confirmed decisions diff --git a/docs/briefings/gore.md b/docs/briefings/gore.md index eca8cadbf..da93cfc3f 100644 --- a/docs/briefings/gore.md +++ b/docs/briefings/gore.md @@ -1,21 +1,30 @@ # Gore - 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 - ascension as transformative character progression - D-007: Five pillars - thematic foundations supporting ascension narrative - D-008: Action pillar - scales with ascension level, hubris wall as ascension check - D-017: Perception modes - scaling with ascension, expanded awareness at higher tiers +- D-021: Official title "The Settled Reach" + +### Round 17 Decisions (Thematic Architecture) +- **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. +- **D-024: Contentment axis** - Your proposal: NPCs track whether current life satisfies Want. Connects generated NPCs to thematic question. Is this life worth living? +- **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. +- **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. ## Open Questions Assigned to You - Q-004: One campaign or eras? (co-lead with Miri) - Q-009: Time system design (co-lead with Gestalt) ## Current Priorities -Ascension path design. Endgame transformation mechanics. Define how ascension changes the player's relationship with the game's core systems. +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. + +**Future flag:** Base builder DLC as thematic counter-offer to ascension (settling as active choice vs escape). Not now — but keep design space open. ## Key Documents - DECISIONS.md - all confirmed decisions diff --git a/docs/briefings/hoshe.md b/docs/briefings/hoshe.md index ab16437ba..9582e4bd6 100644 --- a/docs/briefings/hoshe.md +++ b/docs/briefings/hoshe.md @@ -1,8 +1,8 @@ # Hoshe - 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-010: Information boundaries - testable? Can we verify information never leaks? @@ -13,15 +13,28 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec - D-016: Monologue triggers - contextually appropriate? Right timing, right content? - D-017: Perception queries - each mode returns correct information for its type? - D-018: Three ranges working correctly? Sound quality degrades properly by distance? +- D-020: MessagePack serialization - correct round-trip? No data loss at protocol boundary? +- D-021: Official title "The Settled Reach" + +### Round 17 Decisions (Test Criteria) +- **D-027: Vertical slice success criteria** - Concrete QA targets: + 1. **30-minute breathing room** - Contamination activation must not trigger before player has 30 minutes of daily-life play (configurable for testing) + 2. **Divergent playthroughs** - Same world seed, different character: verify relationships inverted, POIs differ, dialogue access varies + 3. **Emotional attachment test** - Post-playthrough survey: can player name one NPC they felt conflicted about? + 4. **Emergent discovery** - Observe→notice→follow→discover sequence must arise from systems (log-verifiable: no scripted reveals) ## Open Questions Assigned to You None assigned. ## Current Priorities -STANDBY until implementation begins. When activated: -1. Write test plans BEFORE features are built -2. Verify implementations against DECISIONS.md specifications -3. Ensure every decision with testable criteria has corresponding test coverage +**ACTIVATED.** Vertical slice test plan preparation: +1. Write test plans for D-024 (NPC generation — verify 10 axes present, triangles formed) +2. Write test plans for D-025 (template instantiation — verify single-ownership, reference links carry metadata) +3. Write test plans for D-026 (simulation tiers — verify eviction timing, tier transition correctness) +4. Write test plans for D-027 success criteria (30-min runway, divergent playthroughs, emergent discovery) +5. Write test plans for D-028 (dialogue system — verify tag filtering, trait modifiers, layer activation) + +All test plans due BEFORE implementation begins. ## Key Documents - DECISIONS.md - all confirmed decisions diff --git a/docs/briefings/justine.md b/docs/briefings/justine.md index baf2424c7..2b2a7a71f 100644 --- a/docs/briefings/justine.md +++ b/docs/briefings/justine.md @@ -1,8 +1,8 @@ # Justine - 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 build/deployment pipeline work begins. @@ -10,6 +10,11 @@ STANDBY. This briefing will be populated when build/deployment pipeline work beg ## Key Decisions for Your Domain - Q-007: Target platforms (open question - affects entire build pipeline) - D-019: Top-down primary view with future 3D cutscenes - build implications for asset pipelines and platform support +- D-020: Godot 4 + Rust subprocess architecture +- D-021: Official title "The Settled Reach" + +### Round 17 Decisions (Save/Load Implications) +- **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). ## Key Documents - DECISIONS.md - all confirmed decisions diff --git a/docs/briefings/mellanie.md b/docs/briefings/mellanie.md index a5ab376c8..c736d4b22 100644 --- a/docs/briefings/mellanie.md +++ b/docs/briefings/mellanie.md @@ -1,17 +1,48 @@ # Mellanie - 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 narrative content creation begins. +**ACTIVATED FROM STANDBY.** Ready for content authoring. Waiting on Miri's cultural generation guide before beginning first template pack. ## Key Decisions for Your Domain - D-005: Single-character perspective - all narrative filtered through one viewpoint -- D-016: Internal monologue system - primary narrative content delivery mechanism - D-013: Diegetic UI text - in-world written content and documents +- D-016: Internal monologue system - primary narrative content delivery mechanism +- D-021: Official title "The Settled Reach" + +### Round 17 Decisions (Dialogue Architecture) +- **D-028: Dialogue architecture** - Your authoring model: + - **Four relational layers (all planned from day one, built in sequence):** + 1. Access tiers (insider/outsider/authority/peer filter on every line) + 2. Relationship history (interaction log modifying greeting and topic selection) + 3. Trust-gated gossip (three disclosure tiers: surface/real/secret) + 4. Unprompted disclosure (NPCs volunteer information weighted by trust and mood) + - **Tagged line pools with systemic selection** (not branching trees) + - **Trait modifiers, not per-trait scripts** - base lines + trait transformation guide per template + - **Line counts:** ~165-210 authored lines per Tier 2 template, generation-expanded 4x (write 10, generate 40) + - **Social dialogue budgeted 40% more than investigation dialogue** + - **Template content packs as deliverable:** role voice kits, situation scripts, monologue hooks, environmental text, trait transformation guide +- **D-027: Vertical slice voice kits** - Smuggler + detective character voice. Station district contexts (workplace, bar, smuggling ring). + +## Current Priorities +**BLOCKED:** Waiting on Miri's cultural generation guide before starting first template pack. Guide needed for: +- Station district ordinary life (what does daily routine look like?) +- Smuggler vs detective cultural voice differentiation +- Social norms, rhythms, touchstones in the Settled Reach + +**When unblocked:** Author first template content pack (workplace social site). Includes: +- Role voice kits (4-8 roles per template) +- Situation scripts (tagged line pools for common interactions) +- Monologue hooks (internal voice triggers) +- Environmental text (diegetic documents, signs, unisphere entries) +- Trait transformation guide (how personality traits reshape base lines) + +**Critical tool:** Tyre's line previewer CLI (weekend build) — authoring tool and regression test harness. ## Key Documents - DECISIONS.md - all confirmed decisions - docs/discussions/ - archived design rounds +- docs/briefings/miri.md - cultural generation guide (forthcoming) diff --git a/docs/briefings/miri.md b/docs/briefings/miri.md index 7172bad13..518d31891 100644 --- a/docs/briefings/miri.md +++ b/docs/briefings/miri.md @@ -1,22 +1,34 @@ # Miri - 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 definition complete (D-027). Next workstream: cultural generation guide for Tier 2 templates. ## Decisions Relevant to Your Role - D-005: Core concept - asymmetric information, single-character perspective, story generator -- D-006: Prototype scenario - conspiracy arc proving core mechanics - D-013: Diegetic insert system - canon basis for in-world UI and POI navigation - D-016: Internal monologue system - character voice, unreliable narrator potential - D-017: Perception modes - canon check, ensuring modes are lore-consistent +- D-021: Official title "The Settled Reach" (repository remains "commonwealth") + +### Round 17 Decisions (Content Architecture) +- **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. +- **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. +- **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. +- **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. ## Open Questions Assigned to You - Q-004: One campaign or eras? (co-lead with Gore) - Q-011: Character selection roster for prototype (co-lead with Paula) ## Current Priorities -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. +**CRITICAL:** Write cultural generation guide for Tier 2 template authoring before Mellanie begins first template pack. Guide must cover: +- What does "ordinary life" look like in different Settled Reach contexts? (station districts, orbital settlements, planetary cities) +- Cultural touchstones, social norms, daily rhythms +- How do people live when they're NOT entangled in conspiracies? +- Smuggler vs detective cultural contexts and voice differentiation + +Also: ground both vertical slice characters (smuggler and detective) in setting-consistent cultural contexts. ## Key Documents - DECISIONS.md - all confirmed decisions diff --git a/docs/briefings/nigel.md b/docs/briefings/nigel.md index 63a2ce2fd..0c398d242 100644 --- a/docs/briefings/nigel.md +++ b/docs/briefings/nigel.md @@ -1,8 +1,8 @@ # Nigel - 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: Replayability through perspective - each playthrough reveals different information @@ -10,12 +10,20 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec - D-010: Deterministic simulation aids debugging and replay verification - D-012: Chunk-based maps - no solvable maps, ensuring fresh exploration each run - D-017: Perception modes as playstyle selectors - different builds see different games +- D-021: Official title "The Settled Reach" + +### Round 17 Decisions (Replayability) +- **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 diff --git a/docs/briefings/oscar.md b/docs/briefings/oscar.md index 0898cedb1..c129ae74d 100644 --- a/docs/briefings/oscar.md +++ b/docs/briefings/oscar.md @@ -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 diff --git a/docs/briefings/ozzie.md b/docs/briefings/ozzie.md index e33514ad2..7b3e2c55b 100644 --- a/docs/briefings/ozzie.md +++ b/docs/briefings/ozzie.md @@ -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 diff --git a/docs/briefings/paula.md b/docs/briefings/paula.md index 33da2dfbd..e7c2c8309 100644 --- a/docs/briefings/paula.md +++ b/docs/briefings/paula.md @@ -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 diff --git a/docs/briefings/qatux.md b/docs/briefings/qatux.md index 42e04b98e..160c5dab3 100644 --- a/docs/briefings/qatux.md +++ b/docs/briefings/qatux.md @@ -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 diff --git a/docs/briefings/si.md b/docs/briefings/si.md index 5b4953609..af56794ec 100644 --- a/docs/briefings/si.md +++ b/docs/briefings/si.md @@ -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 diff --git a/docs/briefings/stig.md b/docs/briefings/stig.md index eeae80e6c..1f0525732 100644 --- a/docs/briefings/stig.md +++ b/docs/briefings/stig.md @@ -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 diff --git a/docs/briefings/tiger.md b/docs/briefings/tiger.md index 1f0a845b5..e08b5a902 100644 --- a/docs/briefings/tiger.md +++ b/docs/briefings/tiger.md @@ -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 diff --git a/docs/briefings/troblum.md b/docs/briefings/troblum.md index 6d028d3cf..4f495ecb4 100644 --- a/docs/briefings/troblum.md +++ b/docs/briefings/troblum.md @@ -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 diff --git a/docs/briefings/tyre.md b/docs/briefings/tyre.md index e1d4dfd95..ff9a3a5a3 100644 --- a/docs/briefings/tyre.md +++ b/docs/briefings/tyre.md @@ -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` on relevant entities. Add to schema early. ## Key Documents - DECISIONS.md - all confirmed decisions