docs(meta): cascade reorder — world generation (Phase 4) before player control (Phase 5)
The player-before-generation order kept resurfacing because it was recorded in three places (D-166, CLAUDE.md cascade table, epics #749/#750) while the generation-first rule was recorded nowhere. Fix all three to match the rule. Rule: no player-control or in-world rendering work begins until the generator can deterministically seed-generate every tile of every world via the full multilayer cascade. The hand-made 2-floor test map is dropped — test layers come from the generator itself once layer-drawing begins. Generation progress is viewed as per-layer maps in the implant Atlas (the Phase 3 deliverable, already built), not an in-world renderer. Existing in-world rendering code is left as-is until Phase 5. Amends D-166 (Phases 4/5 swapped + amendment note), CLAUDE.md cascade table, and epics #750 (now Phase 4) / #749 (now Phase 5). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -40,12 +40,14 @@ Development follows a strict cascade. Each phase has a concrete deliverable. **D
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| 1 | Wiki content complete — all planets, moons, stations, heightmaps, artwork | Implant-ready Godot map of the Reach with click-throughs + wiki/GTTR popups |
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| 2 | Economics layer — supply/demand, transport, political/social pressure, corporations, supply chains | Economics spreadsheets/graphs with runtime-tweakable simulation |
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| 3 | Planetary/moon maps & station layouts — cities, rivers, mountains, roads, biomes, rail | Atlas of the Reach (implant app) |
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| 4 | Player control scheme — 2-floor test map, character rendering, walls/stairs/doors, lighting | Player viewport with final-version assets |
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| 5 | World generation (tile/chunk/block) — walkable world, parallel asset pipeline | Walkable generated world + asset catalog |
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| 4 | World generation (tile/chunk/block) — deterministic multilayer seed→tile cascade; each layer viewed as a **map in the implant Atlas** (no in-world rendering) | Deterministic walkable-world data + per-layer Atlas maps + asset catalog |
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| 5 | Player control & in-world rendering — character, walls/stairs/doors, lighting, drawn on **generated** tiles (no test map) | Player viewport with final-version assets on the generated world |
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| 6 | Detail coloring — room-level NPC population, cultural room grammar | Only when the world is walkable |
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**v0.2 target is dropped.** No scoping negotiations. Build the base systems fully.
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**Generation before player (D-166, amended 2026-05-22).** No player-control or in-world rendering work begins until the generator can deterministically seed-generate every tile of every world via the full multilayer cascade. There is **no hand-made test map** — test layers are produced by the generator itself once layer-drawing begins. Progress is viewed through the implant **Atlas** (per-layer maps), which already exists (Phase 3). The current in-world rendering code is **left as-is until Phase 5** — do not build on it or rip it out before then.
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## Work Modes
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### Kanban mode (default)
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@@ -590,10 +590,11 @@ Technical foundation decisions that constrain implementation: engine, client-ser
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| 1 | Wiki content complete — all planets, moons, stations, heightmaps, artwork | Implant-ready Godot map with click-throughs + wiki/GTTR popups |
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| 2 | Economics layer — supply/demand, transport, corporations, supply chains | Economics spreadsheets/graphs with runtime-tweakable simulation |
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| 3 | Planetary/moon maps & station layouts — cities, rivers, mountains, roads, biomes | Atlas of the Reach (implant app) |
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| 4 | Player control scheme — 2-floor test map, character rendering, walls/stairs/doors, lighting | Player viewport with final-version assets |
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| 5 | World generation (tile/chunk/block) — walkable world, parallel asset pipeline | Walkable generated world + asset catalog |
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| 4 | World generation (tile/chunk/block) — deterministic multilayer seed→tile cascade; each layer viewed as a map in the implant Atlas (no in-world rendering) | Deterministic walkable-world data + per-layer Atlas maps + asset catalog |
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| 5 | Player control & in-world rendering — character, walls/stairs/doors, lighting, drawn on generated tiles (no test map) | Player viewport with final-version assets on the generated world |
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| 6 | Detail coloring — room-level content, cultural architecture | Only when the world is walkable |
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- **Amendment (2026-05-22):** Phases 4 and 5 swapped — **world generation now precedes player control**. The rule: no player-control or in-world rendering work begins until the generator can deterministically seed-generate every tile of every world via the full multilayer cascade. The original Phase 4 "2-floor test map" is **dropped** — test layers are produced by the generator itself once layer-drawing begins; we start drawing the world only when generation knows what to draw. Generation progress is viewed as **per-layer maps in the implant Atlas** (the Phase 3 deliverable, already built), not via an in-world renderer. The existing in-world rendering code is **left as-is until Phase 5** — neither built upon nor removed before then. Rationale: building player systems against a throwaway test substrate means rebuilding them against real generated tiles later; gating player work on deterministic generation avoids that waste. Epics #749 (now Phase 5) and #750 (now Phase 4) and the CLAUDE.md cascade table are updated to match.
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- **Rationale:** The pattern of negotiating pragmatic v0.2 cuts while discussing room-level detail repeatedly produced superseded decisions, confused agents, and distracted from building the actual product. The cascade enforces a first-things-first discipline: each layer of the game is grounded in the layer below it before detail is added.
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- **Raised by:** Jeroen, established 2026-03-24 during world generation workshop.
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- **Dissent:** None.
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