feat(meta): add project.yaml as version source of truth

Technical project descriptor with game architecture, simulation
parameters, and content model. Version field (0.1.9) is now the
canonical version — Cargo.toml synced, CLAUDE.md and start-sprint
skill updated to reference it during release workflow.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-18 12:05:29 +01:00
co-authored by Claude Opus 4.6
parent 2df7cc2153
commit 973c804b52
4 changed files with 47 additions and 3 deletions
+7 -1
View File
@@ -51,6 +51,12 @@ Note the sprint number (N) from the output.
The project version scheme is `v0.1.{sprint_number}`. After closing
sprint N, the version is `v0.1.N`.
Update `project.yaml`:
- Set the `version` field to `0.1.N` (this is the source of truth).
Update `server/Cargo.toml`:
- Set `version = "0.1.N"` in `[package]`.
Update `CHANGELOG.md`:
- Move all entries under `## [Unreleased]` into a new section
`## [v0.1.N] — YYYY-MM-DD` (using today's date).
@@ -60,7 +66,7 @@ Update `CHANGELOG.md`:
### M3. Commit the release
Stage and commit `CHANGELOG.md`:
Stage and commit `project.yaml`, `server/Cargo.toml`, and `CHANGELOG.md`:
```
chore(meta): release v0.1.N
```
+2 -1
View File
@@ -3,7 +3,8 @@
A top-down immersive sim — occlusion-based detective game with combat elements, set in an original science fiction universe. Single-character perspective, asymmetric information as core mechanic, Rimworld-style storyteller. Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC (D-020).
**Official Title:** The Settled Reach (D-021)
**Repository name:** commonwealth (historical code name, retained for path stability)
**Repository name:** settled-reach (formerly commonwealth, renamed for clarity)
**Version source of truth:** `project.yaml` (root `version` field, scheme: `0.1.{sprint_number}`)
## Project Structure
+37
View File
@@ -0,0 +1,37 @@
name: The Settled Reach
version: 0.1.9
repository: settled-reach
codename: commonwealth
description: >
Top-down immersive sim with occlusion-based detection mechanics and
combat elements. Single-character perspective where asymmetric information
is the core gameplay mechanic. A Rimworld-style storyteller drives
emergent narrative across a detective-smuggler dual-lens campaign.
setting: >
Original science fiction universe — the Settled Reach, a network of
star systems connected by Founder Gates. Neural lattice technology
enables soft immortality, forking, and re-embodiment. The v0.1
vertical slice takes place in Sova Transit District, Krenn System.
architecture:
client: Godot 4 (GDScript)
server: Rust with bevy_ecs (simulation server)
transport: subprocess/IPC via TCP with MessagePack serialization
protocol: length-prefixed MessagePack frames (4-byte big-endian)
determinism: ChaCha20 seeded RNG, deterministic tick processing
simulation:
tick_rate: 10 ticks per game-minute
time_model: 4 day phases (Morning, Afternoon, Evening, Night)
grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
knowledge: per-entity knowledge graphs with confidence decay
content:
format: YAML with JSON Schema validation
structure: campaigns/systems/stations/districts hierarchy
npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
dialogue: tagged line pools with 4-layer relational filtering
population: 30% flat / 50% mundane triangles / 20% intrigue-entangled
+1 -1
View File
@@ -1,6 +1,6 @@
[package]
name = "settled-reach-server"
version = "0.1.0"
version = "0.1.9"
edition = "2021"
[dependencies]