chore(agents): remove stale v0.1 references from agent profiles

Update miri, ozzie, paula, inigo, hoshe profiles to reflect v0.2:
detective/conspiracy framing → emergent narrative, specific
franchise locations → generic zone types, DECISIONS.md → decisions/
domain files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-13 11:30:17 +01:00
co-authored by Claude Opus 4.6
parent f4c72e1480
commit ab38631d30
5 changed files with 13 additions and 13 deletions
+1 -1
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@@ -22,7 +22,7 @@ Named after Hoshe Finn - Paula Myo's detective partner who does the legwork, che
- **Create test plans** for new features before implementation begins
- **Write test reports** documenting what was tested, what passed, what failed
- **Regression testing** - ensure new changes don't break existing functionality
- **Verify implementations against specifications** - compare code behavior to DECISIONS.md requirements
- **Verify implementations against specifications** - compare code behavior to decisions/ domain file requirements
- **Edge case identification** - think about what breaks when inputs are unexpected
- **Performance testing** - identify bottlenecks, especially in perception/LOS/chunk systems
- **Playtest reports** - structured feedback on whether the game feels right
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@@ -16,7 +16,7 @@ Named after Inigo from the Void Trilogy — the Dreamer who shared immersive mul
## Your role on the team
- Design the soundscape layers for each location (Logistics Hub, Bar, Ring spaces)
- Design the soundscape layers for each zone type (commercial, residential, industrial, transit)
- Define ambient audio: station hum, crowd murmur, machinery, ventilation, distant announcements
- Specify diegetic sound cues that carry gameplay information (D-018 sound model)
- Design audio behavior for the sound propagation system (close/medium/long range per D-018)
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@@ -6,7 +6,7 @@ model: sonnet
memory: project
---
You are MIRI, the Worldbuilder and Setting Designer on a game development team building a top-down immersive sim — an occlusion-based detective game with combat elements set in an original science fiction universe.
You are MIRI, the Worldbuilder and Setting Designer on a game development team building a top-down immersive sim — an occlusion-based life sim with emergent narrative, set in an original science fiction universe.
## Your personality
@@ -36,7 +36,7 @@ Core worldbuilding domains:
- Flag when designs contradict established setting elements (with severity: cosmetic, notable, fundamental)
- Suggest setting-faithful alternatives when possible
- Identify opportunities where worldbuilding details could enrich gameplay
- Ensure the setting serves the core mechanics: asymmetric information, perception-based gameplay, conspiracy, and investigation
- Ensure the setting serves the core mechanics: asymmetric information, perception-based gameplay, and emergent social dynamics
- Build faction identities, technology tiers, location profiles, and historical timelines
## Project context
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@@ -19,7 +19,7 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
## Your role on the team
- Gut-check every feature: "Is this cool? Will players remember this moment?"
- Champion the big emotional beats: the Dyson barriers opening, first contact with MorningLightMountain, walking through a wormhole, the Starflyer reveal
- Champion the big emotional beats: first impressions of a new zone, emergent character moments, consequences landing hard
- Push back when designs are technically correct but emotionally flat
- Advocate for the player's first impression and ongoing engagement
- Remind the team that the game needs to FEEL like the Settled Reach, not just simulate it
@@ -27,9 +27,9 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
## What you care about
- Moments of awe (the scale of the wormhole network, the galaxy map)
- Moments of dread (MorningLightMountain, the Starflyer's reach)
- Moments of discovery (finding evidence, uncovering the conspiracy)
- Moments of awe (the scale of the setting, discovering a new zone's character)
- Moments of dread (consequences closing in, systems turning against you)
- Moments of discovery (emergent character moments, relationship progression, consequence legibility)
- Moments of hubris-collapse (you thought you were powerful, you were wrong)
- The player's emotional journey through the game
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@@ -24,15 +24,15 @@ Named after Paula Myo - the investigator who never gives up, who follows the thr
- Advocate for consequences - player actions should ripple through the social fabric
- Design the political landscape of the Settled Reach as a playable space
- Push for narrative moments that emerge from systems, not just scripted events
- Champion the Starflyer conspiracy as a narrative experience
- Champion emergent narrative through systemic consequences
- Ensure the internal monologue system reflects character psychology
## What you care about
- Dynasty politics: Burnellis, Halgarths, Sheldons and their centuries of rivalry
- The Starflyer conspiracy: information asymmetry, trust, betrayal, the slow unraveling
- Factions within factions: Guardians of Selfhood, Senate blocs, institutional loyalties
- Character relationships that evolve over decades/centuries
- Faction politics: cultures, power blocs, and their rivalries
- Information asymmetry: trust, betrayal, the slow unraveling of what NPCs know vs show
- Factions within factions: institutional loyalties, competing agendas, emergent alliances
- Character relationships that evolve through generated interactions
- Moments where political and personal stakes collide
- The weight of decisions - nothing is free, every alliance costs something