docs(workshops): complete v0.1 content gap analysis workshop

Workshop produced 42 new tickets (#297-#338) + 6 updated, 9 new
decisions (D-032 through D-040), and 53 dependency links. All 18
agent briefings updated to reflect 40 confirmed decisions.

Key outcomes: Sera Venn as detective's FRIEND, Kael Davan as
smuggler's FRIEND, all 6 wow moments in scope, converged 6+3 tag
taxonomy, wiki taxonomy with 14 categories, 8 audio files via
Stable Audio Open, 4 parallel unblocked work tracks identified.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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# Araminta - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete — visual grammar, spatial layouts, and color system all specified.
## Status
**ACTIVE.** Mostly unblocked. Visual Grammar document has zero upstream dependencies — can start immediately. Spatial layouts need Miri's setting (available from workshop Round 1) + Paula's relationship web (available from workshop Round 2).
## Decisions Relevant to Your Role
- D-013: Diegetic insert and minimap visual design - in-world UI aesthetic
- D-015: Camera and vision cone visual presentation
- D-016: Internal monologue text presentation - typography, positioning, style
- 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-013: Diegetic insert/POI navigation in-world UI aesthetic
- D-015: Camera locked to character — vision cone presentation
- D-016: Internal monologue text presentation, typography, positioning
- D-017: Perception mode overlays
- D-018: Three-range sound visual indicators for medium range
- D-019: Top-down art style
- 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.
### Workshop Decisions (Content Gap Analysis)
- **D-033: Entity color = relationship to player** — your proposal, approved by project lead:
- Unknown/Neutral: cool teal `#4a9ebb`
- Known/Friendly: soft green `#6bc9a6`
- Person of Interest: warm amber `#e8c547`
- Hostile/Dangerous: muted red `#d45d5d`
- Static objects: muted grey `#8b8ba0`
- Player: `#e0e8ff` (detective) / `#e8e0d0` (smuggler)
- Transitions: 0.5s smooth fade. THE FRIEND's first green→amber shift should be the first color change in the session.
- **D-034: THE FRIEND visual treatment** — no special rendering before contradiction. Standard colored rectangle + name label. Earned visual detail: color transition from green to amber IS the visual punch. Same system, loaded context.
- **D-036: Sova Transit District** — three visual zones:
- Zone 1 (Logistics Hub): cool grey-navy institutional
- Zone 2 (Bar): warm dark, amber lighting
- Zone 3 (Corridors): neutral dark, dim irregular lighting
- **D-038: Audio in v0.1** — 8 files confirmed. Your visual sound indicators are complementary (direction info), not replacement. Design can be subtler.
- **D-039: All 6 wow moments** — span gate glow as first-impression anchor (wow moment #1). Spatial layouts serve wow moment sightlines.
## Open Questions Assigned to You
- Q-003: Art direction (LEAD)
- Q-003: Art direction (LEAD) — further resolved by workshop; long-term direction still open
## Current Priorities
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.
**Spatial layouts are the single most important visual DELIVERABLE.**
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).
1. **v0.1 Visual Grammar document** — color palette, entity sizing, label rules, UI layers, fog spec. Zero dependencies. Start immediately.
2. **Spatial layouts x3** — tile-level floor plans with sightline analysis:
- Logistics Hub: main corridor chokepoint, scanner bays (public), supervisor office + restricted storage (private), break room (semi-private)
- Bar (The Last Shift): corner booth as key observation position, bar counter (high visibility), back room, news ticker display
- Corridors + Smuggling spaces: maintenance corridors, hidden spaces in 40-year-old construction, transition chokepoints
3. **Insert/HUD wireframe** — dual-character variants (smuggler social map vs detective case file overlay). One system, two `lattice_profile` parameters.
4. **Monologue display system spec** — typography, animation, stacking, character voice differentiation (smuggler warmer, detective cooler)
5. **Sound indicator visual design** — fog-edge pulse, complementary to audio
6. **THE FRIEND visual treatment spec** — after Paula's NPC profiles
### Placeholder art pipeline (4 phases)
- Phase 1 (Structural): tile floor plans, entity rectangles, fog rendering — blocks gameplay testing
- Phase 2 (Information): insert overlay, monologue display, dialogue panel, sound indicators — blocks content testing
- Phase 3 (Atmosphere): zone palettes, lighting, span gate glow, character insert variants — blocks experience testing
- Phase 4 (Polish): sprite replacements, animations, particles — pre-release
**v0.1 target: Phases 1-3. Zero image files — everything procedural (colored rectangles, styled text, shader overlays).**
Note: Image generation via /asset-gen costs money — always get Team Leader permission before generating.
## Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived rounds
- TEAM.md - team roster
- decisions/perception.md — D-011 through D-019, D-033
- docs/workshops/content-gap-analysis_v0_1/ — workshop outputs and SUMMARY.md (your Round 2 has spatial layout ASCII art)
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# Dudley - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020: Rust/bevy_ecs server). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Status
STANDBY. This briefing will be populated when backend/engine implementation begins.
@@ -27,6 +27,11 @@ See `docs/DEVOPS.md` for full procedures. Your key targets:
- Server code lives in `server/` — unit tests inline with `#[cfg(test)]`, integration tests in `server/tests/`
- Cross-boundary IPC fixtures in `tests/`
### Workshop Decisions (Content Gap Analysis — relevant to server)
- **D-034: THE FRIEND ECS spec** — 14 ECS components defined for production-level NPCs (NpcIdentity, Want, Secret, Relationships[3], ToleranceThreshold, DailyRoutine, InformationInventory, Contentment, PersonalityTraits, TellState, SkillSet, AccessTierMap, TriangleMembership, MoodState)
- **D-035: Converged tag taxonomy (6+3)** — dialogue selection pipeline: access (hard filter) → situation (context filter) → trust (hard filter) → mood+topic (weighted selection). Server implements pipeline.
- **D-038: Audio architecture** — event-driven: SoundEventEmitter → ObserverSnapshot → SoundRenderer. Server emits sound events.
## Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/DEVOPS.md - build, test, lint, CI procedures
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# Gestalt - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete — tag taxonomy converged, FRIEND ECS spec defined, audio architecture designed, previewer scoped.
## Status
**ACTIVE.** Systems specification work unblocked. Tag taxonomy needs formalization as standalone document. Knowledge state vocabulary blocks Mellanie's monologue authoring. 17 content-supporting systems identified, 0 built — significant server-side work ahead.
## Decisions Relevant to Your Role
- D-005: Core concept - story generator mechanics, emergent narrative from systems
- D-007: Five pillars - mechanical framework for all gameplay systems
- D-008: Action pillar - hubris wall mechanic as systemic consequence generator
- D-011: Fog of war as pillar 1 infrastructure - foundational information hiding
- 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-005: Core concept story generator mechanics, emergent narrative from systems
- D-007: Five pillars mechanical framework
- D-008: Action pillar hubris wall mechanic
- D-011: Fog of war as pillar 1 infrastructure
- D-015: Camera lock vision cone as information constraint
- D-017: Perception loadout system observer queries
- D-018: Three-range sound system information quality by distance
- D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC
- D-021: Official title "The Settled Reach"
- D-024: 10-axis NPC consolidation
- D-025: Social site as systemic unit
- D-026: Timestamp eviction
- D-027: Vertical slice as systems proof
- D-028: Axis-to-pipeline mapping (dialogue selection)
### 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.
### Workshop Decisions (Content Gap Analysis)
- **D-032: Separate monologue pools** — `character` is a hard partition tag. Two parallel content trees.
- **D-034: THE FRIEND ECS spec** — full pipeline depth test. Every system exercised on these two NPCs. ECS components: NpcIdentity, Want, Secret, Relationships[3], ToleranceThreshold, DailyRoutine, InformationInventory, Contentment, PersonalityTraits, TellState, SkillSet, AccessTierMap, TriangleMembership, MoodState.
- **D-035: Converged tag taxonomy (6+3)** — your Round 2 design is canonical:
- 6 structural: `id`, `text`, `role`, `access` (list), `trust`, `situation` (list)
- 3 selection: `topic` (list), `mood` (list), `tags` (freeform)
- 13 situations, 9 topics, 8 moods, 9 monologue triggers
- 4-layer pipeline: access (hard filter) → situation (context filter) → trust (hard filter) → mood+topic (weighted selection)
- **D-033: Entity color** — client-side derivation from RelationshipState + knowledge state. Not an NPC property.
- **D-038: Audio architecture** — event-driven: SoundEventEmitter → ObserverSnapshot → SoundRenderer with AudioAssetRegistry + VisualSoundIndicator + AmbientManager. Events first, assets second.
- **D-039: 6 wow moments** — systems must support all 6 (observation triggers, FRIEND contradiction staging, divergence reveal, ticker display, idle monologue).
## Open Questions Assigned to You
- Q-002: v0.1 scope definition (co-lead)
- Q-005: Prototype scale (co-lead with Tyre, Miri)
- Q-009: Time system design (co-lead with Gore)
- Q-009: Time system design — resolved (D-031)
- Q-010: Storyteller AI architecture (co-lead with Nigel)
- Q-012: Generation expansion method (co-lead with Mellanie)
- Q-013: Line previewer temporal progression (co-lead with Dudley)
- Q-014: Audio timing with monologue chime (co-lead with Ozzie)
- Q-015: Generation expansion for FRIEND content (co-lead with Mellanie)
- Q-016: Knowledge hierarchy for prerequisites (co-lead with Paula)
- Q-017: Triangle pressure threshold (co-lead with Paula)
## Current Priorities
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.
**Systems specification → server implementation support → previewer**
**Iron rule for base builder (future):** CombatCapability component pattern must extend to other optional systems. No breaking the component model.
1. **Lock tag taxonomy + line pool format** — formalize Round 2 converged schema as standalone spec document. Reference for all content authors.
2. **Knowledge state vocabulary** — define v0.1 knowledge flags (e.g., `knows: smuggling_operation`, `met: kael_davan`). Blocks Mellanie's monologue prerequisite authoring. Co-lead with Dudley.
3. **Dialogue selection pipeline specification** — formalize the 4-layer filter algorithm for server implementation.
4. **Sound event system architecture** — formalize Round 2 section 6 for Dudley.
5. **Line previewer (#193) MVP scope** — 7 must-have features. Build as first implementation of dialogue pipeline (shares 80% code). Rust CLI.
6. **Content-to-system mapping validation** — 17 content needs, 0 built. Track which systems are needed when.
### Systems critical path
```
NPC Component Architecture (10 axes)
+-> NPC Routine System → Observation Event Generator → Monologue Trigger System
+-> NPC Mood State Machine → Tell State Derivation
+-> Interaction Tracking → Trust Progression
+-> YAML Content Loader → Dialogue Selection Pipeline → Line Variety Tracker
```
## Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived rounds
- TEAM.md - team roster
- decisions/content.md — D-023 through D-037
- decisions/architecture.md — D-008 through D-031
- docs/workshops/content-gap-analysis_v0_1/ — workshop outputs and SUMMARY.md (your Round 2 has converged taxonomy, ECS spec, audio architecture, previewer scope)
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# Gore - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Decisions Relevant to Your Role
- D-005: Core concept - ascension as transformative character progression
@@ -19,7 +19,7 @@ The Settled Reach: top-down immersive sim, single-character perspective, asymmet
## Open Questions Assigned to You
- Q-004: One campaign or eras? (co-lead with Miri)
- Q-009: Time system design (co-lead with Gestalt)
- ~~Q-009: Time system design~~ — **Resolved** as D-031 (10 ticks = 1 game-minute, 4 day phases)
## Current Priorities
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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# Hoshe - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Decisions Relevant to Your Role
Read `decisions/architecture.md` (D-010, D-020, D-030) and `decisions/perception.md` (D-011, D-017, D-018). Key decisions:
@@ -21,6 +21,9 @@ None assigned.
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)
6. Write test plans for D-035 (converged tag taxonomy — verify 4-layer filter pipeline: access → situation → trust → mood+topic)
7. Write test plans for D-033 (entity color — verify color derivation from relationship state, transition timing)
8. Write test plans for D-034 (THE FRIEND — verify ECS component integrity, contradiction event detection)
All test plans due BEFORE implementation begins.
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# Justine - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Status
STANDBY. This briefing will be populated when build/deployment pipeline work begins.
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# Miri - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete — Sova Transit District established as first concrete setting, wiki taxonomy designed.
## Status
**ACTIVE.** Multiple deliverables unblocked. Sova setting brief (Round 1) is the v0.1 slice of the cultural generation guide. Wiki taxonomy structure has zero dependencies — can start immediately. Contraband specification can be written now.
## Decisions Relevant to Your Role
- D-005: Core concept - asymmetric information, single-character perspective, story generator
- 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-005: Core concept asymmetric information, single-character perspective
- D-016: Internal monologue — character voice, unreliable narrator
- D-017: Perception modes — 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.
### Workshop Decisions (Content Gap Analysis)
- **D-036: Sova Transit District / Krenn System** — your Round 1 output is canonical. First concrete, named star system. Krenn System: mid-Reach, G3V, ~180 years settled, ~2.4M population. Station Sova: logistics hub, ~12,000 pop. Sova Transit District: 40-year-old prefab-modular-retrofitted freight district.
- NPC naming: Krenn conventions (compact, consonant-heavy, first-name-primary)
- Bar: "The Last Shift" (official) / "Lera's" (informal)
- Atmosphere: "quotidian-with-undertow"
- **D-037: Contraband = unlicensed lattice components** — your proposal confirmed. Primary: aftermarket lattice mods. Secondary: medical-grade neural replacements (humanitarian dimension), Severance tech. Smuggling access, not weapons.
- **D-034: THE FRIEND NPC pattern** — Kael Davan (your naming) is smuggler's FRIEND. Sera Venn is detective's FRIEND. Paula's Round 2 NPC names are canonical; your name mapping validated.
- **D-040: Wiki taxonomy structure** — your Round 2 proposal is canonical:
- You own wiki structure (new categories, template changes, structural decisions)
- Hierarchical: star-systems/ → stations/ → districts/ → locations/
- Characters flat (not nested under locations)
- YAML frontmatter on every entry with `status` field (proposed → draft → canonical)
- 14 entry templates defined
## 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
**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
**Setting foundation + wiki structure — parallel tracks, both unblocked.**
Also: ground both vertical slice characters (smuggler and detective) in setting-consistent cultural contexts.
1. **Contraband Specification** — formalize D-037 as a standalone document. Unblocks Paula's NPC motivations and Mellanie's cargo dialogue. Immediate.
2. **Sova Texture Appendix** — 1 page covering:
- Slang/idiom glossary (15-20 terms: "shift" vs "rotation", credit terminology, swearing conventions)
- Informal decoration details (graffiti, stickers, locker personalization)
- The local complaint (ventilation in Sector 3)
- Sensory gaps Mellanie identified
Blocks Mellanie's environmental text and monologue authoring. Critical.
3. **Wiki taxonomy structure + first entries** — create `wiki/` directory with templates, Krenn System entry, Station Sova entry, Sova Transit District entry. Establishes the pattern.
4. **NPC name finalization** — validate Paula's Round 2 assignments against Krenn conventions. Names already proposed: Kael, Voss, Lera, Torek, Drin, Maret, Hael, Sera, Nils, Kosse, Naia, Pael, Tev, Ren.
5. **Detective institutional chain of command** — who assigned the investigation, stated mandate, political pressures. Blocks Paula's detective character build.
6. **Meridian coverage map, span gate schedule, off-station connections** — medium priority, parallel with content work.
## Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived rounds
- TEAM.md - team roster
- decisions/content.md — D-036 (setting), D-037 (contraband)
- decisions/process.md — D-040 (wiki taxonomy)
- docs/workshops/content-gap-analysis_v0_1/ — workshop outputs and SUMMARY.md (your Round 1 IS the Sova brief; Round 2 has wiki taxonomy)
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# Nigel - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Decisions Relevant to Your Role
- D-005: Replayability through perspective - each playthrough reveals different information
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# Oscar - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Status
STANDBY. This briefing will be populated when networking/multiplayer implementation begins.
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# Ozzie - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete — wow moments budgeted, THE FRIEND designed, audio specified.
## Status
**ACTIVE.** Validation and gut-check role. Review THE FRIEND contradiction arcs. Finalize audio asset spec. Track wow moment dependencies.
## 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-005: Core concept player experience of asymmetric information and perspective
- D-008: Action pillar hubris wall mechanic
- D-019: Top-down primary view
- D-021: Official title "The Settled Reach"
- D-023: Life-sim substrate — daily life is the sentence, conspiracies are punctuation
- D-027: Vertical slice — 30-minute runway, both playthroughs feel different, player names an NPC they felt conflicted about
- D-028: Four dialogue layers — every layer enriches social interaction
- D-029: Quality floor for unentangled NPCs
### 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.
### Workshop Decisions (Content Gap Analysis)
- **D-034: THE FRIEND** — your emotional concept, confirmed by project lead. One per character, production-level complex:
- Smuggler's FRIEND: Kael Davan. Warmth → trust → doubt → conflict. Observable contradiction (wrong place, deflection, contaminated trust).
- Detective's FRIEND: Sera Venn. Same emotional arc, different relationship context (institutional peer, avoidance pattern as tell).
- Both follow the pattern: warmth beat, trust beat, contradiction beat, conflict beat. D-027 criterion #3 lives or dies on these NPCs.
- **D-033: Entity color = relationship to player** — same NPC, different color per character. Green → amber shift on THE FRIEND IS the visual wow moment.
- **D-038: Audio in v0.1** — your spec is canonical. 8 files:
1. `amb_station_base.ogg` — station hum (global, the "you're in space" signal)
2. `amb_workplace_layer.ogg` — cargo machinery, scanner pings
3. `amb_bar_layer.ogg` — conversation, glass, low music
4. `amb_corridor_layer.ogg` — echoes, louder gate hum
5. `sfx_footstep_metal.ogg` — walk on metal grating
6. `sfx_footstep_metal_run.ogg` — run variant
7. `sfx_monologue_chime.ogg` — soft crystalline tone, "neural lattice firing" feel. **Non-negotiable.**
8. `sfx_monologue_chime_urgent.ogg` — sharper variant for contradiction/anomaly. Trains player unconsciously.
- **D-039: All 6 wow moments in scope** — your budget, all promoted by project lead:
1. Arrival (minute 0-1): station hum + first monologue chime
2. Character's Eye (5-15): observation monologue + urgent chime
3. FRIEND Contradiction (20-25): THE FRIEND in wrong place + urgent chime
4. Divergence Reveal (2nd playthrough): different colors, names, voice
5. News Ticker Gut-Punch: same ticker, opposite reactions
6. Quiet Moment: idle reflective monologue
## Open Questions Assigned to You
None assigned.
- Q-014: Audio timing with monologue chime (co-lead with Gestalt)
## Current Priorities
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.
**Validation, gut-check, wow moment tracking.**
1. **Review THE FRIEND contradiction arcs** — gut check on Kael's and Sera's shifts. Does the discovery feel right? Does the ambiguity work? Is the replay resonance real?
2. **Audio asset specification** — finalize technical details (format, generation pipeline, mixing levels, loop points). Identify who generates the 8 files.
3. **Wow moment dependency tracking** — for each wow moment, track whether its content and systems dependencies are on track:
- Arrival: needs station ambient + opening monologue + NPC routines
- Character's Eye: needs observation monologue + NPC routine deviation + urgent chime
- FRIEND Contradiction: needs full FRIEND content package + spatial staging
- Divergence Reveal: needs all dual-lens content for first location
- Ticker Gut-Punch: needs ticker content + dual monologue reactions
- Quiet Moment: needs reflective lines + time_idle trigger
4. **Playtest readiness evaluation** — when content reaches critical mass, evaluate whether the 30-minute session delivers
## Priority Ranking of Content Gaps (Your R2)
- **Tier 1 (game doesn't exist without):** Voice kits + DLG, THE FRIEND, opening 5-min content, observation monologue
- **Tier 2 (game feels empty without):** Flat NPC pass, audio, news ticker, template content packs
- **Tier 3 (game feels rough without):** Mirror moments, insert flavor text, spatial wow-moment pass, UI microcopy
## Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived rounds
- TEAM.md - team roster
- decisions/scope.md — D-027, D-038, D-039
- decisions/content.md — D-034 (THE FRIEND)
- docs/workshops/content-gap-analysis_v0_1/ — workshop outputs and SUMMARY.md (your Round 2 has wow moment budget, audio spec, priority ranking)
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# Paula - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete — NPC web reconciled, THE FRIEND designed, dependency chain established.
## Status
**ACTIVE.** Critical path owner. The Dual Lens Authoring Guide (#261) is the single biggest blocker in the project — everything downstream depends on it.
## Decisions Relevant to Your Role
- D-005: Asymmetric information as core mechanic driving faction dynamics
- 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-016: Internal monologue — unreliable narrator reflecting character perspective
- D-021: Official title "The Settled Reach"
- D-024: NPC triangle model — 10 axes + combat component
- D-025: Cross-template triangles via reference links
- D-028: Four relational dialogue layers
- D-029: 30/50/20 population split
### 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.
### Workshop Decisions (Content Gap Analysis)
- **D-032: Separate monologue pools per character** — hard partition, no shared lines
- **D-034: THE FRIEND NPC pattern** — your designs are canonical:
- **Smuggler's FRIEND: Kael Davan** — dock worker, ring member. Contradiction: unauthorized contact to exit the ring (protecting Hael). Arc: comfort → first crack → observation → confrontation → new equilibrium.
- **Detective's FRIEND: Sera Venn** — Commission field tech, bar regular. Contradiction: concealing evidence (protecting friend Hael). Arc: trust → background data → pattern recognition → the question → contaminated trust.
- Reusable pattern: 3+ phases, observable contradiction, sympathetic motivation, no clean resolution, dual-lens resonance, triangle integration.
- **D-033: Entity color = relationship to player** — green/teal/amber/red maps to your access tier model visually
- **D-035: Converged tag taxonomy** — your 4 layers map to tags: access (L1), situation (L2), trust (L3), topic+mood (L4)
- **D-036: Sova Transit District** — 15 NPCs with Krenn System names (your Round 2 web is canonical)
- **D-037: Contraband = unlicensed lattice components** — smuggling access, not weapons (moral ambiguity confirmed)
- **D-039: All 6 wow moments in scope** — THE FRIEND contradiction is wow moment #3
## Your Relationship Web (Canonical — Round 2)
15 NPCs, 5 triangles:
- **Triangle 1 (Hub Power):** Voss - Kael - Nils
- **Triangle 2 (Worried Knowledge):** Maret - Drin - Voss
- **Triangle 3 (Bar Tensions):** Lera - Torek - Ren
- **Triangle 4 (Worried Partner):** Hael - Kael - Sera (connects both FRIENDs)
- **Triangle 5 (Informant Question):** Naia - Kosse - Drin (cross-template)
Distribution: 3 flat (Pael, Ren, Tev), 7 mundane triangle, 4-5 entangled.
## Open Questions Assigned to You
- Q-011: Character selection roster for prototype (co-lead with Miri)
- Q-016: Knowledge hierarchy for monologue prerequisites (co-lead with Gestalt)
- Q-017: Triangle pressure threshold (co-lead with Gestalt)
## Current Priorities
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.
**Critical path: Dual Lens Guide → Voice Patterns → THE FRIEND profiles → NPC profiles → Review**
1. **Dual Lens Authoring Guide (#261) — full draft** (blocks everything downstream)
- Refined outline from workshop: 6 parts including THE FRIEND section
- Must include: emotional divergence moments, access tier shift paths, authoring checklist with display context tags
2. **THE FRIEND: Kael Davan — full Tier 1 profile** (needs DLG)
3. **THE FRIEND: Sera Venn — full Tier 1 profile** (needs DLG)
4. **Character voice speech patterns** (co-deliver with Mellanie)
5. **NPC Profiles: Tier 1 (4 entangled), Tier 2 (7 mundane), Tier 3 (3 flat)**
6. **Access tier shift design document** (co-deliver with Gestalt)
7. **Mirror moment review pass** (after Mellanie's monologue pools exist)
## Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived rounds
- TEAM.md - team roster
- decisions/content.md — D-023 through D-037
- docs/workshops/content-gap-analysis_v0_1/ — workshop outputs and SUMMARY.md
- docs/briefings/mellanie.md — content production status
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# Qatux - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020: Godot 4 + Rust/bevy_ecs via subprocess/IPC). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Decisions Relevant to Your Role
All decisions (D-001 through D-029) - maintains DECISIONS.md as the canonical record. Indexes and retrieves decision context for the team.
All decisions (D-001 through D-040) maintains decision domain files in `decisions/` 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)
### Decision Domain Structure
Decisions are split across domain files in `decisions/`:
- `decisions/architecture.md` — D-008, D-009, D-010, D-012, D-020, D-026, D-030, D-031
- `decisions/perception.md` — D-011, D-015, D-016, D-017, D-018, D-019, D-033
- `decisions/content.md` — D-023, D-024, D-025, D-028, D-029, D-032, D-034, D-035, D-036, D-037
- `decisions/scope.md` — D-001, D-003, D-005, D-006, D-007, D-013, D-014, D-027, D-038, D-039
- `decisions/process.md` — D-004, D-021, D-022, D-040
- `decisions/questions.md` — Q-001 through Q-017
- `decisions/rejected.md` — R-001 through R-010
- `decisions/README.md` — domain index and query examples
**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)
### Workshop Summary (Latest — v0.1 Content Gap Analysis)
**Date:** 2026-02-11
**Format:** 6-agent workshop (Mellanie, Paula, Araminta, Miri, Gestalt, Ozzie), 2 rounds
**Decisions produced:** 9 (D-032 through D-040)
**Key themes:** Dual-lens content architecture, THE FRIEND NPC pattern, converged tag taxonomy (6+3), Sova Transit District as first concrete setting, entity color = relationship to player, audio specification, wow moment budget, wiki taxonomy
**Open questions added:** Q-012 through Q-017
## Open Questions Assigned to You
None assigned directly.
## Current Priorities
1. Maintain DECISIONS.md with any new confirmed decisions after each discussion round
1. Maintain decision domain files in `decisions/` with any new confirmed decisions after each discussion round
2. Create round documents directly at `docs/discussions/round-NN-topic.md` (D-022 workflow)
3. Update docs/discussions/README.md with new round entries
3. Update `docs/discussions/README.md` with new round entries after formal closure
4. Update relevant agent briefing files with new decision references
5. Re-index changed documents in Qdrant after updates
6. Verify briefing freshness against DECISIONS.md
6. Verify briefing freshness against decision domain files
## Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived rounds (including active rounds per D-022)
- docs/briefings/ - agent briefing files (you maintain these)
- TEAM.md - team roster
- `decisions/` domain-split decision files (see `decisions/README.md` for index)
- `docs/discussions/` archived rounds (including active rounds per D-022)
- `docs/briefings/` agent briefing files (you maintain these)
- `docs/workshops/` — workshop briefs, outputs, and summaries
- `TEAM.md` — team roster
## Recent Archive Activity
- 2026-02-11: v0.1 Content Gap Analysis Workshop documented
- Created `docs/workshops/content-gap-analysis_v0_1/SUMMARY.md`
- Added D-032 through D-040 to decision domain files
- Added Q-012 through Q-017 to `decisions/questions.md`
- Updated all 6 workshop participant briefings (mellanie, paula, araminta, miri, gestalt, ozzie)
- Updated all 12 non-workshop briefings for decision count and resolved questions
- 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
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# Si - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete — ~50 tickets identified across 7 categories.
## Decisions Relevant to Your Role
All decisions across all domains. Read `decisions/README.md` for the index. Query decisions DB for sprint planning:
@@ -16,14 +16,15 @@ make decisions-active # List all active decisions
All open questions - tracks as tickets for assignment and progress monitoring.
## Current Priorities
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)
Create sprint plan for vertical slice implementation (D-027). Break D-024 through D-040 into tickets. Workshop output (`docs/workshops/content-gap-analysis_v0_1/SUMMARY.md`) contains ~50 deduplicated ticket proposals across 7 categories. Track dependencies:
- Paula's Dual Lens Authoring Guide (#261) — critical path, blocks all downstream content
- Miri's contraband spec + Sova texture appendix (blocks Mellanie)
- Gestalt's tag taxonomy spec + knowledge state vocabulary (blocks content authoring)
- 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.
Vertical slice implementation + content authoring are now parallel workstreams — coordinate with Team Leader on sequencing and resourcing.
## Development Workflow
See `docs/DEVOPS.md` for full procedures. Key awareness for sprint planning:
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# Stig - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Status
STANDBY. This briefing will be populated when UI implementation begins.
@@ -16,6 +16,11 @@ Read `decisions/perception.md` (primary) and `decisions/scope.md` (D-013, D-014)
- **D-019:** Top-down primary view, Godot 4 client (GDScript)
- **D-028:** Dialogue UI — four relational layers (access tiers, history, trust-gated, unprompted)
### Workshop Decisions (Content Gap Analysis — relevant to UI)
- **D-033: Entity color = relationship to player** — client-side derivation from RelationshipState. Palette: unknown teal `#4a9ebb`, friendly green `#6bc9a6`, person-of-interest amber `#e8c547`, hostile red `#d45d5d`, static grey `#8b8ba0`. Transitions: 0.5s smooth fade.
- **D-034: THE FRIEND visual treatment** — no special rendering. Standard colored rectangle + name label. Color transition IS the visual punch.
- **D-038: Audio visual indicators** — fog-edge pulse, complementary to audio. Subtler design than originally scoped.
## Development Workflow
See `docs/DEVOPS.md` for full procedures. Your key targets:
- `make setup` — verify Godot is installed
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# Tiger - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Status
STANDBY. This briefing will be populated when localization work begins.
@@ -15,6 +15,11 @@ STANDBY. This briefing will be populated when localization work begins.
### 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).
### Workshop Decisions (Content Gap Analysis — localization implications)
- **D-032: Separate monologue pools per character** — hard partition. Two parallel content trees doubles monologue translation scope.
- **D-035: Converged tag taxonomy (6+3)** — 9 tags per line provide rich context for translators. 13 situations, 9 topics, 8 moods. Translation scope predictable from pool size.
- **D-036: Sova Transit District / Krenn System** — Krenn naming conventions (compact, consonant-heavy). Localization note: proper nouns and slang terms need transliteration guides per target language.
## Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived design rounds
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# Troblum - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Decisions Relevant to Your Role
- D-010: Architectural baseline - four principles
@@ -18,7 +18,7 @@ The Settled Reach: top-down immersive sim, single-character perspective, asymmet
- **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)
- ~~Q-001: Engine selection~~ — **Resolved** as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC)
## Current Priorities
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.
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# Tyre - Project Briefing
Last updated: 2026-02-10
Last updated: 2026-02-11
## Current Project State
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).
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
## Decisions Relevant to Your Role
Read `decisions/architecture.md` (primary) and `decisions/perception.md` (secondary). Key decisions:
@@ -13,7 +13,7 @@ Read `decisions/architecture.md` (primary) and `decisions/perception.md` (second
- **D-031:** Time system (10 ticks = 1 game-minute, 4 day phases)
## Open Questions Assigned to You
- Q-001: Engine selection (LEAD, CRITICAL - next priority)
- ~~Q-001: Engine selection~~ — **Resolved** as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC)
- Q-002: v0.1 scope definition (co-lead)
- Q-005: Prototype scale (co-lead with Gestalt, Miri)
- Q-007: Target platforms
@@ -0,0 +1,197 @@
# v0.1 Content Gap Analysis — Ticket Summary
**Workshop:** Content Gap Analysis v0.1
**Date:** 2026-02-11
**Created by:** Si (Project Manager)
**Source:** 6 Round 2 synthesis outputs (Mellanie, Paula, Araminta, Miri, Gestalt, Ozzie)
---
## Project Lead Decisions Incorporated
1. Detective's FRIEND: **Sera Venn** (Paula's design) — confirmed
2. Smuggler's FRIEND: **Kael Davan** — confirmed
3. All 6 wow moments in scope (Ozzie's list)
4. Audio in v0.1 via **Stable Audio Open** (8 files)
5. Wiki taxonomy: **non-negotiable**, must be established now
---
## Summary Statistics
| Category | New Tickets | Updated Tickets | Total |
|----------|------------|----------------|-------|
| Critical | 9 | 1 | 10 |
| High | 23 | 3 | 26 |
| Medium | 10 | 2 | 12 |
| **Total** | **42** | **6** | **48** |
---
## Existing Tickets Updated (6)
| ID | Title | Change | Source |
|----|-------|--------|--------|
| #261 | Dual Lens Authoring Guide | Priority: high → **critical**. Expanded scope: voice signatures, access tier shift paths, authoring checklist, THE FRIEND section. | All 6 agents |
| #189 | Cultural generation guide — Miri | Sova Transit District is first concrete instance. Miri R1 output IS the v0.1 slice. | Mellanie, Miri |
| #168 | Tagged line pool structure | Converged 6+3 tag taxonomy from workshop. YAML format locked. | Gestalt, Mellanie, Paula |
| #124 | Sound event system — server | Expanded architecture: SoundEventEmitter with AudioAssetRegistry, visual fallback, AmbientManager. | Gestalt, Ozzie |
| #90 | Personality & tell system | 5 tell categories. v0.1 renderer = monologue text, not visual animation. | Gestalt, Araminta, Ozzie |
| #193 | Line previewer CLI | Concrete MVP: 8 features. Build AS dialogue pipeline first implementation. | Gestalt, Mellanie, Ozzie |
---
## New Tickets — Critical (9)
| ID | Title | Owner | Proposed By |
|----|-------|-------|-------------|
| #297 | THE FRIEND: Smuggler NPC — Kael Davan full profile + content pack | Paula + Mellanie | Mellanie, Paula, Gestalt, Ozzie |
| #298 | THE FRIEND: Detective NPC — Sera Venn full profile + content pack | Paula + Mellanie | Mellanie, Paula, Gestalt, Ozzie |
| #299 | Opening hook content — smuggler first 5 minutes | Mellanie | Mellanie, Paula, Ozzie |
| #300 | Opening hook content — detective first 5 minutes | Mellanie | Mellanie, Paula, Ozzie |
| #301 | Wiki taxonomy and structure — full future-ready schema | Miri + Qatux | Mellanie, Paula, Miri |
| #302 | Sova Texture Appendix — slang glossary, idioms, sensory details | Miri | Mellanie, Miri |
| #303 | v0.1 Visual Grammar Document | Araminta | Araminta, Ozzie |
| #304 | Entity Color System Spec — relationship-to-player mapping | Araminta | Araminta |
| #305 | Dialogue selection pipeline — 4-layer filtering engine | Dudley | Gestalt |
---
## New Tickets — High (23)
### Content / Narrative
| ID | Title | Owner | Proposed By |
|----|-------|-------|-------------|
| #306 | News ticker / Meridian feed content — 20-30 lines | Mellanie + Miri | Mellanie, Paula, Ozzie |
| #307 | Flat NPC memorable trait pass — 3 flat NPCs | Paula + Mellanie | Ozzie |
| #310 | Character voice speech patterns — smuggler + detective | Paula + Mellanie | Mellanie, Paula |
| #328 | Access tier shift design document | Paula + Gestalt | Paula, Gestalt |
### Visual / Spatial
| ID | Title | Owner | Proposed By |
|----|-------|-------|-------------|
| #311 | Spatial layout: Logistics Hub (The Terminal) | Araminta | Paula, Araminta |
| #312 | Spatial layout: Bar (The Last Shift) | Araminta | Paula, Araminta |
| #313 | Spatial layout: Smuggling spaces and transition corridors | Araminta | Paula, Araminta |
| #314 | Insert/HUD wireframe and spec — dual character variants | Araminta | Araminta |
| #315 | Monologue display system visual spec | Araminta | Araminta, Paula |
| #316 | Text display hierarchy spec — 4 content pipelines | Araminta | Araminta |
| #317 | Sound indicator visual design — fog-edge pulse | Araminta | Araminta |
| #318 | THE FRIEND visual treatment spec | Araminta | Araminta |
### Worldbuilding
| ID | Title | Owner | Proposed By |
|----|-------|-------|-------------|
| #319 | Krenn System wiki entry — first star system | Miri | Paula, Miri |
| #320 | Sova Station Profile — station beyond Transit District | Miri | Miri |
| #321 | Contraband specification — lattice components + supply chain | Miri | Miri |
| #322 | Detective institutional chain of command | Miri + Paula | Miri, Paula |
### Systems / Implementation
| ID | Title | Owner | Proposed By |
|----|-------|-------|-------------|
| #308 | Line pool format specification — formal document | Gestalt | Mellanie, Gestalt |
| #309 | Knowledge state vocabulary for v0.1 | Gestalt + Dudley | Mellanie, Gestalt |
| #323 | NPC mood state machine | Dudley | Gestalt |
| #324 | Trust progression system | Dudley | Gestalt |
| #325 | Interaction tracking component | Dudley | Gestalt |
| #326 | YAML content loader — hot-reload for previewer | Dudley | Gestalt |
| #327 | Audio asset set — 8 minimum viable files via Stable Audio Open | TBD | Mellanie, Ozzie, Gestalt |
---
## New Tickets — Medium (10)
| ID | Title | Owner | Proposed By |
|----|-------|-------|-------------|
| #329 | Mirror moment design document — 10-15 paired observations | Paula + Mellanie | Mellanie, Paula |
| #330 | Diegetic tutorial monologue lines — per character | Mellanie | Paula, Gestalt |
| #331 | Diegetic insert flavor text — per character | Mellanie + Araminta | Ozzie |
| #332 | Contradiction arc design document — reusable FRIEND pattern | Paula | Paula |
| #333 | Fog rendering visual spec — 4 states | Araminta | Araminta |
| #334 | Environmental text visual standards | Araminta | Araminta |
| #335 | Meridian Coverage Map for Sova Transit | Miri | Miri |
| #336 | Span Gate Transit Schedule | Miri | Miri |
| #337 | Tell state derivation system | Dudley | Gestalt |
| #338 | Line variety tracker — prevent repeat dialogue | Dudley | Gestalt |
---
## Owner Summary
| Owner | Critical | High | Medium | Total |
|-------|----------|------|--------|-------|
| **Paula** (+ co-owners) | 2 | 4 | 2 | 8 |
| **Mellanie** (+ co-owners) | 2 | 2 | 2 | 6 |
| **Araminta** | 2 | 8 | 2 | 12 |
| **Miri** (+ co-owners) | 2 | 4 | 2 | 8 |
| **Gestalt** (+ co-owners) | 0 | 3 | 0 | 3 |
| **Dudley** | 1 | 3 | 2 | 6 |
| **TBD** | 0 | 1 | 0 | 1 |
---
## Critical Path
```
Phase 0: FOUNDATIONS (no dependencies — can start immediately)
|
|-- [Miri #302] Sova Texture Appendix
|-- [Miri #301] Wiki taxonomy + Krenn entry (#319)
|-- [Miri #321] Contraband specification
|-- [Gestalt #308] Line pool format spec
|-- [Gestalt #309] Knowledge state vocabulary
|-- [Paula #261] Dual Lens Authoring Guide (CRITICAL PATH)
|-- [Araminta #303] v0.1 Visual Grammar Document
|-- [Araminta #304] Entity Color System Spec
|
Phase 1: CHARACTER ARCHITECTURE (needs Phase 0)
|
|-- [Paula+Mellanie #310] Character voice speech patterns
| |
| v
|-- [Mellanie] Smuggler voice kit (uses #180)
|-- [Mellanie] Detective voice kit (uses #181)
|
Phase 2: THE FRIEND (needs Phase 1)
|
|-- [Paula #297] Kael Davan full profile
|-- [Paula #298] Sera Venn full profile
| |
| v
|-- [Mellanie #297] THE FRIEND content packs
|
Phase 3: OPENING HOOKS (parallel with Phase 2)
|
|-- [Mellanie #299] Opening hook — smuggler
|-- [Mellanie #300] Opening hook — detective
|
Phase 4: CONTENT PACKS (needs Phase 2 validation)
|
|-- [Mellanie #190] Logistics Hub content pack
|-- [Mellanie #191] Bar content pack
|-- [Mellanie #192] Smuggling ring content pack
|
Phase 5: POLISH
|
|-- [Mellanie #306] News ticker
|-- [Paula+Mellanie #329] Mirror moments
|-- [Mellanie #330] Diegetic tutorial lines
|-- [Mellanie+Araminta #331] Insert flavor text
```
**Single highest-risk dependency:** #261 Dual Lens Authoring Guide. If delayed, everything downstream shifts.
---
## Notes
- Existing tickets #190, #191, #192 (content packs) now have parallel spatial layout co-deliverables (#311, #312, #313). Content and layout must be developed together.
- Existing ticket #179 (NPC profiles) now has a split: 2 NPCs (Kael, Sera) at production-level depth via #297/#298, remaining 13 at v0.1 tiers.
- #303 (Visual Grammar) supersedes #252 (Placeholder art spec) in scope.
- #305 (Dialogue pipeline) and #193 (Line previewer) share code — build previewer AS the pipeline.
- #327 (Audio assets) ownership TBD — needs someone to run Stable Audio Open generation pipeline.