diff --git a/db/commonwealth.db b/db/commonwealth.db index b17393c24..9bdf693b5 100644 Binary files a/db/commonwealth.db and b/db/commonwealth.db differ diff --git a/docs/briefings/araminta.md b/docs/briefings/araminta.md index a1acd77b0..e2947932a 100644 --- a/docs/briefings/araminta.md +++ b/docs/briefings/araminta.md @@ -1,34 +1,64 @@ # 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) diff --git a/docs/briefings/dudley.md b/docs/briefings/dudley.md index 95790e907..1b58764b6 100644 --- a/docs/briefings/dudley.md +++ b/docs/briefings/dudley.md @@ -1,8 +1,8 @@ # 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 diff --git a/docs/briefings/gestalt.md b/docs/briefings/gestalt.md index ac732b0b5..019b99036 100644 --- a/docs/briefings/gestalt.md +++ b/docs/briefings/gestalt.md @@ -1,39 +1,72 @@ # 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) diff --git a/docs/briefings/gore.md b/docs/briefings/gore.md index 87a20089d..a109f6901 100644 --- a/docs/briefings/gore.md +++ b/docs/briefings/gore.md @@ -1,8 +1,8 @@ # 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. diff --git a/docs/briefings/hoshe.md b/docs/briefings/hoshe.md index 88c444e0b..dc0aa0e85 100644 --- a/docs/briefings/hoshe.md +++ b/docs/briefings/hoshe.md @@ -1,8 +1,8 @@ # 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. diff --git a/docs/briefings/justine.md b/docs/briefings/justine.md index fe4a7e133..483eea2ca 100644 --- a/docs/briefings/justine.md +++ b/docs/briefings/justine.md @@ -1,8 +1,8 @@ # 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. diff --git a/docs/briefings/miri.md b/docs/briefings/miri.md index 35a178517..d89de9f84 100644 --- a/docs/briefings/miri.md +++ b/docs/briefings/miri.md @@ -1,36 +1,52 @@ # 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) diff --git a/docs/briefings/nigel.md b/docs/briefings/nigel.md index db96c6819..5ebf0d4c3 100644 --- a/docs/briefings/nigel.md +++ b/docs/briefings/nigel.md @@ -1,8 +1,8 @@ # 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 diff --git a/docs/briefings/oscar.md b/docs/briefings/oscar.md index 35dbef0c4..4f828eab1 100644 --- a/docs/briefings/oscar.md +++ b/docs/briefings/oscar.md @@ -1,8 +1,8 @@ # 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. diff --git a/docs/briefings/ozzie.md b/docs/briefings/ozzie.md index 6ae0398d1..44446196d 100644 --- a/docs/briefings/ozzie.md +++ b/docs/briefings/ozzie.md @@ -1,28 +1,68 @@ # 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) diff --git a/docs/briefings/paula.md b/docs/briefings/paula.md index 23374cfb2..1eb3cfd75 100644 --- a/docs/briefings/paula.md +++ b/docs/briefings/paula.md @@ -1,29 +1,62 @@ # 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 diff --git a/docs/briefings/qatux.md b/docs/briefings/qatux.md index bbe3b5a55..d325a161e 100644 --- a/docs/briefings/qatux.md +++ b/docs/briefings/qatux.md @@ -1,45 +1,56 @@ # 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 diff --git a/docs/briefings/si.md b/docs/briefings/si.md index 1e9e4a3e0..4816fd206 100644 --- a/docs/briefings/si.md +++ b/docs/briefings/si.md @@ -1,8 +1,8 @@ # 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: diff --git a/docs/briefings/stig.md b/docs/briefings/stig.md index 70da8817f..981520a3e 100644 --- a/docs/briefings/stig.md +++ b/docs/briefings/stig.md @@ -1,8 +1,8 @@ # 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 diff --git a/docs/briefings/tiger.md b/docs/briefings/tiger.md index de3396d84..b7c5939b0 100644 --- a/docs/briefings/tiger.md +++ b/docs/briefings/tiger.md @@ -1,8 +1,8 @@ # 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 diff --git a/docs/briefings/troblum.md b/docs/briefings/troblum.md index e4a3ad929..6f4b17c5d 100644 --- a/docs/briefings/troblum.md +++ b/docs/briefings/troblum.md @@ -1,8 +1,8 @@ # 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. diff --git a/docs/briefings/tyre.md b/docs/briefings/tyre.md index b55ff9f0a..3a0dc3e63 100644 --- a/docs/briefings/tyre.md +++ b/docs/briefings/tyre.md @@ -1,8 +1,8 @@ # 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 diff --git a/docs/workshops/content-gap-analysis_v0_1/TICKETS.md b/docs/workshops/content-gap-analysis_v0_1/TICKETS.md new file mode 100644 index 000000000..adf6342f7 --- /dev/null +++ b/docs/workshops/content-gap-analysis_v0_1/TICKETS.md @@ -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.