docs(docs): add frontmatter to all sprint briefings
Standardized YAML frontmatter on all 115 sprint briefing files across sprints 1-26 with title, description, type, status, sprint number, and team fields. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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---
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title: "Sprint 14 — Client Briefing"
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description: "Monologue display, passive dialogue panel, F3 debug overlay"
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type: sprint
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status: archived
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sprint: 14
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team: "client"
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---
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# Sprint 14: Live — Client Tasks
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**Goal:** Bring NPCs to life — mood, trust, routine execution, and NPC-to-NPC conversation drive the first emergent social observables; the simulation produces a world that breathes independently of the player.
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---
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title: "Sprint 14 — Copy Briefing"
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description: "Monologue content architecture, character voice variation, tagged line pool structure"
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type: sprint
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status: archived
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sprint: 14
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team: "copy"
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---
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# Sprint 14: Live — Copy Tasks
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**Goal:** Bring NPCs to life — mood, trust, routine execution, and NPC-to-NPC conversation drive the first emergent social observables; the simulation produces a world that breathes independently of the player.
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---
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title: "Sprint 14 — Joint Briefing"
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description: "NPC mood/trust/routine systems, dialogue layers, monologue pools coordination"
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type: sprint
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status: archived
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sprint: 14
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team: "joint"
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---
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# Sprint 14: Live — Joint / Integration Notes
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**Goal:** Bring NPCs to life — mood, trust, routine execution, and NPC-to-NPC conversation drive the first emergent social observables; the simulation produces a world that breathes independently of the player.
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---
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title: "Sprint 14 — Server Briefing"
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description: "NPC mood state machine, trust progression, routine execution system"
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type: sprint
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status: archived
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sprint: 14
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team: "server"
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---
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# Sprint 14: Live — Server Tasks
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**Goal:** Bring NPCs to life — mood, trust, routine execution, and NPC-to-NPC conversation drive the first emergent social observables; the simulation produces a world that breathes independently of the player.
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---
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title: "Sprint 14 — Visual Briefing"
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description: "Entity color system spec, text display hierarchy, sound indicator visual design"
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type: sprint
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status: archived
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sprint: 14
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team: "visual"
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---
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# Sprint 14: Live — Visual Tasks
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**Goal:** Bring NPCs to life — mood, trust, routine execution, and NPC-to-NPC conversation drive the first emergent social observables; the simulation produces a world that breathes independently of the player.
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