feat(content): author diegetic tutorial monologue lines — per character (#330)

10 lines per character teaching 5 core mechanics diegetically:
movement/exploration, fog of perception, sound model, NPC interaction,
insert/HUD. Detective lines in analytical register, smuggler lines in
street-smart fragments. Fires on first-time events (first_move,
first_fog_encounter, first_sound_heard, first_npc_proximity,
first_insert_open, etc.). _tut_ ID discriminator, cooldown -1.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-24 11:14:01 +01:00
co-authored by Claude Opus 4.6
parent fa4d30a951
commit da34b92421
2 changed files with 447 additions and 0 deletions
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character: detective
location: tutorial
lines:
# Diegetic Tutorial Monologue — Ticket #330 — Detective
# Authored per sprint-17 copy briefing and D-016 (internal monologue as core system).
#
# These lines teach mechanics through character voice — not UI instructions.
# Distinct from opening.yaml (which covers the first 5 minutes and sets voice/motivation).
# These fire on first-time events throughout gameplay, wherever they occur.
#
# Coverage:
# Movement / exploration — first_move, first_new_section
# Fog of perception — first_fog_encounter, first_fog_edge
# Sound model — first_sound_heard, first_off_screen_sound
# NPC interaction — first_npc_proximity, first_npc_face_read
# Insert / HUD — first_insert_open, first_insert_contact_flag
#
# Voice: analytical, procedure-oriented, careful. No contractions in analytical mode.
# Colon usage for categorization. 'Let's see what...' and 'Worth flagging' verbal tics.
# ID discriminator: _tut_ per sprint briefing.
# cooldown: -1 — fire once, never repeat.
# priority: tutorial — higher than general pool lines.
# -----------------------------------------------------------------------
# MOVEMENT / EXPLORATION
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_001
text: "Signage: section designators on the corridor wall. Commission-standard markings. Worth learning before the district learns me."
role: player_character
access: [public]
trust: surface
situation: [movement, exploration]
trigger: first_move
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, movement, navigation, analytical]
notes: >
Detective version of the 'check the signage' tutorial. Colon usage for the signage
label (section 2.2 verbal pattern). 'Commission-standard markings' — institutional
framing; he reads the environment through his professional lens first. 'Worth learning
before the district learns me' — dry awareness of his asymmetric visibility in this
community. Same teaching as the smuggler version, different cognitive frame.
- id: pc-detective_m_d_tut_002
text: "Three sections in range from the main terminal. Commission briefing had the layout. Let's confirm it against the floor."
role: player_character
access: [public]
trust: surface
situation: [movement, investigation]
trigger: first_new_section
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, movement, navigation, analytical]
notes: >
Fires on entering a new section for the first time. 'Commission briefing had the
layout' — he arrived with a map, now he's verifying it against reality. 'Let's
confirm it against the floor' — 'Let's' verbal tic, investigative method stated as
principle: documentation is a starting point, not a substitute for observation.
Teaches: the district has distinct sections to explore.
# -----------------------------------------------------------------------
# FOG OF PERCEPTION
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_003
text: "Visual range terminates at the corridor junction. Consistent with district atmo settings. Anything past that point: unconfirmed."
role: player_character
access: [public]
trust: surface
situation: [observation, exploration]
trigger: first_fog_encounter
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, fog, perception, analytical]
notes: >
Detective fog tutorial — analytical register throughout. 'Visual range terminates at'
instead of 'Can't see past.' 'Consistent with atmo settings' — he already knows this
is an environmental property, not an anomaly. 'Anything past that point: unconfirmed'
— colon usage, precise epistemic status. Teaches: perception boundary exists, and
the detective categorizes it as an information state, not a barrier. Compare to
smuggler's 'Might be worth checking' — same fog, different response.
- id: pc-detective_m_d_tut_004
text: "Can't clear the far bay from here. Going around is the procedure — not a limitation, a working condition."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_fog_edge
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, fog, perception, analytical]
notes: >
Second fog encounter line — fires at a fog zone boundary. 'Going around is the
procedure' — detective frames the limitation as methodology. The second clause
('not a limitation, a working condition') is self-instruction: he's telling himself
not to treat fog as frustrating but as standard operating environment. Teaches:
perception range is persistent throughout gameplay, and the correct response is
movement, not waiting.
# -----------------------------------------------------------------------
# SOUND MODEL
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_005
text: "Voices. Down the corridor. Source count indeterminate from here — distance degrades clarity."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_sound_heard
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, sound, perception, analytical]
notes: >
Detective sound tutorial — analytical framing of the briefing's example. 'Source count
indeterminate' is the precise version of 'can't tell how many.' 'Distance degrades
clarity' — technical, causal. He hears, notes what he can establish (voices, direction)
and what he can't (count, content). No contractions. Teaches: sound channel is active
and distance-limited. Compare to smuggler's 'Can't make out the words' — same acoustic
reality, systematized differently.
- id: pc-detective_m_d_tut_006
text: "Footsteps. Metal-grated surface. Two sets minimum — moving away. Service access corridor, by the acoustic signature."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_off_screen_sound
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, sound, perception, analytical]
notes: >
Second sound tutorial — fires on an off-screen audio source. The detective parses
the sound through multiple analytical dimensions: surface type, count, direction,
room type. 'Two sets minimum' — precise but not overclaiming. 'By the acoustic
signature' is technical terminology applied to diegetic audio interpretation.
Teaches: sound carries more than presence — floor type, distance, count, direction
are all extractable. The detective extracts all of them automatically.
# -----------------------------------------------------------------------
# NPC INTERACTION
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_007
text: "Civilians in range. Standard approach: observe before engaging. Let them surface what's relevant before directing the conversation."
role: player_character
access: [public]
trust: surface
situation: [social, observation]
trigger: first_npc_proximity
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, npc, interaction, analytical]
notes: >
Detective NPC tutorial — procedural, method-as-principle. 'Civilians in range' is
his categorization (Commission-trained: everyone is a witness category until proven
otherwise). 'Standard approach' — he has a protocol. 'Let them surface what's relevant'
is the investigative principle: don't prime witnesses, let them self-select information.
No contractions throughout. Teaches: NPC interaction is player-initiated and
approach-sensitive. Different method than the smuggler ('give them reason to') —
same outcome, different social model.
- id: pc-detective_m_d_tut_008
text: "Commission credentials flag on approach. They know who I am before I speak. Worth noting who adjusts their behavior."
role: player_character
access: [public]
trust: surface
situation: [social, investigation]
trigger: first_npc_face_read
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, npc, observation, analytical, authority]
notes: >
Fires when the player observes an NPC at close range. The detective's asymmetry:
his authority access tier makes him visible in ways the smuggler is not. NPCs react
to his presence before interaction begins. 'Worth noting who adjusts their behavior'
— 'Worth' verbal tic, sets up behavioral observation as investigation method. Teaches:
the detective's Commission credentials affect NPC behavior, and that behavioral
response is data.
# -----------------------------------------------------------------------
# INSERT / HUD
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_009
text: "Lattice overlay active: time, contact positions, flagged entities. Commission-linked. Standard procedure to keep it running."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: first_insert_open
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, insert, hud, analytical]
notes: >
Detective insert tutorial. Colon usage: catalogs what the overlay contains. 'Commission-
linked' — institutional framing, establishes why the detective's HUD is denser than
the smuggler's. 'Standard procedure' — not a discovery, a protocol. Teaches: the
insert is an active investigation tool, not optional. Compare to smuggler's 'Should
show the time and nearby contacts' — same overlay, presented as procedural requirement
vs. operational check.
- id: pc-detective_m_d_tut_010
text: "Nine identity flags in range. Cross-referencing case file now. Let's see what matches."
role: player_character
access: [public]
trust: surface
situation: [investigation, routine]
trigger: first_insert_contact_flag
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, insert, hud, lattice, investigation]
notes: >
Fires when the insert first populates with flagged entities. Count given precisely
('Nine identity flags'). 'Case file' — the detective's overlay cross-references a
pre-loaded investigation file, not just a general registry. 'Let's see what matches'
— 'Let's see what' verbal tic closing the tutorial sequence. Teaches: the detective's
insert is investigation-keyed, matching observed faces against case file entries.
This is why his overlay is analytically denser than the smuggler's.
@@ -0,0 +1,216 @@
character: smuggler
location: tutorial
lines:
# Diegetic Tutorial Monologue — Ticket #330 — Smuggler
# Authored per sprint-17 copy briefing and D-016 (internal monologue as core system).
#
# These lines teach mechanics through character voice — not UI instructions.
# Distinct from opening.yaml (which covers the first 5 minutes and sets voice/motivation).
# These fire on first-time events throughout gameplay, wherever they occur.
#
# Coverage:
# Movement / exploration — first_move, first_new_section
# Fog of perception — first_fog_encounter, first_fog_edge
# Sound model — first_sound_heard, first_off_screen_sound
# NPC interaction — first_npc_proximity, first_npc_face_read
# Insert / HUD — first_insert_open, first_insert_contact_flag
#
# Voice: observational, street-smart, practical. Fragments. Standalone "Good." as tic.
# No analytical distance — the smuggler reads, reacts, files, moves on.
# ID discriminator: _tut_ per sprint briefing.
# cooldown: -1 — fire once, never repeat.
# priority: tutorial — higher than general pool lines.
# -----------------------------------------------------------------------
# MOVEMENT / EXPLORATION
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_001
text: "These corridors all look the same. Mental note: check the signage."
role: player_character
access: [public]
trust: surface
situation: [movement, exploration]
trigger: first_move
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, movement, navigation]
notes: >
Directly from the sprint briefing example. First move teaches navigation: the district
looks homogeneous, signage is the tool. 'Mental note' is the smuggler's internal
flag for things to remember — operational housekeeping, not analysis. Establishes
early: this environment requires active spatial tracking.
- id: pc-smuggler_m_s_tut_002
text: "Two lefts past the junction, right at the supply hatch. That's dock four. Route's in the muscle now."
role: player_character
access: [public]
trust: surface
situation: [movement, routine]
trigger: first_new_section
mood: [content]
priority: tutorial
cooldown: -1
tags: [tutorial, movement, navigation, operational]
notes: >
Fires on entering a new section for the first time. 'Route's in the muscle' — the
smuggler doesn't memorize spatially, she moves until it's automatic. Practical,
self-sufficient. Teaches: the district has multiple sections, each requires its own
orientation. 'Dock four' is a landmark. Forward movement is rewarded with familiarity.
# -----------------------------------------------------------------------
# FOG OF PERCEPTION
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_003
text: "Can't see past that corner. Might be worth checking."
role: player_character
access: [public]
trust: surface
situation: [observation, exploration]
trigger: first_fog_encounter
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, fog, perception]
notes: >
Directly from the sprint briefing example. First fog boundary. Restated as habit:
the smuggler doesn't treat the fog as a limitation, she treats every unknown corner
as a question worth answering. 'Might be worth' — not paranoia, just operational
instinct. Teaches: the perception boundary is navigable, not fixed.
- id: pc-smuggler_m_s_tut_004
text: "Haze cuts off past the junction. Anything in it — can't say."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_fog_edge
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, fog, perception]
notes: >
Second fog encounter line — fires when the player reaches the boundary of a fog zone
(the edge of visible range). 'Can't say' — plain statement of unknowing, not anxiety.
The smuggler accepts incomplete information as a working condition, not a failure state.
Teaches: perception range is an ongoing factor, not a one-time obstacle.
# -----------------------------------------------------------------------
# SOUND MODEL
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_005
text: "Voices down the hall. Can't make out the words from here."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_sound_heard
mood: [focused]
priority: tutorial
cooldown: -1
tags: [tutorial, sound, perception]
notes: >
Directly from the sprint briefing example. First sound heard that's not immediately
visible. Teaching: sound carries information, but range and occlusion limit it.
'Can't make out the words' establishes both the value of the sound channel (voices =
people = relevant) and its limitation (unclear at range). Moving toward source is
the implied next step.
- id: pc-smuggler_m_s_tut_006
text: "Footsteps. Two sets. Moving away — good."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_off_screen_sound
mood: [content]
priority: tutorial
cooldown: -1
tags: [tutorial, sound, perception, operational]
notes: >
Second sound line — fires when audio from an off-screen source is detected. The
smuggler parses footsteps as count and direction instinctively. 'Moving away — good.'
— the standalone 'Good.' tic applied to tactical assessment. Teaches: sound carries
directional and movement data, not just presence. Two sets = two people, which is
specific enough to be operationally useful.
# -----------------------------------------------------------------------
# NPC INTERACTION
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_007
text: "Could ask around. People talk if you give them reason to."
role: player_character
access: [public]
trust: surface
situation: [social, observation]
trigger: first_npc_proximity
mood: [content]
priority: tutorial
cooldown: -1
tags: [tutorial, npc, interaction, social]
notes: >
Directly from the sprint briefing example. First time in range of an NPC. The smuggler
doesn't approach directly — she flags the option. 'Give them reason to' is street-smart
social knowledge: people don't volunteer freely, they need a hook. Teaches: NPC
interaction is player-initiated, and approach matters. No mechanics text — just the
character's own method stated as personal principle.
- id: pc-smuggler_m_s_tut_008
text: "Know the face. Don't need the name."
role: player_character
access: [public]
trust: surface
situation: [social, observation]
trigger: first_npc_face_read
mood: [content]
priority: tutorial
cooldown: -1
tags: [tutorial, npc, observation, social]
notes: >
Fires when the player observes an NPC at close range (face visible). The smuggler
reads people by face, not by name — the name comes later if relevant. Teaches: NPCs
are identifiable by observation, and the insert overlay will fill in names when
available. The smuggler's social intelligence is pre-lattice, instinctive.
# -----------------------------------------------------------------------
# INSERT / HUD
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_009
text: "Check the overlay. Should show the time and nearby contacts."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: first_insert_open
mood: [content]
priority: tutorial
cooldown: -1
tags: [tutorial, insert, hud, operational]
notes: >
Directly from the sprint briefing example. First insert/HUD open. The smuggler's
overlay shows time and nearby contacts — both operationally critical. 'Should show'
— practical, not certain. Teaches: the insert is the primary tool for time-tracking
and NPC awareness. Diegetic: she checks it the same way she checks a shift board.
- id: pc-smuggler_m_s_tut_010
text: "Overlay marks Kael two sections over. Good."
role: player_character
access: [public]
trust: surface
situation: [routine, social]
trigger: first_insert_contact_flag
mood: [content, warm]
priority: tutorial
cooldown: -1
tags: [tutorial, insert, hud, kael, friend-arc]
notes: >
Fires when the insert first flags a known contact (here: Kael, the FRIEND NPC).
'Two sections over' — spatial data from the overlay. 'Good.' standalone tic —
warm, settling. Teaches: the insert shows known NPC positions in real-time.
Also seeds the Kael relationship: the smuggler checks his location as a habit,
not a task. His position is always relevant to her.