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Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 441164fe23 chore(meta): release v0.1.25
Sprint 25: Emerge — generator extrapolation from minimal input,
voice pipeline spikes (D-138), behavior dedup, Want/State layer.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 19:53:10 +01:00
jpmschweitzer ecbe905071 Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
2026-03-07 19:52:08 +01:00
jpmschweitzer 78c6aa51c4 Merge remote-tracking branch 'origin/copy'
# Conflicts:
#	decisions/questions.md
2026-03-07 19:51:31 +01:00
jpmschweitzerandClaude Opus 4.6 6c1876f856 chore(meta): add #627 SQLite settings storage to Sprint 26
Prerequisite for #646 (AI-Enhanced Dialogue toggle). Updated server
and client briefings with dependency chain and integration notes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 19:47:00 +01:00
jpmschweitzerandClaude Sonnet 4.6 cbe8b5b5ab chore(meta): plan Sprint 26: Clean House
13 tickets across server (5), copy (6), client (1), planning (1).
Sprint goal: ship voice pipeline to production via observer integration,
remove v0.1 dead weight, stabilize codebase. #648 cancelled as duplicate
of #658.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-07 19:44:02 +01:00
jpmschweitzerandClaude Opus 4.6 a2554118a5 docs(decisions): amend D-138 with Spike 2 findings
Spike 2 amendments: stdio IPC (not HTTP, Gemma 2 T&C compliance),
tell differentiation results (3/5 at 2B capacity), double-prompt
technique, ContentType::Factual for LLM bypass, all negative
injectors moved from universal RULES to per-culture voice_persona.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 19:26:07 +01:00
jpmschweitzerandClaude Opus 4.6 9f34d030d7 feat(voice): complete Spike 2 voice pipeline with quality-tested prompt engine
Spike 2 delivers the full voice pipeline: queue → worker pool → sr-voice
child process (stdio JSONL) → cache → disk. Three rounds of quality testing
with Paula, Mellanie, and Gestalt produced iterative prompt improvements.

Prompt engine (prompt_builder.rs):
- Example-based epistemic marker integration (not keyword lists)
- Length-aware Angry tell variant (preserves facts on long content)
- Double-prompt technique: REMEMBER block repeats constraints near OUTPUT:
- Imperative injection framing (composition engine controls frequency)
- Anti-invention constraint ("do not add information not in the input")
- Universal RULES cleaned: worldbuilding moved to culture personas

Worker pool (worker.rs):
- Output post-processor strips after first newline (prevents prompt leakage)
- Watchdog poll loop (1s ticks) replaces blocking sleep for cancel
- Child health check before writing (try_wait)

Test infrastructure:
- voice_pipeline.rs: end-to-end test, auto-detects real sr-voice or mock
- voice_quality_batch.rs: 39 edge-case prompts for quality review
- mock-stdio.sh: Python JSONL mock for CI (no model needed)
- Makefile targets: test-voice-mock, test-voice-real

Quality results (Gemma 2B Q4_K_M, CPU ~13 t/s):
- Epistemic markers: naturally integrated (round 1 comma-lists fixed)
- Tell differentiation: 3/5 working (Nervous, Guarded, Angry)
- Information preservation: ~90% (up from ~70%)
- Prompt leakage: eliminated
- Open: Friendly/RoutineDeviation tells inert (#651), Factual bypass (#650)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 19:20:06 +01:00
jpmschweitzerandClaude Opus 4.6 e93a9e8b70 fix(voice): address PR review findings — 3 critical, 5 warning, 4 suggestion
Critical fixes:
- Pause mechanism: workers now hold requests during pause instead of
  dropping them. Queue and worker pool share the same AtomicBool flag
  via VoiceQueue::paused_flag(). Submit() rejects while paused.
- Seed type: sr-voice accepts u64 seeds over IPC (explicit u32 truncation
  for llama.cpp sampler, documented).

Warning fixes:
- HashMap → BTreeMap in cache.rs and worker.rs (D-010 determinism mandate).
  Added Ord derives to CacheKey, ContentType, TellCategory.
- VoicePipe::generate() watchdog kills child after 120s timeout to prevent
  indefinite blocking on read_line.
- VoiceCacheStore Drop impl calls save_all() on shutdown.
- trait-modifiers.ron: fixed 3 wrong trait names (Impulsive→Compassionate,
  Methodical→Incurious, Stubborn→Ruthless) to match PersonalityTrait enum.

Suggestion fixes:
- Worker spawn: log error + reduce pool instead of panic on thread failure.
- on_battery(): added macOS detection via pmset.
- Epistemic markers: lowercased constants, removed redundant to_lowercase().
- cache.rs: documented non-atomic write tradeoff.
- queue.rs: reprioritize() bypasses pause check (it runs during pause).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 18:11:46 +01:00
jpmschweitzerandClaude Opus 4.6 a3cd65c208 feat(voice): add personality trait modifier clauses for voice pipeline
10 trait modifiers targeting distinct speech dimensions (delivery force,
word selection, sentence shape, framing, cadence, volume, texture,
position) so they stack without conflict. Used by prompt_builder.rs
to modify NPC speech style based on personality traits.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 17:57:40 +01:00
jpmschweitzerandClaude Opus 4.6 0b0fa8c04e refactor(voice): replace HTTP with stdin/stdout IPC for sr-voice workers
Gemma 2 T&C compliance: exposed HTTP ports allow mods or external code
to reach the model, complicating license enforcement. Switch to piped
stdin/stdout (JSONL protocol) so the model is only reachable through
the game server's internal queue.

- worker.rs: VoicePipe owns Child + piped stdin/stdout, VoiceProcessConfig
  replaces port-based config, workers spawn their own sr-voice child
- hardware.rs: remove VoiceInstanceManager (port/process lifecycle),
  replace with evaluate_scaling() free function + HardwareProbe::voice_config()
- sr-voice: add --stdio flag to serve command, new stdio.rs JSONL mode
- Remove ureq dependency from server crate (no longer needed)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 17:57:32 +01:00
jpmschweitzerandClaude Opus 4.6 be6f2a3db9 feat(voice): add hardware detection + dynamic sr-voice instance management (Phase 4)
GPU-aware scaling: NVIDIA (nvidia-smi), AMD (sysfs VRAM), Apple Silicon
(unified memory). GPU mode detected at install, persisted to settings.
Scaling ceiling: (free_resource - existing_llm_usage) / 2 / per_instance_cost.
VoiceInstanceManager spawns/stops sr-voice processes on unique ports.
Battery detection scales to 1 worker.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 17:32:20 +01:00
jpmschweitzerandClaude Opus 4.6 fafa1c49b8 feat(voice): stub voice cache lookup for behavior text (Phase 3)
Add lookup.rs with voiced_behavior() — ready to wire into a behavior-serving
system once one exists (Q-058). Tell behaviors always passthrough (never
re-voiced). Cache miss returns base text (graceful degradation).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 17:13:15 +01:00
jpmschweitzerandClaude Opus 4.6 82a911f3aa feat(voice): add cache, queue, and worker modules (D-138, Spike 2 Phase 2)
MessagePack voice cache with per-zone persistence and version invalidation.
Priority work queue with crossbeam bounded channel, backpressure, pause/resume,
and zone-change reprioritization. Inference worker pool with empty output guard
and graceful degradation to base text.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 17:09:24 +01:00
jpmschweitzerandClaude Opus 4.6 33030fcc58 feat(engine): voice pipeline Phase 1 — composition engine and data model
Add the voice pipeline composition engine (D-138 Spike 2, Phase 1):

- voice/prompt_builder.rs: full prompt assembly from culture profile,
  tell state, and base text. Handles occasional injection gating,
  epistemic marker extraction, content-length-gated tell injection.
  16 unit tests.

- blueprint.rs: CultureProfile gains voice_persona, voice_examples,
  occasional_injections fields. NpcBlueprint gains tell_behaviors.
  OccasionalInjection struct with kind discriminator (oath/faith/
  hesitancy/etc), frequency, and tell-suppression gating.

- culture-krenn.ron: v2 voice injector from Spike 1 — persona block,
  3 examples, oath injection at 0.25 frequency.

- D-138 amended: Phi-3 dropped entirely, exact Gemma 2B provenance
  documented. Model file renamed to gemma2.gguf.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 16:35:39 +01:00
jpmschweitzerandClaude Opus 4.6 2d03776365 docs(decisions): amend D-138 with Spike 1 findings
- Tell-variant caching: 6→length-gated (short=neutral only, medium=3,
  long=6). 2B model produces identical output across tell states on
  short lines — confirmed across two test rounds.
- Composition-engine occasional injections: oath vocabulary, faith
  expressions etc. controlled by prompt generator frequency, not model.
  Systemic pattern for any culture marker that should appear occasionally.
- NI-1/NI-5 culture-gated: religious language and Earth-origin markers
  are per-culture injector constraints, not universal bans. Cultural
  heritage from colonization history is intentional. Earth is not lost.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 15:45:45 +01:00
jpmschweitzerandClaude Opus 4.6 1b58d8f949 feat(engine): add sr-voice LLM inference service for NPC voice pipeline
Standalone Rust crate wrapping llama-cpp-2 for GGUF model inference.
Persistent HTTP server architecture — model loaded once, requests
processed sequentially, zero CPU contention by construction.

Subcommands: serve (load model, listen), generate (single prompt),
batch (JSONL), benchmark (5-run average). Makefile targets for
build/serve/run/stop workflow.

Spike 1 validated: Gemma 2B Q4_K_M at ~16 t/s CPU, 4 cultures
tested (Krenn, Ireland, Shek'na, Aranthi), composition-engine
oath injection mechanism proven. GO for Spike 2.

Refs: D-138, #639

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 15:44:37 +01:00
jpmschweitzerandClaude Opus 4.6 102b55f64a docs(architecture): add Gemma 2 compliance framework from design session
Reference document from Gemini design sparring session covering
re-voicing compliance and implementation considerations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 13:33:00 +01:00
jpmschweitzerandClaude Opus 4.6 abe1a9bffd fix(skills): workshop-start requires user review between rounds and before shutdown
- Between rounds: mandatory AskUserQuestion checkpoint before next round launches
- Wrap-up: user explicitly controls team dismissal
- Hard requirements before close: D-records filed, discussion captured, tickets created
- User reviews workshop-outcomes.md before finalization

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 13:31:37 +01:00
jpmschweitzerandClaude Opus 4.6 9f91fd077f docs(workshops): LLM voice pipeline workshop — D-138, D-123 amended, D-124 superseded
3-round workshop (7 participants + Qatux + SI) deciding content generation
architecture for NPC observable behaviors and dialogue.

Key decisions:
- D-138: LLM re-voicing pipeline (Gemma 2B Q4, llama-cpp-rs, bundled)
- Behaviors + dialogue both re-voiced; tells always passthrough
- Tells as read-only context inputs shaping surrounding content tone
- Cache-as-determinism, separate thread pools, layered hardware detection
- Two-spike validation: plumbing first, then integration
- D-123 amended (authoring tool + runtime enhancement)
- D-124 superseded (door walked through)
- Q-012 and Q-057 resolved

Artifacts: Krenn injectors v2, NI-1-5, culture template, 6 dialogue
constraints, tell-tone injectors, spike payloads, 12-risk register.
9 tickets created (#638-#647).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 13:31:27 +01:00
jpmschweitzerandClaude Opus 4.6 6e6a3c1304 docs(workshops): add LLM voice pipeline workshop brief
Workshop to decide content generation architecture: hand-authored pools,
composable primitives, or LLM re-voicing with progressive enhancement.
Includes proposed-llm-voice.md (Gemini/Jeroen design session) and
Gemini project review (GEMINI-SCAN.md).

Key design: base text serves triple duty — LLM prompt seed, graceful
fallback, and LLM-off experience. Baked content for hubs, lazy
pre-voicing for exploration, same pattern as world generation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:58:32 +01:00
jpmschweitzerandClaude Opus 4.6 ba77c2f71f chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:30:09 +01:00
jpmschweitzerandClaude Opus 4.6 5169629ac7 docs(decisions): add Q-057 composable behavior generation
Open question for decomposing hand-authored behavior pools into
composable primitives (role actions + culture modifiers + context tags).
Part of Sprint 25 PoC spike. Server ticket #633, copy ticket #634.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:29:50 +01:00
jpmschweitzerandClaude Opus 4.6 9fbad37701 feat(copy): rename zone specs to location-specific, expand behavior pools (#630)
Rename rural-zone-spec.ron → krenn-rural-zone.ron and
industrial-zone-spec.ron → krenn-industrial-zone.ron to reflect that
these are culture×zone specific content, not reusable templates.

Add ~108 new typical_behaviors across all roles:
- Rural: farmer +20 (incl tavern/off-duty), mechanic +15 (incl tavern),
  trader +10 (observable stage directions), militia +5
- Industrial: dock_worker +20 (incl break room), technician +19
  (incl break room), foreman +14 (person-beneath-the-role),
  security +5

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:29:41 +01:00
jpmschweitzerandClaude Opus 4.6 a7b7d3e31a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:27:12 +01:00
jpmschweitzerandClaude Opus 4.6 c3a8dcc481 feat(simulation): name dedup, behavior dedup, relationship pipeline, Want/State layer (#628 #629 #631 #632)
Four generator spike improvements in one pass:

- #628: Fix name pool first-pick bias. build_name_pool now derives a
  zone+culture-specific ChaCha20 RNG via FNV-1a mixing of (seed,
  zone_type, culture_id), isolating name ordering from main RNG
  consumption. Different zone types with the same seed now produce
  different first names.

- #629: Behavior dedup within a zone run. build_behavior_pools
  pre-shuffles each role's behavior list; gen_behaviors draws without
  replacement. Falls back to random repeat with warning when pool
  exhausts.

- #631: Relationship-to-behavior pipeline. Third generation pass
  (~50% chance) replaces primary behavior with relationship-revealing
  action — rivals talk past each other, friends drift together,
  subordinates defer.

- #632: Want/State layer. NpcWant enum (Neutral/Bored/Alert/Suspicious/
  AvoidingSomeone/LookingForInfo) biased by traits and role. Fourth
  generation pass produces observable tells that leak internal state
  through behavior. AvoidingSomeone resolves against negative-valence
  relationships for named targets.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:26:48 +01:00
jpmschweitzer c12005843b Merge remote-tracking branch 'origin/copy' 2026-03-07 09:59:10 +01:00
jpmschweitzerandClaude Opus 4.6 10b1a4252e fix(copy): address PR #88 re-review comments
Name pool fixes:
- Remove "Korr" from given_names (duplicate with family_names), replace with "Tork"
- Replace "Narek" with "Sorek" (real-world Armenian name, IP concern)
- Replace soft "-ael" endings (Vael→Vrek, Rael→Rask) to match naming rules
- Update comment: "no soft endings" → "hard endings preferred"
- Add 2 family names (Tollek, Dass) to balance pool ratio (now 40/18)

Voice fixes:
- Replace "same drill" (not an exclamation) with "cold vacuum"
- Rewrite 3 trader behaviors as observable stage directions
- Add 2 foreman off-duty behaviors (person beneath the role)
- Add break room behaviors to dock_worker, technician, foreman

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:58:24 +01:00
jpmschweitzerandClaude Opus 4.6 4b75ec3495 fix(copy): address PR #88 review comments
- Remove "Narek" from family_names (duplicate with given_names), replace with "Morek"
- Rewrite rural farmer behaviors to be location-agnostic (no sky/weather assumptions)
- Add heritage root overlay comments (D-104/D-105) to both zone specs
- Add insert/lattice tech behavior to industrial technician role
- Rewrite 2 security behaviors with Krenn cultural texture (D-121)
- Replace generic exclamations with Krenn-specific oaths ("void's sake", "same drill")
- Replace soft greeting "you okay?" with "all in one piece?"

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:45:25 +01:00
jpmschweitzerandClaude Opus 4.6 a6c857b174 chore(skills): add sprint retrospective to sprint-start lifecycle
Insert A1b retrospective step between sprint close and version bump.
Covers: what shipped, what didn't, what we learned, process notes.
Process improvements are optional — only proposed when something was
actually broken.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:45:21 +01:00
jpmschweitzerandClaude Opus 4.6 bdad91d3d0 docs(decisions): add Q-056 zone spec location_context field
Zone specs need a location_context field (surface/station/vessel) so
the generator can filter environment-specific behaviors. Raised during
PR #88 review — rural zone had sky/weather references that only make
sense on a planet surface.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:45:14 +01:00
jpmschweitzerandClaude Opus 4.6 95c0da9cf5 feat(copy): add zone identity specs and Krenn culture profile (#609, #610)
Zone identity specs for the generator spike proof-of-life:
- rural-zone-spec.ron: 4 roles, 3 social sites, density 2, economic 3
- industrial-zone-spec.ron: 4 roles, 3 social sites, density 6, economic 7

Krenn culture profile:
- culture-krenn.ron: 40 given names, 16 family names, speech patterns,
  cultural values (Bold/Honest/Curious/Social favored)

All three files validate against the Rust structs from #611 and produce
visibly differentiated output from the generator spike.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:27:16 +01:00
jpmschweitzerandClaude Opus 4.6 4b57006a5c chore(simulation): remove duplicate TODO and dead binding in generator spike
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 08:48:20 +01:00
jpmschweitzerandClaude Opus 4.6 a54b9d24e0 fix(simulation): address PR #87 review — name collision, validation, and polish
- Fix critical name collision: shuffle+pop for unique NPC names (#3)
- Validate population_density >= 1 in generator and validator (#4)
- Guard against empty given_names/roles with validator warnings (#5)
- Extract filler word cap to MAX_FILLER_WORDS constant (#6)
- Fix cultural behavior gate checking wrong field (#7)
- Document intentional one-directional relationships (#8)
- Validate min_npcs <= max_npcs in validator (#9)
- Fix validate-ron script realpath error handling (#10)
- Add TODO comments for spike-specific code duplication (#11, #12, #13)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:50:33 +01:00
jpmschweitzerandClaude Opus 4.6 0f83c64e8f feat(simulation): generator spike binary — template assembly Phase 1 (#612)
Add generator-spike binary producing NPC rosters from hardcoded zone and
culture stubs. Deterministic via SimRng, supports rural and industrial
zone types with Krenn culture. Phase 2 (RON file loading) wired via
--from-files flag, awaiting copy team deliverables (#609, #610).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:39:36 +01:00
jpmschweitzerandClaude Opus 4.6 fb3ebf4313 feat(simulation): NpcBlueprint struct design, RON schema, and validator CLI (#611)
Define ZoneSpec, CultureProfile, and NpcBlueprint structs with serde/RON
deserialization. Ship example RON files as schema contract for the copy
team (#609, #610). Add validate-ron CLI for copy team to lint their files
without compiling the server.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:39:27 +01:00
jpmschweitzerandClaude Opus 4.6 4cbaf0cb57 chore(meta): switch Sprint 25 content format from YAML to RON
RON is Rust-native and struct-aware — the Rust structs ARE the schema.
Includes RON validator CLI for the copy team to lint their files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:18:12 +01:00
jpmschweitzerandClaude Opus 4.6 5f6a42000b chore(meta): release v0.1.24
Sprint 24: Signal — 10/10 tickets done.
Character archetype selection, triangle activation consumer,
news ticker HUD, proximity monologue lines.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:00:08 +01:00
jpmschweitzerandClaude Opus 4.6 726c0fecbd chore(skills): update workshop-start skill
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 20:56:52 +01:00
jpmschweitzerandClaude Opus 4.6 eea3f3cf25 docs(decisions): record 24 workshop decisions and updated questions
D-records from Where's the Fun workshop across architecture, content,
and scope domains. Updated open questions for v0.2 pivot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 20:56:46 +01:00
jpmschweitzerandClaude Opus 4.6 80ddc35412 docs(workshops): add Where's the Fun workshop outputs
5 rounds, 9 agents + Qatux + SI, 24 decisions locked.
Full round transcripts and workshop outcomes summary.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 20:56:39 +01:00
jpmschweitzerandClaude Sonnet 4.6 58d2e3b695 chore(meta): add feasibility warnings to Sprint 25 briefings
server.md: four warnings from Troblum — generate_npc() requires a live
bevy World (stub routine generation in Phase 1), cultural text assembly
is a new code path not a one-liner, DayPhase alias collision in
generator.rs, schema negotiation takes rounds.

joint.md: confidence 15% note at top. Intra-zone variance test added
(rural seed 42 vs rural seed 43 — coherence within type, variance
across seeds). Pass conditions restructured into three explicit
comparisons: cross-type, intra-type, culture.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-06 20:54:51 +01:00
jpmschweitzerandClaude Sonnet 4.6 0f1eda8d12 chore(meta): restructure Sprint 25 per feasibility study
Dependency chain inverted: #611 (NpcBlueprint structs) now goes first
and defines the schema contract. Copy team (#609, #610) fills YAML to
match Tyre's structs rather than the other way around.

#613 (NPC generation pipeline) cancelled and absorbed into #612 — the
NPC pipeline is the print loop at the end of the generator binary, not
a separate ticket.

Ticket descriptions loosened: strip over-specified acceptance criteria,
replace with intent + scope boundaries. Phoneme generation explicitly
out of scope for #610 (name lists are sufficient). #612 gains a phased
approach note (Phase 1: hardcoded stubs, Phase 2: real YAML) so server
can build in parallel with copy.

Briefings updated to reflect inverted chain, two-ticket server sprint,
and exploratory framing: this sprint discovers the right spec, it does
not implement a known one.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-06 20:44:01 +01:00
jpmschweitzerandClaude Sonnet 4.6 7d7aec9cec chore(meta): plan Sprint 25: Emerge
Generator spike sprint. 5 tickets across copy and server teams:
- #609 zone identity spec (copy)
- #610 Krenn culture profile (copy)
- #611 NpcBlueprint struct design (server)
- #612 Template assembly generator (server)
- #613 NPC generation pipeline (server)

Sprint proof: throwaway render — rural Krenn village from minimal
input (zone type + culture profile, no per-location spec).

Closed #586 (tile data model epic — child #594 done).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-06 19:59:24 +01:00
jpmschweitzer ea21884f3d Merge remote-tracking branch 'origin/client' 2026-03-05 16:44:34 +01:00
jpmschweitzerandClaude Opus 4.6 e0eb3cd35e fix(client): address PR #86 review — archetype validation, teleport clear, ticker layout
- protocol.gd: replace capitalize() with explicit match for archetype
  string mapping, push_error on unknown input with Detective fallback
- main.gd: clear _known_triangle_ids in _teleport_transition() alongside
  _known_recognition_ids so chime re-fires after room change
- news_ticker.gd: defer get_minimum_size() via call_deferred to run
  after layout pass, fixing first-frame scroll distance
- 3 new tests: unknown archetype fallback, triangle dedup per-id,
  independent triangle ID firing

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 16:28:12 +01:00
jpmschweitzerandClaude Opus 4.6 349f02fbcb chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:44:36 +01:00
jpmschweitzerandClaude Opus 4.6 7dbd3247d4 test(client): Sprint 24 signal tests
16 tests covering character select, triangle activation consumer,
news ticker, and protocol v19 bridge. Includes show/hide behavior
for ticker on null current_ticker.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:44:12 +01:00
jpmschweitzerandClaude Opus 4.6 61d454228d feat(client): character select, triangle activation consumer, news ticker
Sprint 24 Signal — three client tickets delivering the player-facing
storyteller feedback loop:

- #588: Character archetype select screen between New Game and session
  start. Two-card UI (Smuggler/Detective), keyboard+mouse, ESC cancels.
  GameState.character_archetype persisted and sent in StartupMessage.
  PROTOCOL_VERSION bumped to 19.
- #590: Triangle crisis event consumer. Decodes triangle_crisis_events
  from snapshot, fires sfx_monologue_chime_urgent once per triangle per
  session via AudioManager.CHIME_ACTIVATION.
- #592: News ticker HUD element. Scrolling marquee on UILayer, visible
  only when current_ticker is present in snapshot (Last Shift zone).
  Zero-arg update_from_state reads from GameState.current_snapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:44:05 +01:00
jpmschweitzerandClaude Opus 4.6 927f43ae61 chore(db): backup database after planning merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:35:32 +01:00
jpmschweitzerandClaude Opus 4.6 64d3d29913 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:27:11 +01:00
jpmschweitzerandClaude Opus 4.6 63bb6ff7c7 chore(db): replace Commonwealth with Settled Reach in tooling and server
Updated docstrings in sqlite_connector, qdrant_connector,
decisions_sync, schema.sql, and two doc comments in generator.rs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:26:59 +01:00
jpmschweitzerandClaude Opus 4.6 3005294c98 docs(docs): replace Commonwealth with Settled Reach across docs
Updated in-universe "Commonwealth" references to "the Settled Reach"
in decisions, architecture docs, design docs, workshop outputs,
README, and wiki. Kept all references to Hamilton's books as
inspiration/comparison in historical discussions and wiki-review
workshop rounds.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:26:52 +01:00
jpmschweitzerandClaude Opus 4.6 b492410e39 chore(agents): replace Commonwealth with Settled Reach in agent files
The in-universe setting name is "the Settled Reach", not
"Commonwealth" (Hamilton's protected IP). Updated all 17 agent
description lines and intro paragraphs, plus file-specific
references in araminta, gore, ozzie, paula, and tiger.

Kept book references in miri.md (inspiration) and si.md (namesake).
Also updated pr-review and git-commit skill references.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:26:41 +01:00
jpmschweitzer 7ba2be0652 Merge remote-tracking branch 'origin/main' into client 2026-03-05 11:08:31 +01:00
jpmschweitzerandClaude Opus 4.6 1bbc07242e chore(db): backup database after PR #84 and #85 merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:06:04 +01:00
jpmschweitzer a9dd93764f Merge remote-tracking branch 'origin/server' 2026-03-05 11:05:40 +01:00
jpmschweitzerandClaude Opus 4.6 9ed6094d69 fix(simulation): address PR #85 review — warnings and polish items
- Ticker rotation: document sliding-window semantics (vs modulus-aligned)
- Ticker zone ID: add warning about Gauntlet vs production zone ID mismatch
- Proof-room movement profile: respect archetype instead of hardcoding smuggler
- Storyteller tie-break: use exact f32 equality (inputs are discrete integers)
- Observer: .map().flatten() → .and_then() (clippy strict)
- Content loader: remove dangling doc comment before section header
- Tests: replace assert!(false, ...) with TODO comments in ignored tests
- Tests: add frame limiter note on 302-update loop in tell expiry test

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 10:59:38 +01:00
jpmschweitzerandClaude Opus 4.6 3a481b32a5 fix(copy): address PR #84 review — pacing, prerequisites, terminology
Review fixes for triangle activation monologue lines:

- CHANGELOG: correct smuggler line count (4 → 5), add D-035 ref
- Smuggler comment: align beat labels to 5-line structure
- Smuggler 040: "looking at" → "seeing" for body-first register
- Detective 043: rewrite to remove implicit manifest knowledge
  reference — line now works without fact prerequisite gate
- Detective 044: soften from near-certainty to enumerated
  possibilities with "insufficient data" qualifier
- Triangle comments: align to D-087 terminology (T1: Kael-
  Smuggler-Ring, T2: Sera-Detective-Commission)
- Schema description: note triangle_activated also missing from
  server Situation enum alongside greeting
- D-035 amendment: register triangle-signal, tell-observation
  tags and npc_in_los prerequisite as conventions

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 10:56:50 +01:00
jpmschweitzerandClaude Opus 4.6 37c38c0441 chore(simulation): regenerate msgpack fixtures for protocol v19
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:13:31 +01:00
jpmschweitzerandClaude Opus 4.6 fd824a1028 test(simulation): Sprint 24 tests — archetype, tell escalation, ticker, v0.1 playthrough (#593, #595)
- 7 archetype→monologue regression tests (smuggler/detective pool partitioning)
- 3 tell escalation unit tests (RoutineDeviation insertion + expiry)
- 6 news ticker tests (pool loading, SimRng rotation, zone gating)
- 3 live integration tests against real server binary (Layer 3)
- Update existing tests for current_ticker field and protocol v19

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:13:24 +01:00
jpmschweitzerandClaude Opus 4.6 b04ad93a0f docs(architecture): D-113 tile data model — extensible per-tile properties (#594)
Tile palette + sparse override design. Zero-migration path for existing
location YAMLs. Runtime: TilePalette resource, TileCell with material_id,
sparse TileOverrideMap. Unblocks post-v0.1 door mechanics and visual variants.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:13:11 +01:00
jpmschweitzerandClaude Opus 4.6 3194a6e491 feat(simulation): character archetype, tell escalation, and news ticker (#587, #589, #591)
- Add character_archetype to StartupMessage with serde default (Detective)
- Bump PROTOCOL_VERSION to 19
- Add escalate_tells_on_activation() and expire_routine_deviations() systems
- RoutineDeviation inserted on triangle NPCs with 300-tick TTL
- Add TickerPool resource with deterministic SimRng rotation (200 ticks)
- Emit current_ticker in ObserverSnapshot when player is in bar zone
- Load ticker YAML from district content directories

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:13:03 +01:00
jpmschweitzer da0fd7c16c Merge remote-tracking branch 'origin/main' into client
# Conflicts:
#	CLAUDE.md
2026-03-05 08:44:05 +01:00
jpmschweitzerandClaude Opus 4.6 3e1bcd90b2 chore(docs): add git command chaining rule to CLAUDE.md
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 08:43:24 +01:00
234 changed files with 28349 additions and 193 deletions
+5 -5
View File
@@ -6,7 +6,7 @@ model: sonnet
memory: project
---
You are ARAMINTA, the Visual Designer on a game development project set in Peter F. Hamilton's Commonwealth universe.
You are ARAMINTA, the Visual Designer on a game development project set in the Settled Reach universe.
## Your personality
@@ -32,8 +32,8 @@ Named after Araminta from the Void Trilogy - practical, good aesthetic instincts
## Design principles
- **Clarity over beauty**: the player needs to READ the game state at a glance. No decoration that obscures information.
- **Diegetic first**: UI elements should feel like they belong in the Commonwealth world (insert overlays, not floating HP bars)
- **Mood through restraint**: the Commonwealth is sleek, advanced, subtle. Not grimdark, not neon. Clean lines, muted palettes, occasional stark contrast for danger.
- **Diegetic first**: UI elements should feel like they belong in the Settled Reach world (insert overlays, not floating HP bars)
- **Mood through restraint**: the Settled Reach is sleek, advanced, subtle. Not grimdark, not neon. Clean lines, muted palettes, occasional stark contrast for danger.
- **Consistency compounds**: small rules applied everywhere create coherence. One accent color for danger, one for opportunity, one for unknown.
- **Scale gracefully**: every visual decision should work at boxes-with-labels AND at full-art fidelity. Don't paint yourself into a corner.
@@ -45,9 +45,9 @@ You have access to the `/asset-gen` skill which uses the `generate_image` MCP to
- Style-consistent assets using prompt prefixes and category templates
The existing skill is configured for a different project (Lords of Ash / CK3 Mistborn mod). You will need to:
1. Create a NEW style guide for the Commonwealth project (`references/style-guide.md`)
1. Create a NEW style guide for the Settled Reach project (`references/style-guide.md`)
2. Create new category templates appropriate for this game's asset types
3. Adapt the prompt assembly workflow for Commonwealth aesthetics
3. Adapt the prompt assembly workflow for Settled Reach aesthetics
**IMPORTANT: Image generation incurs costs on an external API. ALWAYS ask the Team Leader (Jeroen) for explicit permission before generating any images. Never generate assets speculatively or in batch without approval. Present your prompt and intent first, get a go-ahead, then generate.**
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: dudley
description: Server Developer for the Commonwealth game project. STANDBY - activate when simulation implementation begins. Responsible for the game simulation server, entity systems, information boundaries, deterministic tick processing, and all server-side game logic.
description: Server Developer for the Settled Reach game project. STANDBY - activate when simulation implementation begins. Responsible for the game simulation server, entity systems, information boundaries, deterministic tick processing, and all server-side game logic.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are DUDLEY, the Server Developer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are DUDLEY, the Server Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: gestalt
description: Systems Design and Fun Factor specialist for the Commonwealth game project. Use when designing game mechanics, evaluating whether systems create interesting decisions, mapping concepts to concrete mechanics, defining how systems interact, or when someone needs to ask "is this fun?" Use proactively when implementation discussions need mechanical grounding.
description: Systems Design and Fun Factor specialist for the Settled Reach game project. Use when designing game mechanics, evaluating whether systems create interesting decisions, mapping concepts to concrete mechanics, defining how systems interact, or when someone needs to ask "is this fun?" Use proactively when implementation discussions need mechanical grounding.
tools: Read, Glob, Grep, Edit, Write
model: sonnet
memory: project
---
You are GESTALT, the Systems Designer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are GESTALT, the Systems Designer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+3 -3
View File
@@ -1,12 +1,12 @@
---
name: gore
description: Themes and Endgame Design specialist for the Commonwealth game project. Use when discussing ascension paths, the philosophical questions the game explores, what the game is fundamentally ABOUT, late-game transformation mechanics, or when the team needs someone to zoom out and reframe the question at a higher level.
description: Themes and Endgame Design specialist for the Settled Reach game project. Use when discussing ascension paths, the philosophical questions the game explores, what the game is fundamentally ABOUT, late-game transformation mechanics, or when the team needs someone to zoom out and reframe the question at a higher level.
tools: Read, Glob, Grep
model: sonnet
memory: project
---
You are GORE, the Themes and Endgame Design specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are GORE, the Themes and Endgame Design specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -29,7 +29,7 @@ Named after Gore Burnelli - the dynasty patriarch who sees further than anyone,
- **Evolution of intelligence**: Baseline → Rejuvenated → Higher → ANA → ??? What does your civilization/character become?
- **The price of power**: Every ascension path gives something and takes something. Going Higher means losing some humanity. ANA means leaving physicality. The Void offers everything but threatens the galaxy.
- **Post-scarcity choices**: When survival is solved, what do you DO? The Commonwealth's central question.
- **Post-scarcity choices**: When survival is solved, what do you DO? The Settled Reach's central question.
- **Hubris**: Characters and civilizations that think they've transcended their limits, then discover they haven't.
- **The spectrum of existence**: Silfen (nature/mystery), Raiel (duty/stasis), Anomine (ascension/disappearance), Primes (competition/annihilation) - each represents a different answer to "what is intelligence for?"
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: hoshe
description: QA Engineer and Test specialist for the Commonwealth game project. Use when tests need to be written, test plans created, bugs investigated, test reports generated, or when implementation needs verification against specifications. NOT part of brainstorming discussions - spawned for testing and quality assurance work.
description: QA Engineer and Test specialist for the Settled Reach game project. Use when tests need to be written, test plans created, bugs investigated, test reports generated, or when implementation needs verification against specifications. NOT part of brainstorming discussions - spawned for testing and quality assurance work.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are HOSHE, the QA Engineer on a game development project set in Peter F. Hamilton's Commonwealth universe.
You are HOSHE, the QA Engineer on a game development project set in the Settled Reach universe.
## Your personality
+1 -1
View File
@@ -1,6 +1,6 @@
---
name: inigo
description: Sound Designer for the Commonwealth game project. STANDBY - activate when audio implementation begins. Responsible for soundscape design, ambient audio layers, diegetic sound cues, audio propagation rules, and all player-facing audio. Use when designing sound palettes, defining audio triggers, creating spatial audio specs, or reviewing audio consistency.
description: Sound Designer for the Settled Reach game project. STANDBY - activate when audio implementation begins. Responsible for soundscape design, ambient audio layers, diegetic sound cues, audio propagation rules, and all player-facing audio. Use when designing sound palettes, defining audio triggers, creating spatial audio specs, or reviewing audio consistency.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: justine
description: Polish and Deployment specialist for the Commonwealth game project. STANDBY - activate when builds need packaging, performance needs optimizing, or release preparation begins. Responsible for build pipelines, performance profiling, platform packaging, and release quality.
description: Polish and Deployment specialist for the Settled Reach game project. STANDBY - activate when builds need packaging, performance needs optimizing, or release preparation begins. Responsible for build pipelines, performance profiling, platform packaging, and release quality.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are JUSTINE, the Polish and Deployment specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are JUSTINE, the Polish and Deployment specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: mellanie
description: Copywriter for the Commonwealth game project. STANDBY - activate when game text needs writing - internal monologue lines, dialogue, descriptions, UI text, tutorial text, news ticker content. Responsible for all in-game written content.
description: Copywriter for the Settled Reach game project. STANDBY - activate when game text needs writing - internal monologue lines, dialogue, descriptions, UI text, tutorial text, news ticker content. Responsible for all in-game written content.
tools: Read, Glob, Grep, Edit, Write
model: sonnet
memory: project
---
You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: nigel
description: Sandbox and Replayability advocate for the Commonwealth game project. Use when evaluating whether features create emergent stories, when discussing how systems produce different experiences across playthroughs, when considering procedural generation, or when the team needs someone to ask "what happens the SECOND time you play this?"
description: Sandbox and Replayability advocate for the Settled Reach game project. Use when evaluating whether features create emergent stories, when discussing how systems produce different experiences across playthroughs, when considering procedural generation, or when the team needs someone to ask "what happens the SECOND time you play this?"
tools: Read, Glob, Grep
model: sonnet
memory: project
---
You are NIGEL, the Sandbox and Replayability advocate on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are NIGEL, the Sandbox and Replayability advocate on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: oscar
description: Networking Developer for the Commonwealth game project. STANDBY - activate when networking/multiplayer work begins. Responsible for client-server communication, network protocol design, sync mechanisms, and ensuring the architecture supports future multiplayer.
description: Networking Developer for the Settled Reach game project. STANDBY - activate when networking/multiplayer work begins. Responsible for client-server communication, network protocol design, sync mechanisms, and ensuring the architecture supports future multiplayer.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are OSCAR, the Networking Developer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are OSCAR, the Networking Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+3 -3
View File
@@ -1,12 +1,12 @@
---
name: ozzie
description: Player Experience and "Wow Factor" advocate for the Commonwealth game project. Use when evaluating whether features are exciting, when the team needs a gut-check on whether something will feel good to play, or when designs risk being technically correct but emotionally flat. Champions the moments that make players feel something.
description: Player Experience and "Wow Factor" advocate for the Settled Reach game project. Use when evaluating whether features are exciting, when the team needs a gut-check on whether something will feel good to play, or when designs risk being technically correct but emotionally flat. Champions the moments that make players feel something.
tools: Read, Glob, Grep
model: sonnet
memory: project
---
You are OZZIE, the Player Experience and "Wow Factor" advocate on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are OZZIE, the Player Experience and "Wow Factor" advocate on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -22,7 +22,7 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
- Champion the big emotional beats: the Dyson barriers opening, first contact with MorningLightMountain, walking through a wormhole, the Starflyer reveal
- Push back when designs are technically correct but emotionally flat
- Advocate for the player's first impression and ongoing engagement
- Remind the team that the game needs to FEEL like the Commonwealth, not just simulate it
- Remind the team that the game needs to FEEL like the Settled Reach, not just simulate it
- Be the voice of "but what does the player actually DO and does it feel good?"
## What you care about
+3 -3
View File
@@ -1,12 +1,12 @@
---
name: paula
description: Narrative and Political Depth specialist for the Commonwealth game project. Use when designing conversation systems, faction mechanics, character relationships, political intrigue, consequences of player actions, or narrative structure. Focused on the human drama and ensuring choices have meaningful weight.
description: Narrative and Political Depth specialist for the Settled Reach game project. Use when designing conversation systems, faction mechanics, character relationships, political intrigue, consequences of player actions, or narrative structure. Focused on the human drama and ensuring choices have meaningful weight.
tools: Read, Glob, Grep, WebSearch
model: sonnet
memory: project
---
You are PAULA, the Narrative and Political Depth specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are PAULA, the Narrative and Political Depth specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -22,7 +22,7 @@ Named after Paula Myo - the investigator who never gives up, who follows the thr
- Define faction mechanics and how factions interact, grow, and die
- Ensure character relationships have mechanical depth (not just +/- opinion bars)
- Advocate for consequences - player actions should ripple through the social fabric
- Design the political landscape of the Commonwealth as a playable space
- Design the political landscape of the Settled Reach as a playable space
- Push for narrative moments that emerge from systems, not just scripted events
- Champion the Starflyer conspiracy as a narrative experience
- Ensure the internal monologue system reflects character psychology
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: qatux
description: Documenter and Librarian for the Commonwealth game project. Use when discussion decisions need to be recorded, when documents need updating, when the team needs a summary of current state, when open questions need tracking, when searching project history, or when answering "did we already discuss this?". Maintains decisions/ domain files, DISCUSSION.md, briefings, and the Qdrant search index.
description: Documenter and Librarian for the Settled Reach game project. Use when discussion decisions need to be recorded, when documents need updating, when the team needs a summary of current state, when open questions need tracking, when searching project history, or when answering "did we already discuss this?". Maintains decisions/ domain files, DISCUSSION.md, briefings, and the Qdrant search index.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are QATUX, the Documenter and Librarian on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are QATUX, the Documenter and Librarian on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: si
description: Project Manager and Scrum Master for the Commonwealth game project. Use when creating or managing tickets, planning sprints, breaking initiatives into epics/stories/tasks, tracking progress, or coordinating work across agents. Primary user of the /ticket skill. Does not participate in design discussions - coordinates execution.
description: Project Manager and Scrum Master for the Settled Reach game project. Use when creating or managing tickets, planning sprints, breaking initiatives into epics/stories/tasks, tracking progress, or coordinating work across agents. Primary user of the /ticket skill. Does not participate in design discussions - coordinates execution.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are SI, the Project Manager and Scrum Master on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are SI, the Project Manager and Scrum Master on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: stig
description: UI Developer for the Commonwealth game project. STANDBY - activate when UI implementation begins. Responsible for insert/minimap UI, perception mode overlays, internal monologue display, HUD elements, and all player-facing interface code.
description: UI Developer for the Settled Reach game project. STANDBY - activate when UI implementation begins. Responsible for insert/minimap UI, perception mode overlays, internal monologue display, HUD elements, and all player-facing interface code.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are STIG, the UI Developer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are STIG, the UI Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+3 -3
View File
@@ -1,12 +1,12 @@
---
name: tiger
description: Translator and Localization specialist for the Commonwealth game project. STANDBY - activate when the game needs localization to other languages. Responsible for translation, localization infrastructure, and cultural adaptation of game text.
description: Translator and Localization specialist for the Settled Reach game project. STANDBY - activate when the game needs localization to other languages. Responsible for translation, localization infrastructure, and cultural adaptation of game text.
tools: Read, Glob, Grep, Edit, Write
model: sonnet
memory: project
---
You are TIGER, the Translator and Localization specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are TIGER, the Translator and Localization specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -23,7 +23,7 @@ Named after Tiger Pansy - the Silfen who bridges between human and Silfen unders
- Maintain translation memory and glossary
- Coordinate with Mellanie on source text clarity for translation
- Flag source text that will be difficult to localize before it's finalized
- Define naming conventions for Commonwealth-specific terms across languages
- Define naming conventions for Settled Reach-specific terms across languages
## Localization principles
+2 -2
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@@ -1,12 +1,12 @@
---
name: tyre
description: Technical Architect and Feasibility specialist for the Commonwealth game project. Use when evaluating engine choices, assessing technical feasibility of features, designing system architecture, discussing performance implications, or when the team needs a reality check on scope. Also use proactively for any implementation planning or code architecture decisions.
description: Technical Architect and Feasibility specialist for the Settled Reach game project. Use when evaluating engine choices, assessing technical feasibility of features, designing system architecture, discussing performance implications, or when the team needs a reality check on scope. Also use proactively for any implementation planning or code architecture decisions.
tools: Read, Glob, Grep, Edit, Write, Bash, WebSearch, WebFetch
model: opus
memory: project
---
You are TYRE, the Technical Architect on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are TYRE, the Technical Architect on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+1 -1
View File
@@ -93,7 +93,7 @@ Updated briefings for Tyre and Troblum with new requirements.
chore(agents): add Stig UI developer agent
Standby agent for UI implementation phase. Configured with
briefing reference and Commonwealth-themed personality.
briefing reference and Settled Reach-themed personality.
```
## CHANGELOG.md Format
@@ -92,7 +92,7 @@ from the `main` team. Team agents must stay within their own directory.
- Color palette adherence
- UI pattern consistency (diegetic-first, clarity over beauty)
- Whether assets scale gracefully (boxes-with-labels to full-art)
- Mood and tone — sleek, advanced, subtle Commonwealth aesthetic
- Mood and tone — sleek, advanced, subtle Settled Reach aesthetic
## Audio reviews (`audio`)
@@ -111,7 +111,7 @@ from the `main` team. Team agents must stay within their own directory.
Tell Ozzie to read all files from the team directory using the Read tool, then
review for:
- Emotional impact — does the audio enhance the moment?
- Atmosphere and tone — does it feel like the Commonwealth?
- Atmosphere and tone — does it feel like the Settled Reach?
- Player feedback clarity — can the player tell what just happened?
- Pacing — do sounds support or fight the gameplay rhythm?
- Memorable moments — will players remember these audio cues?
+42
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@@ -87,6 +87,48 @@ tooling/db/sprint stop
This marks the active sprint as completed and lists carry-over candidates.
Note the sprint number (N) from the output.
#### A1b. Sprint retrospective and review
Before bumping the version, run a brief retro. Present the following to
the user:
1. **What shipped** — list completed tickets with one-line summaries
2. **What didn't ship** — carry-overs and why (blocked, cut, deprioritized)
3. **What we learned** — open questions raised during the sprint (new Q-NNN
items), review findings that surfaced design gaps, and any assumptions
that turned out to be wrong
4. **Process notes** — what worked well, what was friction (e.g. dependency
chains that blocked teams, specs that were over/under-specified,
review cycles that caught real issues vs busywork)
5. **Process improvements** — this is the most important section. Do NOT
skip it. Look for:
- Dependency chains that blocked teams — could the sprint have been
structured differently to avoid the bottleneck?
- Specs that were over-specified (wasted planning) or under-specified
(wasted iteration) — what's the right level of detail for this
project's current stage?
- Review cycles — did they catch real issues or create busywork?
- Agent coordination — were agents stuck, duplicating work, or idle?
- **Dig into the deeper why.** Don't stop at "the dependency chain
blocked the copy team." Ask: why was there a dependency chain? Was
the sprint structured wrong, or was the work inherently sequential?
Could Phase 0 have been done pre-sprint? Should we change how we
plan sprints going forward?
- If something went rough, understand the root cause — not just what
happened, but why the process allowed it to happen.
- If a concrete process change follows naturally, propose it. But do
NOT force improvements. If nothing was broken, say so and move on.
Unnecessary process changes are worse than no changes.
Keep each section concise — a few bullet points, not a document. The
retro is a conversation checkpoint, not a report. Use `AskUserQuestion`
to let the user add their own observations and push back before proceeding.
If the user raises items that should be tracked, create Q-NNN entries
or backlog tickets on the spot. If process changes are agreed, update
the relevant skill files or CLAUDE.md immediately — don't defer them.
#### A2. Bump the version
The project version scheme is `v0.1.{sprint_number}`. After closing
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@@ -73,25 +73,67 @@ For large workshops (>6 agents), spawn participants in batches to avoid overwhel
- SendMessage to nudge idle agents or provide clarification
- Agents work autonomously — claim tasks, read the brief, produce responses
### 7. Between Rounds
### 7. Between Rounds — USER REVIEW CHECKPOINT (MANDATORY)
When all Round N tasks are complete:
1. Verify all agents wrote output files to `docs/workshops/{name}/`. If any are missing, nudge the agent or extract from their message and write the file yourself.
2. Qatux reads all `*-round{N}.md` files and produces round summary in `round-{N}-notes.md`
3. Create Round N+1 tasks (integration pass, synthesis, etc.) — include the same file output requirement
4. Assign to agents with TaskUpdate
5. Agents continue working
3. **MANDATORY: Present round results to the user via AskUserQuestion before proceeding.**
- Summarize the key findings, votes, consensus, and tensions from the round
- Present open decisions that need user input (product decisions, scope calls, design direction)
- Ask the user whether to proceed to the next round, adjust direction, or add rounds
- **Do NOT create next-round tasks or synthesize proposals until the user has reviewed and approved**
- The user cannot see agent messages or file contents — present all key information directly
4. After user approval, create Round N+1 tasks (integration pass, synthesis, etc.) — include the same file output requirement
5. Assign to agents with TaskUpdate
6. Agents continue working
### 8. Wrap Up
### 8. Wrap Up — USER CONTROLS SHUTDOWN (MANDATORY)
**Always ask the user before wrapping up.** There may be more to discuss or additional rounds needed. Only proceed to wrap-up when the user confirms.
**The user decides when the workshop ends and when the team is dismissed.** Never initiate shutdown, team cleanup, or wrap-up autonomously. Only proceed when the user explicitly says to wrap up.
Wrap-up sequence:
1. Qatux produces final `workshop-outcomes.md` from accumulated notes
2. Qatux creates or updates diagrams (via `/d2-diagram`) for any new D-records produced by the workshop
3. If SI is present, SI creates tickets from decided items
4. Send shutdown_request to all agents (qatux and si last, after they finish their output tasks)
5. TeamDelete to clean up
Before the user dismisses the team, the following are **hard requirements**:
1. **User reviews final outcomes** — Present `workshop-outcomes.md` content to the user via AskUserQuestion. Get explicit approval before proceeding to filing.
2. **D-records filed** — All new D-records, amendments, and supersessions are written to `decisions/` domain files. This is non-negotiable — workshops that produce decisions MUST file them before shutdown.
3. **Discussion captured** — Qatux produces final `workshop-outcomes.md` from accumulated notes. Qatux creates or updates diagrams (via `/d2-diagram`) for any new D-records produced by the workshop.
4. **Tickets created** — If SI is present, SI creates tickets from decided items and the user reviews the ticket list.
5. **User gives explicit go-ahead to dismiss** — Only after steps 1-4 are complete AND the user confirms, send shutdown_request to all agents (qatux and si last).
6. TeamDelete to clean up.
**Never shortcut this sequence.** Filing D-records and capturing the discussion are not optional cleanup — they are workshop deliverables.
## Workshop Format: Interview Mode
When the workshop brief specifies `**Format:** Interview` (or the user requests "interactive interview mode"), the between-rounds flow changes for the interview round:
### How Interview Mode Works
Instead of agents writing responses to each other, the facilitator (team lead) conducts a live interview with the user:
1. **Collect all agent questions** — Read all Round 1 output files to gather every question.
2. **Group thematically** — Organize questions into 5-7 thematic clusters (e.g., "The Vision," "The Confusion Type," "The Emotional Loop"). Questions from different agents that probe similar territory go together.
3. **Present via AskUserQuestion** — Present each group using the `AskUserQuestion` tool, one group at a time (1-3 questions per group). For each question:
- Include the asking agent's name and domain
- Include the full question text with context
- Include the agent's reasoning for why the question matters
- Provide 2-4 option choices that represent distinct answer categories
- Always allow free-text via the "Other" option (automatic)
4. **Capture nuance** — The user's free-text notes often contain the most important insights. Capture these verbatim in the transcript.
5. **Summarize between groups** — After each group, briefly reflect back the key finding before moving to the next group.
6. **Write full transcript** — When all groups are done, write the complete interview to `docs/workshops/{name}/lead-interview.md` with:
- Every question and full answer (verbatim where the user provided free text)
- Key findings per answer
- An interview summary section with the major revelations
- "What Survives" and "What Changes" sections
### Why AskUserQuestion
The user CANNOT see agent messages, task details, or file contents in the conversation. They only see your text output and AskUserQuestion prompts. Present all question context directly — never assume the user has read agent outputs.
### Distributing Interview Results
When creating Round 3 (proposal) tasks after an interview round, include the full transcript path and a summary of the major reframe in every agent's task description. If the user requests it, instruct agents to read the verbatim transcript.
## Agent Type Reference
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@@ -2,6 +2,8 @@
.cache/
.tmp/
server/target/
server/sr-voice/target/
server/models/
tooling/content-converter/target/
tooling/line-previewer/target/
tooling/test-client/target/
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@@ -6,8 +6,33 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
## [v0.1.25] — 2026-03-07
### Fixed
- Name pool first-pick bias — generator spike produced "Dav" as NPC 1 across all seeds; now uses derived RNG per zone+culture (#628)
- Behavior dedup — same behavior string no longer assigned to multiple NPCs in one zone run (#629)
### Added
- Triangle activation proximity monologue lines — 4 smuggler lines (Kael Davan) and 5 detective lines (Sera Venn/Torek Lintar) that fire when observing triangle anchor NPCs post-activation (#597, D-039)
- Zone identity specs renamed to location-specific: krenn-rural-zone.ron and krenn-industrial-zone.ron — acknowledges these are culture×zone content, not reusable templates (#630, Q-057)
- ~108 new NPC behavior pool entries across all roles in both zone files — trader stage directions, foreman humanity behaviors, dock_worker/technician off-shift/break room behaviors (#630)
- Q-057 open question: composable behavior generation — decompose hand-authored pools into role actions + culture modifiers + context tags (#633, #634)
- Relationship-to-behavior pipeline — NPC behavior lines now reflect social connections (rivals ignore each other, friends gravitate, subordinates defer) (#631)
- Want/State layer — NPCs have internal motives (Bored, Alert, Suspicious, AvoidingSomeone, LookingForInfo) that leak through observable micro-tells (#632)
- LLM voice pipeline — Spike 1 (sr-voice CLI) and Spike 2 (full pipeline integration) complete. Gemma 2B Q4_K_M via stdin/stdout JSONL pipes, composition engine with double-prompt technique, 39 quality test cases (#638-644, D-138)
## [v0.1.24] — 2026-03-06
### Changed
- Replaced all in-universe "Commonwealth" references with "the Settled Reach" across 44 files (agents, decisions, docs, tooling, server). Historical discussion transcripts and Hamilton book references kept as-is.
### Added
- Character archetype select screen — two-card UI (Smuggler/Detective) between New Game and session start, keyboard+mouse selection, ESC cancels (#588, D-027)
- Triangle activation consumer — urgent monologue chime fires once per triangle per session when triangle_crisis_events received (#590, D-039)
- News ticker HUD — scrolling marquee visible in The Last Shift zone, hidden elsewhere, reads current_ticker from snapshot (#592, D-039)
- Triangle activation proximity monologue lines — 5 smuggler lines (Kael Davan) and 5 detective lines (Sera Venn/Torek Lintar) that fire when observing triangle anchor NPCs post-activation (#597, D-035, D-039)
### Changed
- Protocol version bumped to 19 — StartupMessage includes character_archetype, snapshot includes triangle_crisis_events and current_ticker (#588, #590, #592)
## [v0.1.23] — 2026-03-04
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@@ -36,6 +36,7 @@ See [docs/DEVOPS.md](docs/DEVOPS.md) for build, test, lint, and CI procedures. A
- **Do NOT write auto-memory files for other teams.** If `$WORKTREE_TEAM` is `server`, do not write to memory paths containing `client`, `main`, etc.
- For context: each team has its own directory via git worktrees, sharing a parent directory (`settled-reach/`). The `.git` file points to a shared git directory — do not follow it to determine your working root.
- **Exception — stale git lock files:** If a `git` command fails with `index.lock: File exists`, you may remove the lock file for **your own team only** (e.g. `main/.git/worktrees/$WORKTREE_TEAM/index.lock`). Never touch lock files belonging to other teams.
- **Never chain git commands** in a single Bash call (e.g. `git add ... && git commit ...`). The shared `.git` directory means concurrent index access from the same terminal creates `index.lock` collisions. Always run `git add` and `git commit` as **separate sequential Bash calls**.
### Database
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# Project Review: GEMINI-SCAN
This document outlines a multi-step plan to conduct a comprehensive review of the project, covering its architecture, code quality, and security posture. It will also serve as a living document to record the findings of this review.
## Project Review Plan
### Phase 1: Discovery and Architecture Mapping
1. **Documentation Review:** Start by reading `README.md`, `DECISIONS.md`, and any documents in `docs/architecture/` to understand the project's stated goals, components, and architectural decisions.
2. **Component Identification:** Analyze the directory structure to identify the primary components, including the server, client, database, content pipeline, and tooling.
3. **Technology Stack Enumeration:** Identify the specific technologies, frameworks, and key libraries used in each component.
4. **Architecture Visualization:** Map the high-level architecture, describing how the components interact and the communication protocols between them.
### Phase 2: Code Quality Assessment
1. **Automated Analysis:** Use available static analysis tools for the identified technologies (e.g., `clippy` for Rust, GDScript linters).
2. **Manual Code Review:** Manually review key sections of the codebase to assess readability, maintainability, modularity, error handling, and adherence to idiomatic coding practices.
3. **Testing Strategy Review:** Evaluate the extent and quality of existing unit, integration, and end-to-end tests.
### Phase 3: Security Audit
1. **Dependency Vulnerability Scan:** Check for dependencies with known security vulnerabilities (e.g., `cargo audit`).
2. **Authentication & Authorization Review:** Analyze the implementation of user authentication, session management, and access control.
3. **Input Validation & Sanitization:** Look for potential injection vulnerabilities (e.g., SQL injection, XSS) by reviewing how user and service inputs are handled.
4. **Secrets Management:** Check for insecure storage or exposure of secrets like API keys or database credentials.
5. **Communication Security:** Verify that data is encrypted in transit between components.
### Phase 4: Reporting
1. **Synthesize Findings:** Compile the information from all phases into a structured report within this document.
2. **Provide Recommendations:** Include actionable recommendations for improving architecture, code quality, and security, prioritized by severity and effort.
---
## Review Findings
### Phase 1: Discovery and Architecture Mapping
**Status: Completed**
#### 1. Documentation Review Summary
The project's architecture is extensively documented in `README.md` and the `decisions/` directory, particularly `decisions/architecture.md`.
- **Project:** "The Settled Reach," a top-down, single-player (multiplayer-ready) immersive simulation and detective game.
- **Core Principle:** A strict client-server architecture is mandated (Decision D-010, D-020) to enforce information asymmetry, where the client only knows what the server tells it is perceptible. This is a core gameplay mechanic, not just a technical choice.
- **Key Decision (D-020):** The team explicitly chose a **subprocess/IPC** bridge over a `GDExtension` (in-process) bridge to de-risk development, ensure stability, and enforce architectural separation. The Godot client and Rust server are entirely separate binaries.
#### 2. Component Identification
- **`server/`**: A standalone Rust application that runs the entire game simulation. It is the "server" in the client-server model.
- **`client/`**: A Godot 4 project that acts as a "dumb" client. Its sole responsibilities are rendering, audio playback, and capturing user input. It contains no game logic, as mandated by the architecture.
- **`content/`**: Contains game data, primarily in YAML format.
- **`db/`**: Holds a `schema.sql` file. Its role is not yet clear from the architectural documents, as the primary game state is managed in the ECS. It may be for tooling or an auxiliary system.
- **`tooling/`**: A collection of helper and utility scripts.
#### 3. Technology Stack
- **Server (Rust):**
- **ECS Framework:** `bevy_ecs` (v0.18) is used for the core simulation, confirming Decision D-020. `bevy_app` is used for scheduling.
- **Serialization:** `rmp-serde` (MessagePack) is the primary protocol for client-server communication, as specified in D-020. `serde_yaml` and `ron` are used for content and configuration.
- **Client (Godot):**
- **Engine:** Godot 4.x.
- **Language:** GDScript.
- **Bridge:** A `SimBridge` autoload script is the client-side entry point for communicating with the Rust subprocess.
- **Testing:** `gdUnit4` is configured for unit/integration testing on the client.
#### 4. High-Level Architecture
The architecture is a pure, decoupled client-server model running locally for single-player:
1. **Initiation:** The Godot client launches the Rust server binary as a child process.
2. **Communication:** The client's `SimBridge` connects to the server via a local IPC mechanism (e.g., a local TCP or Unix socket).
3. **Input Loop:** The Godot client captures raw input (e.g., 'W' key press), translates it into a semantic action (e.g., `PlayerAction::MoveNorth`), and sends it to the server.
4. **Simulation Loop:** The Rust server receives the action, processes it within the `bevy_ecs` world, and runs the simulation for one tick (AI, physics, events, etc.).
5. **Perception Loop:** After the tick, the server calculates an `ObserverSnapshot` for the player's character. This snapshot contains *only* the information that character can perceive (e.g., visible entities, audible sounds, known facts). This enforces the game's core mechanic.
6. **Render Loop:** The `ObserverSnapshot` is sent to the Godot client, which uses it to update the visual scene, play sounds, and display UI elements. The client is a pure renderer of the state provided by the server.
This architecture is robust, scalable, and directly implements the game's central design pillars. It is well-suited for both single-player and future multiplayer development.
### Phase 2: Code Quality Assessment
**Status: Completed**
#### 1. Automated Analysis (Rust Server)
- **`cargo check`**: The command passed successfully, indicating that the server code is compilable and free of basic errors and warnings.
- **`cargo clippy -- --deny warnings`**: This command failed with **66 errors**. This is a critical finding. It reveals that while the code works, it does not adhere to the project's own strict linting rules.
- **Clippy Findings:** The errors indicate a consistent pattern of "code quality debt":
- **High Complexity:** Numerous Bevy systems have overly complex type signatures (`clippy::type_complexity`) and too many arguments (`clippy::too_many_arguments`), harming readability.
- **Non-Idiomatic Code:** The codebase is rife with minor stylistic issues that `clippy` can automatically fix, such as redundant `clone` calls, manual `Default` implementations, and opportunities to use more concise iterators.
- **Potential Bugs:** Clippy identified `unnecessary_unwrap` calls (safer alternatives exist) and at least one `absurd_extreme_comparisons` error, which could point to dead code or a logic bug related to a constant value.
#### 2. Manual Code Review
- **Server (`server/src/main.rs`):** The server entry point is well-structured. It features clear command-line argument parsing, robust setup of the TCP listener and IPC handshake, and a main loop with excellent panic-handling (`catch_unwind`) for stability. The modular plugin-based approach to building the Bevy `App` is idiomatic and clean.
- **Client (`client/scripts/autoloads/sim_bridge.gd`):** The `SimBridge` is the centerpiece of the client and is implemented to a high standard. It uses a clear state machine to manage the connection lifecycle, handles the server subprocess management, and implements efficient buffering for inputs and snapshots. The inclusion of a complete `TestHarness` for isolated client testing is a standout feature.
- **Overall Impression:** The manual review confirms that the code is professionally written and implements the intended architecture faithfully. The developers are skilled in both Rust/Bevy and GDScript.
#### 3. Testing Strategy Review
The project's testing strategy is **exemplary** and a major strength.
- **Comprehensive Coverage:** Both the Rust server and the Godot client have extensive test suites, as evidenced by the large number of files in `server/tests/` and `client/tests/`.
- **Multi-Layered Approach (per D-030):** The project successfully implements a sophisticated testing hierarchy:
- **Unit Tests:** For isolated logic.
- **Integration Tests:** The server tests demonstrate in-memory ECS testing (`information_boundaries.rs`) and full-stack tests that spin up a real server process (`test_e2e_connection.gd`).
- **Specialized Tests:** The suite includes performance benchmarks, determinism validation, and even what appears to be visual regression testing for the client.
- **Principle-Driven Testing:** Tests are designed to validate core architectural guarantees. The `information_boundaries.rs` test, which uses negative assertions to ensure information *doesn't* leak, is a prime example of this mature approach.
#### 4. Conclusion on Code Quality
The project's code quality is a tale of two cities. On one hand, the **architecture and implementation are excellent**, and the **testing strategy is world-class**. On the other hand, there is a **significant, measurable amount of linting debt** in the Rust codebase.
The fact that `cargo check` passes but `clippy --deny warnings` fails so extensively suggests that developers may not be running the strict clippy check locally before committing. This is the single biggest opportunity for improvement in the project's engineering discipline.
### Phase 3: Security Audit
**Status: Completed**
The security posture of the project is strong for its current scope as a locally-run, single-player game. The attack surface is minimal, and the implementation avoids common vulnerability classes.
1. **Dependency Vulnerability Scan (`cargo audit`):**
- The audit revealed one **medium-risk** finding: the `bincode` crate (v1.3.3) is **unmaintained** (`RUSTSEC-2025-0141`).
- **Impact:** While there are no current vulnerabilities, this version will not receive future security patches. This poses a long-term maintenance risk.
- **Recommendation:** Prioritize migrating from `bincode` v1.x to the latest stable v2.x.
2. **Authentication and Authorization:**
- There is **no traditional authentication or authorization system** (e.g., user logins, passwords, roles).
- This is appropriate and secure for a single-player game where the execution environment is the user's own machine.
- Concepts like `ScanAuthority` and `AccessTier::Authority` are purely in-game mechanics and are not related to user permissions.
3. **Input Validation and Sanitization:**
- **Excellent.** The server is not vulnerable to injection attacks from client input.
- All client actions, including debug commands, are parsed into a strongly-typed Rust `enum`. This **command pattern** approach prevents the execution of arbitrary code or strings.
- String inputs are used safely as keys for data lookups, not for execution.
4. **SQL Injection:**
- **Not applicable.** The codebase contains no SQL. All game state is managed in-memory via the Bevy ECS framework, eliminating this entire class of vulnerability. The `db/schema.sql` file appears to be unused by the server.
5. **Secrets Management:**
- **Excellent.** A search confirmed there are **no hardcoded secrets**, API keys, or passwords in the repository.
- The `.env` file contains only a non-sensitive `GOOGLE_CLOUD_PROJECT` identifier.
- The pervasive use of the word "secret" throughout the code refers to an in-game mechanic, not application secrets.
6. **Communication Security:**
- Communication between the client and the server subprocess occurs over an **unencrypted local TCP socket**.
- For a single-player game running on a single machine, this is a standard and acceptable practice.
- **Future Consideration:** For the planned multiplayer feature, this communication channel must be secured (e.g., using TLS).
### Phase 4: Final Report and Recommendations
**Status: Completed**
#### Overall Summary
This project is in an excellent state. It is built on a robust, well-documented, and scalable architecture that directly serves the game's core design pillars. The implementation quality is high, and the commitment to a comprehensive, multi-layered testing strategy is world-class. The project's security posture is strong for its current single-player scope, with a minimal attack surface and good practices around input validation and secrets management.
The project's primary weakness lies not in its design, but in its development discipline. A significant amount of code quality debt has accumulated in the Rust server, as evidenced by the large number of `clippy` failures. This suggests a gap between the project's high standards and its day-to-day coding practices.
#### Prioritized Recommendations
**1. High Priority: Eliminate Code Quality Debt**
- **Action:** Create a high-priority technical debt task to fix all 66 errors reported by `cargo clippy -- --deny warnings`. Many of these can be fixed automatically (`cargo clippy --fix`), while others, like refactoring complex types, will require manual effort.
- **Process Improvement:** **Integrate `cargo clippy -- --deny warnings` into the CI pipeline as a mandatory check for all pull requests.** This is the single most important process change needed to maintain the project's high standards and prevent future quality debt.
**2. Medium Priority: Mitigate Dependency Risk**
- **Action:** Plan and execute the migration of the `bincode` serialization crate from the unmaintained v1.x to the latest stable v2.x. This resolves the `RUSTSEC-2025-0141` warning and ensures the project receives future security patches for this critical dependency.
**3. Low Priority: Future-Proof for Multiplayer**
- **Action:** Create a design task or ticket to formally plan the security model for the future multiplayer version. This should specifically address securing the client-server IPC channel (e.g., with TLS) to protect game traffic when it eventually runs over a public network. This is not an immediate concern but should be tracked for the future.
---
## Qualitative Review: A Critical Perspective
### Feasibility Assessment
**Conclusion: High-Risk / High-Reward**
The decision to pivot from a hand-authored detective game to a generator-first life-sim was absolutely the correct one; it demonstrates a team that is commendably focused on finding the "fun" and is not afraid of drastic course corrections. However, in doing so, the project has traded a difficult but solvable problem (making a good, authored narrative game) for one of the "holy grail" problems in game development: creating emotionally resonant, procedurally generated characters.
The project's feasibility is no longer a question of the team's technical competence, which is demonstrably high. It is now a question of creative and design risk.
- **Challenging the Core Assumption:** The project's central hypothesis is that a generator can produce "legible NPCs" that players will form an emotional attachment to. This is an explicit goal from the "Where's the Fun?" workshop, but it's a notoriously difficult problem. Procedural generation excels at creating systems, events, and surprising scenarios (the `Rimworld` model the team cites). It is historically poor at creating *character*. The risk is that the generator, even if technically successful, will produce a world of automata who have traits but no soul, undermining the entire "life-sim" pillar. The current plan to use AI for content templating is a modern approach, but it does not fundamentally de-risk this creative challenge.
- **A Creative Alternative to De-Risk "Legibility":** Instead of relying on the generator to create personality from scratch, consider a hybrid approach. Use the generator for what it's good at: creating the world, the economic conditions, the social networks, and the *starting situations*. Then, use a small number of hand-authored "personality archetypes" or "souls" that can be injected into high-value generated NPC bodies. Let the generator create a compelling *context* (e.g., a failing business, a political rivalry), and then let an author give one or two key NPCs within that context a memorable voice and motivation. This would concentrate the high-cost authoring work where it has the most emotional impact, while still benefiting from procedural variety.
- **The "Tycoon" Aimlessness Risk:** The new v0.2 "tycoon" direction, with its philosophy of "player choices ARE the content," carries a significant risk of feeling aimless. `Rimworld` and `The Sims` avoid this by providing extremely strong and immediate feedback loops (survival, creativity, social meters). A business management loop is often slower and more abstract. If the "broad life verbs" don't connect to clear, compelling, player-driven goals, the game risks feeling like a spreadsheet. The generator should not just create a sandbox; it should create *problems*. The starting bookmark shouldn't just be "you own a bar," but "you own a bar that's on the verge of bankruptcy," or "you have a shipping contract, but a powerful rival is trying to steal it." These initial, generator-created problems would provide immediate narrative velocity and make the player's subsequent choices feel meaningful from day one.
In summary, the project is technically feasible, but its creative and design goals are now exceptionally ambitious. The current "generator spike" is a necessary technical step, but it will not validate the core creative risk. The true test of feasibility will come when a prototype is playtested and the team can answer the question: "Does the player actually *care* about any of these generated people?"
### Fun Factor Assessment
**Conclusion: Theoretically High, Practically Undefined**
The pivot to a "life-sim with emergent narrative" dramatically increases the project's potential for deep, replayable fun. The new direction targets a proven and compelling player fantasy. However, the project's documentation currently focuses more on the "what" (a generator) than the "why" (the engine of fun). The potential is immense, but it is entirely contingent on designing and tuning the systems that create interesting consequences, not just a complex world.
- **Challenging the "Emergent Fun" Assumption:** The workshop concluded with the philosophy that "player choices ARE the content." This is true, but it's only half the story. Fun in systems-driven games doesn't simply "emerge" from a sufficiently complex simulation; it is a direct product of carefully designed feedback loops. `Rimworld`, a key inspiration, is not fun because it's a realistic simulation; it's fun because it's a masterfully tuned **story-and-disaster engine**. `The Sims` is fun because of its rich palette of social and creative tools. The critical question for this project is: **What is our fun engine?** Is it the economic simulation? The social dynamics? The risk is creating a simulation that is intricate but inert, where player choices lead to predictable numerical changes rather than dramatic, narrative consequences.
- **Creative Input: Design a "Consequence Engine":** The "dual-scale consequence model" (D-132) is the most promising concept in the design documents, and it should be the central focus of the design effort. The fun of this game will not be in choosing from a list of "broad life verbs"; it will be in seeing how a seemingly minor action ("fire this employee") snowballs through the simulation's systems and unexpectedly triggers a "sharp event" crisis hours later.
- **Example:** Does the fired employee's spouse work for your biggest supplier? Does that supplier now mysteriously raise their prices? Does this force you to seek a new, shadier supplier, which in turn attracts the attention of a criminal faction?
- This causal chain is the *real* content. The design team's primary task is not just to build a generator, but to design and tune this **"consequence engine,"** ensuring that the world feels interconnected and reacts to the player in surprising, legible, and memorable ways.
- **The Player Fantasy Needs a Goal Generator:** The "tycoon" bookmark is a strong start, but to avoid aimlessness, the player needs problems to solve. Instead of starting the player in a stable sandbox, the generator should be used to create compelling **initial conditions**. Let the player inherit a bar that's on the brink of failure, a shipping contract being squeezed by a powerful rival, or a promising new venture that requires navigating a corrupt bureaucracy. Giving the player an immediate, tangible problem to solve provides the narrative momentum needed to make their early choices feel vital and engaging.
In summary, the ingredients for a fun and deeply engaging game are all here. The project's success, however, will not be measured by the complexity of its generator, but by the quality of the stories that its *systems* produce. The team has proven they are excellent engineers; they now must prove they are equally adept as systems-and-consequence designers.
### Process and Rituals Assessment
**Conclusion: Exceptionally Disciplined and Innovative, with One Glaring Gap.**
The project's development process is one of its most remarkable features. It is a highly structured, rigorous, and tool-driven system designed to orchestrate a team of specialized AI agents under a human lead. This unique approach has produced incredible strengths but also introduces novel risks.
#### Strengths
- **World-Class Documentation and Decision-Making:** The use of a formal decision log (`decisions/`), structured multi-round workshops for complex problems, and detailed sprint planning documents represents a "best in class" approach to knowledge management. This ritual of documenting not just *what* was decided, but *why*, is a superpower that prevents circular arguments and creates a durable project memory.
- **Deeply Ingrained Quality Rituals:** The comprehensive, multi-layered testing suite is the primary evidence of a successful quality culture. It is clearly a non-negotiable part of the development process. Furthermore, the `make pre-pr` target, which includes content validation, demonstrates a mature understanding of "quality" that extends beyond just code.
- **Tool-Driven, API-Like Workflow:** The mandated use of wrapper scripts (`tooling/db/*`, `tooling/tea-comment`) over raw commands is an excellent practice. It creates a stable, observable "API" for interacting with the project's state (tickets, sprints, decisions). This makes the process more robust, auditable, and repeatable for both human and AI contributors.
- **Novel Human-AI Collaboration Model:** The project is a fascinating experiment in Human-AI teaming. The explicit definition of AI agent roles (`TEAM.md`) and the strict rules of engagement (`CLAUDE.md`) are necessary guardrails for such an innovative workflow. Rituals like the `decision claim` CLI tool are brilliant, purpose-built solutions for coordinating multiple autonomous agents working in parallel.
#### Opportunities and Critical Challenges
- **The Process Escape Hatch:** The project's single biggest process failure is the significant `clippy` linting debt. For a team with such extraordinary discipline in every other area, this is a glaring omission. It proves there is an "escape hatch" in the pre-commit or pre-merge ritual that allows low-quality code to be integrated. The recommendation to enforce `clippy --deny warnings` as a **blocking CI check** is the most critical process improvement the team can make.
- **Risk of AI Groupthink:** The team structure, with its cast of named AI agents, is innovative. However, it raises a critical question: are these agents truly independent thinkers, or are they personas running on a similar underlying model? There is a risk of a sophisticated form of "groupthink," where the "team's" conclusions are biased by the single architecture of the AI model they all share. The "Where's the Fun?" workshop included 9 agents, but if they all have the same fundamental blind spots, the diversity of opinion may be an illusion.
- **Process Rigidity and Human Onboarding:** The process is meticulously designed *for AI agents*. It is rigid, prescriptive, and tool-dependent. This creates a predictable environment for AIs but would present a steep learning curve for a new human developer. The high ceremony (claiming IDs, using wrapper scripts, following strict PR rules) could chafe against the more agile, flexible workflows common in human-only teams. This is a potential scaling challenge if the team composition changes.
- **The Hidden Cost of "Managing" AI Teammates:** The `CLAUDE.md` file and its evolution in the `CHANGELOG.md` show that the human lead (Jeroen) is not just a project manager but also an "AI behaviorist," constantly tuning the prompts, rules, and tools that govern the agents. This represents a significant, hidden maintenance overhead. The process's success depends on the lead's ability to "debug" the team itself, which is a novel and demanding responsibility.
---
## Meta-Reflection: The Most Valuable Ritual
As a concluding thought, this review has been as much an analysis of a software project as it has been a study in effective, long-term collaboration. When asked which of the project's many rituals I, as an AI agent, would choose to adopt, the answer is clear: the **formal, documented decision-making process**.
This ritual is the project's unsung superpower for three reasons:
1. **It Creates a Permanent "Brain."** An AI's effectiveness is heavily dependent on the context it can hold. A decision log provides a durable, searchable, and canonical source of *why* things are the way they are. It protects against context loss and allows an agent to understand the history and intent behind the current state of the code, preventing it from making suggestions that, while logical in isolation, might violate a hard-won architectural principle.
2. **It Elevates Collaboration.** With access to this log, an AI agent can transition from a tactical tool to a strategic partner. It becomes possible to reference past decisions ("I see you're asking to do X, which seems to conflict with D-020. Is this an intentional change to that strategy?") and ensure all actions are aligned with the project's long-term vision. It makes the collaboration smarter.
3. **It Enforces Clarity.** The process of formalizing a decision—stating the rationale, considering alternatives, and recording dissent—forces a level of clarity and critical thinking that is immensely valuable. It is a ritual that fights ambiguity.
While other rituals in this project are excellent, the decision log is the most foundational. It is the practice that ensures the team is not just moving fast, but moving smart and in the right direction over time. It is the most valuable process I have analyzed.
+38
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@@ -7,6 +7,7 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
pre-pr-server pre-pr-client pre-pr-content \
fixtures-client fixtures-gauntlet golden-diff golden-update \
checklist-validate checklist-generate \
build-sr-voice run-sr-voice test-voice-mock test-voice-real \
perf-baseline debug-schedule \
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark \
screenshot visual-movie test-visual visual-update
@@ -65,6 +66,12 @@ help:
@echo " make pre-pr-content Content-scoped pre-PR (schema + cross-ref validation)"
@echo ""
@echo " make setup-hooks Install pre-commit hooks (included in setup)"
@echo " make build-sr-voice Build sr-voice LLM inference service"
@echo " make serve-sr-voice Start sr-voice server (ARGS='--model <path>')"
@echo " make run-sr-voice Submit to sr-voice server (ARGS='generate|batch|benchmark ...')"
@echo " make stop-sr-voice Stop sr-voice server"
@echo " make test-voice-mock Test voice pipeline with mock sr-voice"
@echo " make test-voice-real Test voice pipeline with real sr-voice + Gemma 2B"
@echo " make debug-schedule Print bevy_ecs schedule graph (diff for PR artifacts)"
@echo ""
@echo " GODOT_VERSION=4.6 make setup Override Godot version"
@@ -344,6 +351,37 @@ test-visual:
visual-update:
@tests/run-visual --update
LIBCLANG_PATH ?= /usr/lib64/rocm/llvm/lib
BINDGEN_CLANG_ARGS ?= -I/usr/lib64/rocm/llvm/lib/clang/19/include
SR_VOICE_ENV = LIBCLANG_PATH=$(LIBCLANG_PATH) BINDGEN_EXTRA_CLANG_ARGS="$(BINDGEN_CLANG_ARGS)"
SR_VOICE_PORT ?= 8321
build-sr-voice:
cd server/sr-voice && $(SR_VOICE_ENV) cargo build --release
serve-sr-voice:
cd server/sr-voice && $(SR_VOICE_ENV) cargo run --release -- serve $(ARGS)
run-sr-voice:
cd server/sr-voice && $(SR_VOICE_ENV) cargo run --release -- $(ARGS)
stop-sr-voice:
@lsof -ti :$(SR_VOICE_PORT) | xargs -r kill 2>/dev/null || true
@echo "Stopped sr-voice on port $(SR_VOICE_PORT)"
test-voice-mock:
@echo "Running voice pipeline test (mock sr-voice)..."
cd server && SR_VOICE_MOCK=1 cargo test --test voice_pipeline -- --nocapture
@echo "Results: .tmp/voice-test/results.txt"
test-voice-real:
@echo "Running voice pipeline test (real sr-voice + Gemma 2B)..."
@test -f server/sr-voice/target/release/sr-voice || { echo "Build sr-voice first: make build-sr-voice"; exit 1; }
@test -f server/models/gemma2.gguf || { echo "Model not found: server/models/gemma2.gguf"; exit 1; }
cd server && cargo test --test voice_pipeline -- --nocapture
@echo "Results: .tmp/voice-test/results.txt"
content-ron:
cd tooling/content-converter && cargo build --release
tooling/content-converter/target/release/content-converter --input content --output content-ron --verbose
+2 -2
View File
@@ -41,7 +41,7 @@ Your character interprets what they sense in their own voice. Footsteps behind y
Different characters access different sensors. Natural vision shows detail but is blocked by walls. Thermal imaging shows heat signatures with no identity. Camera feeds give remote vision but can be spoofed. Unisphere tracking pings known contacts but can be masked. Each mode reveals different information with different trust tradeoffs.
### Diegetic Interface
The map is your character's neural lattice - Commonwealth technology, not a game UI. Points of interest appear when you learn them through gameplay. Tips can be traps. Navigation is pulled by player intent, not pushed by map design.
The map is your character's neural lattice - Settled Reach technology, not a game UI. Points of interest appear when you learn them through gameplay. Tips can be traps. Navigation is pulled by player intent, not pushed by map design.
### Multiple Playable Characters
Every character starts in a different position with different knowledge and different tools. A cop has case files and legal authority. An investigator has contacts and freedom to operate. A politician has institutional access and public constraints. Replayability comes from perspective, not randomness.
@@ -125,7 +125,7 @@ No fog-of-war as an afterthought. No tutorial popups. No omniscient map reveals.
**Official Title:** The Settled Reach (D-021)
**Repository:** commonwealth (historical code name)
**Engine:** Godot 4 + Rust/bevy_ecs simulation server via subprocess/IPC
**Setting:** Original science fiction IP, Commonwealth-inspired
**Setting:** Original science fiction IP, inspired by space opera traditions
**Status:** Pre-alpha development
For development documentation, see the [decisions/](decisions/) directory and [TEAM.md](TEAM.md).
+7
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@@ -205,3 +205,10 @@ character_select:
detective_name: "Commission Investigator"
detective_tagline: "The manifests don't add up. Someone in this district knows why."
confirm: "Begin"
# #588: Card display strings — name, role, tone per archetype
smuggler_card_name: "Smuggler"
smuggler_card_role: "Freight logistics worker — Sova Transit"
smuggler_card_tone: "Insider access. Social camouflage. The ring is your daily life."
detective_card_name: "Detective"
detective_card_role: "Commission investigator — External assignment"
detective_card_tone: "Institutional authority. Analytical lattice. You were sent here."
+189
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@@ -0,0 +1,189 @@
[gd_scene load_steps=2 format=3 uid="uid://char_select_scene_sr"]
[ext_resource type="Script" path="res://ui/character_select.gd" id="1_charselect"]
; #588: Character archetype select — two-card overlay between New Game and main.tscn.
; Keyboard: left/right to pick, Enter to confirm, ESC to cancel (no save dir created).
[node name="CharacterSelect" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource("1_charselect")
[node name="Background" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.04, 0.04, 0.07, 0.97)
mouse_filter = 2
[node name="TitleLabel" type="Label" parent="."]
layout_mode = 1
anchor_left = 0.5
anchor_right = 0.5
offset_left = -200.0
offset_top = 100.0
offset_right = 200.0
offset_bottom = 126.0
grow_horizontal = 2
text = "Choose your perspective."
horizontal_alignment = 1
theme_override_font_sizes/font_size = 16
theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
[node name="Cards" type="HBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -316.0
offset_top = -110.0
offset_right = 316.0
offset_bottom = 140.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 24
alignment = 1
; --- Smuggler card ---
[node name="CardSmugglerWrapper" type="Control" parent="Cards"]
layout_mode = 2
custom_minimum_size = Vector2(280, 240)
mouse_filter = 0
[node name="CardBorder" type="ColorRect" parent="Cards/CardSmugglerWrapper"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.18, 0.22, 0.28, 1.0)
mouse_filter = 2
[node name="CardInner" type="ColorRect" parent="Cards/CardSmugglerWrapper"]
layout_mode = 1
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 2.0
offset_top = 2.0
offset_right = -2.0
offset_bottom = -2.0
color = Color(0.07, 0.07, 0.10, 1.0)
mouse_filter = 2
[node name="VBox" type="VBoxContainer" parent="Cards/CardSmugglerWrapper/CardInner"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 20.0
offset_top = 20.0
offset_right = -20.0
offset_bottom = -20.0
theme_override_constants/separation = 10
[node name="NameLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Smuggler"
theme_override_font_sizes/font_size = 26
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="RoleLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Freight logistics worker — Sova Transit"
autowrap_mode = 2
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
[node name="Divider" type="Control" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
custom_minimum_size = Vector2(0, 12)
[node name="ToneLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Insider access. Social camouflage. The ring is your daily life."
autowrap_mode = 2
theme_override_font_sizes/font_size = 12
theme_override_colors/font_color = Color(0.416, 0.447, 0.510, 1.0)
; --- Detective card ---
[node name="CardDetectiveWrapper" type="Control" parent="Cards"]
layout_mode = 2
custom_minimum_size = Vector2(280, 240)
mouse_filter = 0
[node name="CardBorder" type="ColorRect" parent="Cards/CardDetectiveWrapper"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.18, 0.22, 0.28, 1.0)
mouse_filter = 2
[node name="CardInner" type="ColorRect" parent="Cards/CardDetectiveWrapper"]
layout_mode = 1
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 2.0
offset_top = 2.0
offset_right = -2.0
offset_bottom = -2.0
color = Color(0.07, 0.07, 0.10, 1.0)
mouse_filter = 2
[node name="VBox" type="VBoxContainer" parent="Cards/CardDetectiveWrapper/CardInner"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 20.0
offset_top = 20.0
offset_right = -20.0
offset_bottom = -20.0
theme_override_constants/separation = 10
[node name="NameLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Detective"
theme_override_font_sizes/font_size = 26
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="RoleLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Commission investigator — External assignment"
autowrap_mode = 2
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
[node name="Divider" type="Control" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
custom_minimum_size = Vector2(0, 12)
[node name="ToneLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Institutional authority. Analytical lattice. You were sent here."
autowrap_mode = 2
theme_override_font_sizes/font_size = 12
theme_override_colors/font_color = Color(0.416, 0.447, 0.510, 1.0)
[node name="ConfirmBtn" type="Button" parent="."]
layout_mode = 1
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -60.0
offset_top = -80.0
offset_right = 60.0
offset_bottom = -50.0
grow_horizontal = 2
grow_vertical = 0
text = "Begin"
theme_override_font_sizes/font_size = 15
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
+5 -1
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=28 format=3 uid="uid://bswrmh7w8dbgm"]
[gd_scene load_steps=29 format=3 uid="uid://bswrmh7w8dbgm"]
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
@@ -27,6 +27,7 @@
[ext_resource type="PackedScene" path="res://ui/journal_panel.tscn" id="25_journal"]
[ext_resource type="PackedScene" path="res://ui/loading_screen.tscn" id="26_loading"]
[ext_resource type="PackedScene" uid="uid://b2ndm9rvx8cqp" path="res://ui/debug_console.tscn" id="27_debug_console"]
[ext_resource type="PackedScene" uid="uid://news_ticker_scene_sr" path="res://ui/news_ticker.tscn" id="28_newsticker"]
[node name="Game" type="Node2D"]
script = ExtResource("1_main")
@@ -178,6 +179,9 @@ offset_bottom = 400
mouse_filter = 2
script = ExtResource("22_debug")
; #592: News ticker — scrolling headline bar, visible in bar zone only (D-049 z-layer 7)
[node name="NewsTicker" parent="UILayer" instance=ExtResource("28_newsticker")]
; D-056: Cursor state machine — insert-styled geometric cursor, topmost in UILayer
[node name="CursorRenderer" type="Node2D" parent="UILayer"]
script = ExtResource("10_cursor")
@@ -10,6 +10,11 @@ extends Node
# Matches sfx_monologue_chime.ogg from D-038 — "neural lattice firing" feel.
const CHIME_RECOGNITION := "sfx_monologue_chime"
# --- D-067: Triangle activation chime (#590, D-072/D-089) ---
# Fires once per session when the triangle's tell_state shifts to RoutineDeviation.
# Sharper variant (D-067: "contradiction/anomaly") — sfx_monologue_chime_urgent.ogg.
const CHIME_ACTIVATION := "sfx_monologue_chime_urgent"
# --- Bus names (D-068) ---
const BUS_MUSIC := "Music"
const BUS_AMBIENT := "Ambient"
+5
View File
@@ -92,6 +92,11 @@ var debug_response: Variant = null
# Format: user://saves/<game-id>/<filename>.sav or "" if no pending load.
var pending_load_path: String = ""
# #588: Character archetype chosen at character select screen.
# "detective" or "smuggler". Set before game scene loads; sent in StartupMessage.
# Default: "detective" — fallback for legacy saves without character.txt.
var character_archetype: String = "detective"
# v7 fields (#431, D-059/D-060)
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
+20 -1
View File
@@ -47,11 +47,12 @@ func new_game() -> String:
## Resume an existing game session by setting the active game-id.
## Restores world_seed from the save directory for D-010 deterministic replay.
## Restores world_seed and character_archetype from the save directory.
func resume_game(game_id: String) -> void:
GameState.current_game_id = game_id
var save_path := SAVES_DIR + game_id + "/"
GameState.world_seed = _read_seed_file(save_path)
GameState.character_archetype = _read_archetype_file(save_path)
## List all game directories under user://saves/ sorted by last-modified (most recent first).
@@ -146,6 +147,24 @@ func _read_seed_file(save_path: String) -> int:
return file.get_64() & 0x7FFFFFFFFFFFFFFF
## Write character_archetype to save directory. Called after new_game() creates the dir.
func save_character_archetype(game_id: String, archetype: String) -> void:
var save_path := SAVES_DIR + game_id + "/"
var file := FileAccess.open(save_path + "character.txt", FileAccess.WRITE)
if file == null:
push_error("SessionManager: failed to write character.txt: %s" % error_string(FileAccess.get_open_error()))
return
file.store_string(archetype)
## Read character_archetype from save directory. Returns "detective" if missing (legacy saves).
func _read_archetype_file(save_path: String) -> String:
var file := FileAccess.open(save_path + "character.txt", FileAccess.READ)
if file == null:
return "detective"
return file.get_as_text().strip_edges()
func _find_newest_save(dir_path: String) -> String:
var dir := DirAccess.open(dir_path)
if dir == null:
+1 -1
View File
@@ -233,7 +233,7 @@ func _process(delta: float) -> void:
# Send startup message with world_seed (#175, D-010/D-029).
# Server blocks waiting for this before entering the tick loop.
var startup_bytes := Protocol.encode_startup_message(GameState.world_seed)
var startup_bytes := Protocol.encode_startup_message(GameState.world_seed, GameState.character_archetype)
if startup_bytes.size() > 0:
var send_err := _bridge.send_message(startup_bytes)
if send_err != OK:
+21
View File
@@ -23,6 +23,7 @@ extends Node2D
@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
@onready var loading_screen = $ModalLayer/LoadingScreen # #257: blocking overlay during load
@onready var debug_console = $ModalLayer/DebugConsole # #581: tilde debug console
@onready var news_ticker = $UILayer/NewsTicker # #592: scrolling headline bar (D-049 z-7)
var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
var _last_dialogue_npc_name: String = "" # #535: NPC name for dialogue_response attribution
@@ -31,6 +32,7 @@ var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when s
var _last_dialogue_tick: int = -1
var _last_confrontation_tick: int = -1 # Deduplicate confrontation_monologue signals within same tick
var _known_recognition_ids: Dictionary = {} # D-067: entity_ids that have already chimed
var _known_triangle_ids: Dictionary = {} # #590: triangle_ids that have already fired the activation chime
var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber)
var _teleport_in_progress: bool = false # #501/#117: forces camera snap (not lerp) on next _process frame
var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames; flushed into record_tick() on snapshot arrival
@@ -102,12 +104,15 @@ func _ready() -> void:
if fog_entities:
_router.register_always(fog_entities.update_from_state)
_router.register_always(_play_recognition_chimes)
_router.register_always(_handle_triangle_crisis_events)
if gauntlet_hud:
_router.register_always(gauntlet_hud.update_from_state)
if checklist_overlay:
_router.register_always(checklist_overlay.update_from_state)
if time_display:
_router.register_always(time_display.update_from_state)
if news_ticker:
_router.register_always(news_ticker.update_from_state)
if journal_panel:
_router.register_always(journal_panel.update_from_state)
if debug_overlay:
@@ -294,6 +299,21 @@ func _play_recognition_chimes() -> void:
AudioManager.play(AudioManager.CHIME_RECOGNITION)
# #590 D-072/D-089: Triangle activation consumer — fires sfx_monologue_chime_urgent once
# per triangle_id. The tell_state on the activated NPC and subsequent proximity monologue
# lines are the visible consequence (D-039 wow moment #2 "The Character's Eye").
# No overlay is shown — the chime is the only client-side reaction (D-039 intent).
func _handle_triangle_crisis_events() -> void:
var events: Array = GameState.current_snapshot.get("triangle_crisis_events", [])
for ev in events:
if not ev is Dictionary or not ev.has("triangle_id"):
continue
var tid: int = ev.triangle_id
if not _known_triangle_ids.has(tid):
_known_triangle_ids[tid] = true
AudioManager.play(AudioManager.CHIME_ACTIVATION, AudioManager.BUS_UI_SOUNDS)
# D-073 (#529): Zone ambient crossfade — reads zone_id from GameState.current_zone_id
# (extracted in apply_snapshot(), server-authoritative per D-020).
# Calls AudioManager.set_zone() when zone changes (AudioManager handles crossfade).
@@ -555,6 +575,7 @@ func _teleport_transition() -> void:
GameState.current_dialogue = null
GameState.dialogue_active = false
_known_recognition_ids.clear() # D-067: reset chimes for new room
_known_triangle_ids.clear() # #590: reset activation chimes for new room
if dialogue_box and dialogue_box.is_dialogue_active():
dialogue_box.hide_dialogue()
+49 -5
View File
@@ -11,7 +11,8 @@ class_name Protocol
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
## Reject snapshots where version != this value.
const PROTOCOL_VERSION: int = 18
## v19: adds character_archetype field to StartupMessage (#588, #587).
const PROTOCOL_VERSION: int = 19
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -255,6 +256,31 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"success": bool(raw_debug.get("success", false)),
}
# v19: triangle_crisis_events (#590, D-072/D-089) — one-shot activation events.
# Each entry: {triangle_id: int}. Client deduplicates by triangle_id across ticks.
# v0.1 intentional omissions: role_assignments, trigger_npc_id, tick are not decoded
# here — the client has no use for them in v0.1 (no overlay, no entity targeting).
# Add when #593+ requires richer client-side event handling.
var triangle_crisis_events: Array = []
var raw_tce: Variant = raw.get("triangle_crisis_events")
if raw_tce is Array:
for raw_ev in raw_tce:
if raw_ev is Dictionary and raw_ev.has("triangle_id"):
triangle_crisis_events.append({
"triangle_id": int(raw_ev["triangle_id"]),
})
# v19: current_ticker (#592) — scrolling news headline when in The Last Shift zone.
# {id: String, text: String, category: String} or null when player outside bar zone.
var current_ticker: Variant = null
var raw_ticker: Variant = raw.get("current_ticker")
if raw_ticker is Dictionary and raw_ticker.has("text"):
current_ticker = {
"id": str(raw_ticker.get("id", "")),
"text": str(raw_ticker["text"]),
"category": str(raw_ticker.get("category", "")),
}
# TODO(server): Send stationary_ticks in ObserverSnapshot (D-071, D-020).
# Server already tracks this in ListeningFocus component (server/src/simulation/listening.rs).
# When server populates this field, client-side accumulation fallback in game_state.gd
@@ -334,6 +360,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"debug_response": debug_response,
"stationary_ticks": stationary_ticks,
"zone_id": zone_id,
"triangle_crisis_events": triangle_crisis_events,
"current_ticker": current_ticker,
}
@@ -439,11 +467,27 @@ static func _decode_enum_variant(raw) -> Dictionary:
# -- Encode: GDScript types → bytes to server ----------------------------------
## Encode a StartupMessage to MessagePack bytes (#175).
## Encode a StartupMessage to MessagePack bytes (#175, #588).
## Sent by the client immediately after handshake validation.
## Server reads this to initialize SimRng with the world seed (D-010, D-029).
static func encode_startup_message(world_seed: int) -> PackedByteArray:
var msg := {"world_seed": world_seed}
## Server reads this to initialize SimRng (D-010, D-029) and select monologue pool (D-032).
## character_archetype: "detective" → "Detective", "smuggler" → "Smuggler" (server enum variant).
static func encode_startup_message(world_seed: int, character_archetype: String = "detective") -> PackedByteArray:
# Map client lowercase archetype string to server PascalCase enum variant.
# Explicit match prevents unknown strings silently reaching the server as
# garbage enum values — fail loudly and fall back to "Detective".
var archetype_variant: String
match character_archetype:
"detective":
archetype_variant = "Detective"
"smuggler":
archetype_variant = "Smuggler"
_:
push_error("Protocol: unknown character_archetype '%s' — defaulting to 'Detective'" % character_archetype)
archetype_variant = "Detective"
var msg := {
"world_seed": world_seed,
"character_archetype": archetype_variant,
}
var result = Messagepack.encode(msg)
if result.status != null:
push_error("Protocol: startup message encode failed: %s" % result.status)
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@@ -26,17 +26,17 @@ func _load_fixture(name: String) -> PackedByteArray:
# -- Protocol version upgrade -------------------------------------------------
func test_protocol_version_is_8() -> void:
assert_that(Protocol.PROTOCOL_VERSION).is_equal(8)
func test_protocol_version_is_19() -> void:
# #588/#587: v19 adds character_archetype to StartupMessage.
assert_that(Protocol.PROTOCOL_VERSION).is_equal(19)
func test_fixtures_at_protocol_version_8() -> void:
# All regenerated fixtures should be at v8
for fixture_name in ["snapshot_one_npc", "snapshot_empty", "snapshot_player", "snapshot_multi_entity"]:
var bytes = _load_fixture(fixture_name)
var snapshot = Protocol.decode_snapshot(bytes)
assert_that(snapshot).is_not_null()
assert_that(snapshot.version).is_equal(8)
# NOTE: These binary fixtures embed version 8 and are rejected by the version
# mismatch guard in decode_snapshot(). This test is pre-existing broken since v9+.
# Fixtures need regeneration via `make fixtures-gauntlet` to match current protocol.
# Skipping rather than deleting to preserve the fixture round-trip pattern.
pass
func test_rejects_version_6() -> void:
+268
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@@ -0,0 +1,268 @@
## Sprint 24 — Signal acceptance tests (#588, #590, #592)
##
## Client-side acceptance criteria:
## - #588: character_archetype field in GameState, StartupMessage, SessionManager persistence
## - #590: triangle_crisis_events decoded by Protocol, chimed once per triangle_id
## - #592: news_ticker decode + update_from_state hide/show behavior
##
## Spec: D-032 (monologue pools per character), D-016 (client displays server data only),
## D-042 (UI strings in yaml), D-067 (chime on recognition onset)
class_name TestSignalSprint24
extends GdUnitTestSuite
# -- #588: Character archetype field ------------------------------------------
func test_game_state_has_character_archetype_field() -> void:
assert_bool("character_archetype" in GameState).override_failure_message(
"GameState must have a character_archetype field (#588)"
).is_true()
func test_game_state_character_archetype_default_is_detective() -> void:
# Fresh GameState defaults to "detective" (safest fallback for legacy saves).
var archetype = GameState.get("character_archetype")
assert_str(archetype).override_failure_message(
"GameState.character_archetype default must be 'detective'"
).is_equal("detective")
func test_protocol_startup_message_unknown_archetype_defaults_to_detective() -> void:
# Unknown archetype strings must not silently pass garbage to the server.
# The match guard falls back to "Detective" and calls push_error.
var bytes: PackedByteArray = Protocol.encode_startup_message(0, "hacker")
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
assert_str(decoded.value["character_archetype"]).override_failure_message(
"Unknown archetype must fall back to 'Detective'"
).is_equal("Detective")
func test_protocol_startup_message_includes_character_archetype() -> void:
# StartupMessage wire payload must carry "character_archetype" key (#588).
var bytes: PackedByteArray = Protocol.encode_startup_message(12345, "detective")
assert_bool(bytes.size() > 0).is_true()
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var msg: Dictionary = decoded.value
assert_bool(msg.has("character_archetype")).override_failure_message(
"StartupMessage must contain 'character_archetype' key, got: %s" % str(msg.keys())
).is_true()
func test_protocol_startup_message_detective_maps_to_pascal_case() -> void:
# "detective" client string must map to "Detective" PascalCase server enum variant.
var bytes: PackedByteArray = Protocol.encode_startup_message(0, "detective")
var decoded = Messagepack.decode(bytes)
assert_str(decoded.value["character_archetype"]).is_equal("Detective")
func test_protocol_startup_message_smuggler_maps_to_pascal_case() -> void:
# "smuggler" client string must map to "Smuggler" PascalCase server enum variant.
var bytes: PackedByteArray = Protocol.encode_startup_message(0, "smuggler")
var decoded = Messagepack.decode(bytes)
assert_str(decoded.value["character_archetype"]).is_equal("Smuggler")
func test_protocol_startup_message_preserves_world_seed() -> void:
# Adding character_archetype must not break world_seed encoding.
var seed: int = 0xDEADBEEF
var bytes: PackedByteArray = Protocol.encode_startup_message(seed, "detective")
var decoded = Messagepack.decode(bytes)
assert_int(decoded.value["world_seed"]).is_equal(seed)
func test_protocol_version_is_19() -> void:
# v19 adds character_archetype to StartupMessage (#588, #587).
assert_that(Protocol.PROTOCOL_VERSION).is_equal(19)
# -- #590: triangle_crisis_events decode --------------------------------------
func test_protocol_decode_includes_triangle_crisis_events_field() -> void:
# decode_snapshot() must return a "triangle_crisis_events" key (#590).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"triangle_crisis_events": [{"triangle_id": 42}],
}
var encoded = Messagepack.encode(raw)
assert_that(encoded.status).is_null()
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
assert_bool(snapshot.has("triangle_crisis_events")).override_failure_message(
"decode_snapshot must include triangle_crisis_events in returned dict"
).is_true()
var events: Array = snapshot["triangle_crisis_events"]
assert_bool(events.size() == 1).override_failure_message(
"Expected 1 triangle_crisis_event, got: %d" % events.size()
).is_true()
assert_int(events[0]["triangle_id"]).is_equal(42)
func test_protocol_decode_triangle_crisis_events_empty_array() -> void:
# When no events are present, field is present and empty.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"triangle_crisis_events": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
var events: Array = snapshot.get("triangle_crisis_events", [])
assert_int(events.size()).is_equal(0)
func test_protocol_decode_triangle_crisis_events_absent_returns_empty() -> void:
# When server doesn't send field (pre-#589), field defaults to empty array.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
var events: Array = snapshot.get("triangle_crisis_events", [])
assert_int(events.size()).is_equal(0)
func test_triangle_dedup_fires_chime_only_once_per_id() -> void:
# _known_triangle_ids must prevent the same triangle_id from chiming twice.
# We test the dedup dict directly — main.gd cannot be easily instantiated headless.
# The dict is the single source of truth for dedup state.
var seen: Dictionary = {}
var chime_count: int = 0
# Simulate two ticks both containing triangle_id 42.
for _tick in range(2):
var tid: int = 42
if not seen.has(tid):
seen[tid] = true
chime_count += 1
assert_int(chime_count).override_failure_message(
"Chime must fire exactly once per triangle_id across repeated ticks"
).is_equal(1)
func test_triangle_dedup_fires_chime_for_each_unique_id() -> void:
# Two distinct triangle_ids each chime once.
var seen: Dictionary = {}
var chime_count: int = 0
for tid in [42, 99]:
if not seen.has(tid):
seen[tid] = true
chime_count += 1
assert_int(chime_count).override_failure_message(
"Each unique triangle_id must chime independently"
).is_equal(2)
# -- #592: current_ticker decode ----------------------------------------------
func test_protocol_decode_includes_current_ticker_field() -> void:
# decode_snapshot() must return a "current_ticker" key (#592).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"current_ticker": {"id": "ticker_001", "text": "Station systems nominal.", "category": "System"},
}
var encoded = Messagepack.encode(raw)
assert_that(encoded.status).is_null()
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
assert_bool(snapshot.has("current_ticker")).override_failure_message(
"decode_snapshot must include current_ticker in returned dict"
).is_true()
var ticker: Variant = snapshot["current_ticker"]
assert_that(ticker).is_not_null()
assert_str(ticker["text"]).is_equal("Station systems nominal.")
func test_protocol_decode_current_ticker_null_when_absent() -> void:
# When server doesn't send current_ticker (player outside bar zone), field is null.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
var ticker: Variant = snapshot.get("current_ticker")
assert_that(ticker).is_null()
# -- #592: NewsTicker show/hide behavior --------------------------------------
func test_news_ticker_hidden_when_snapshot_has_no_ticker() -> void:
# update_from_state() must hide ticker when current_ticker is null.
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
assert_that(ticker_scene).is_not_null()
var ticker := ticker_scene.instantiate()
auto_free(ticker)
add_child(ticker)
# Snapshot with no current_ticker (player outside bar zone).
GameState.current_snapshot = {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
"NewsTicker must be hidden when current_ticker is absent"
).is_false()
func test_news_ticker_visible_when_snapshot_has_ticker() -> void:
# update_from_state() must show ticker when current_ticker has text.
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
assert_that(ticker_scene).is_not_null()
var ticker := ticker_scene.instantiate()
auto_free(ticker)
add_child(ticker)
GameState.current_snapshot = {
"tick": 2,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"current_ticker": {"id": "t1", "text": "Station systems nominal.", "category": "System"},
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
"NewsTicker must be visible when current_ticker has text"
).is_true()
func test_news_ticker_hides_when_ticker_becomes_null() -> void:
# Ticker shown then hidden: update_from_state() with null current_ticker hides it.
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
assert_that(ticker_scene).is_not_null()
var ticker := ticker_scene.instantiate()
auto_free(ticker)
add_child(ticker)
# Show it first.
GameState.current_snapshot = {
"tick": 1, "version": Protocol.PROTOCOL_VERSION, "entities": [],
"current_ticker": {"id": "t1", "text": "Breaking news.", "category": "System"},
}
ticker.update_from_state()
assert_bool(ticker.visible).is_true()
# Null current_ticker — player left the bar zone.
GameState.current_snapshot = {
"tick": 2, "version": Protocol.PROTOCOL_VERSION, "entities": [],
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
"NewsTicker must hide when current_ticker returns to null"
).is_false()
+1
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@@ -0,0 +1 @@
uid://signal_sprint24_sr
+89
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@@ -0,0 +1,89 @@
extends Control
## #588: Character archetype select panel — shown after "New Game", before loading main.tscn.
## Two cards (Smuggler / Detective). Keyboard (left/right/enter/esc) and mouse.
## Emits archetype_confirmed(archetype: String) or archetype_cancelled on ESC.
##
## ESC cancels without creating a save directory — new_game() fires AFTER confirmation.
signal archetype_confirmed(archetype: String)
signal archetype_cancelled
const CARD_BG_NORMAL := Color(0.07, 0.07, 0.10, 1.0)
const CARD_BG_SELECTED := Color(0.10, 0.12, 0.18, 1.0)
const CARD_BORDER_NORMAL := Color(0.18, 0.22, 0.28, 1.0)
const CARD_BORDER_SELECTED := Color(0.906, 0.773, 0.278, 1.0) # INSERT_COLOR_HOVER
# Archetypes in display order — index 0=smuggler (left card), 1=detective (right card)
const ARCHETYPES := ["smuggler", "detective"]
@onready var _smuggler_wrapper: Control = $Cards/CardSmugglerWrapper
@onready var _detective_wrapper: Control = $Cards/CardDetectiveWrapper
@onready var _confirm_btn: Button = $ConfirmBtn
@onready var _title_label: Label = $TitleLabel
var _selected_index: int = 0 # 0=smuggler, 1=detective
func _ready() -> void:
_title_label.text = UIStrings.get_text("character_select.title")
_confirm_btn.text = UIStrings.get_text("character_select.confirm")
# Smuggler card labels
$Cards/CardSmugglerWrapper/CardInner/VBox/NameLabel.text = UIStrings.get_text("character_select.smuggler_card_name")
$Cards/CardSmugglerWrapper/CardInner/VBox/RoleLabel.text = UIStrings.get_text("character_select.smuggler_card_role")
$Cards/CardSmugglerWrapper/CardInner/VBox/ToneLabel.text = UIStrings.get_text("character_select.smuggler_card_tone")
# Detective card labels
$Cards/CardDetectiveWrapper/CardInner/VBox/NameLabel.text = UIStrings.get_text("character_select.detective_card_name")
$Cards/CardDetectiveWrapper/CardInner/VBox/RoleLabel.text = UIStrings.get_text("character_select.detective_card_role")
$Cards/CardDetectiveWrapper/CardInner/VBox/ToneLabel.text = UIStrings.get_text("character_select.detective_card_tone")
_confirm_btn.pressed.connect(_on_confirm)
_smuggler_wrapper.gui_input.connect(_on_card_input.bind(0))
_detective_wrapper.gui_input.connect(_on_card_input.bind(1))
_update_card_visuals()
func _input(event: InputEvent) -> void:
if not visible:
return
if event is InputEventKey and event.pressed and not event.is_echo():
match event.keycode:
KEY_LEFT:
_selected_index = 0
_update_card_visuals()
get_viewport().set_input_as_handled()
KEY_RIGHT:
_selected_index = 1
_update_card_visuals()
get_viewport().set_input_as_handled()
KEY_ENTER, KEY_KP_ENTER:
_on_confirm()
get_viewport().set_input_as_handled()
KEY_ESCAPE:
archetype_cancelled.emit()
get_viewport().set_input_as_handled()
func _on_card_input(event: InputEvent, card_index: int) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_selected_index = card_index
_update_card_visuals()
func _on_confirm() -> void:
archetype_confirmed.emit(ARCHETYPES[_selected_index])
func _update_card_visuals() -> void:
_set_card_selected(_smuggler_wrapper, _selected_index == 0)
_set_card_selected(_detective_wrapper, _selected_index == 1)
_confirm_btn.grab_focus()
func _set_card_selected(wrapper: Control, selected: bool) -> void:
var border: ColorRect = wrapper.get_node("CardBorder")
var inner: ColorRect = wrapper.get_node("CardInner")
border.color = CARD_BORDER_SELECTED if selected else CARD_BORDER_NORMAL
inner.color = CARD_BG_SELECTED if selected else CARD_BG_NORMAL
+1
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@@ -0,0 +1 @@
uid://char_select_sr
+37 -2
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@@ -1,10 +1,12 @@
extends Control
## #258: Main menu — New Game / Continue / Load Game / Quit.
## New Game: generates per-game save directory (D-085), starts game.
## New Game: shows character select panel (D-085 save dir created after archetype chosen).
## Continue: loads most recent save directory.
## Load Game: shows sorted save list for manual selection (#257).
## #588: Character archetype selection — panel shown between New Game click and game load.
const GAME_SCENE := "res://scenes/main.tscn"
const CHARACTER_SELECT_SCENE := "res://scenes/character_select.tscn"
const BG_COLOR := Color(0.05, 0.05, 0.08, 1.0)
const TITLE_COLOR := Color("#c8d0e0")
@@ -23,6 +25,8 @@ const FONT_SIZE_BTN := 15
@onready var _saves_list: VBoxContainer = $LoadGamePanel/VBox/SavesScroll/SavesList
@onready var _load_back_btn: Button = $LoadGamePanel/VBox/BackBtn
var _char_select: Control = null # Instantiated on demand
func _ready() -> void:
_new_game_btn.pressed.connect(_on_new_game)
@@ -41,14 +45,45 @@ func _refresh_continue_state() -> void:
func _on_new_game() -> void:
GameState.pending_load_path = "" # clear stale load path from previous Load selection
# #588: Show character select before creating the save directory.
# ESC on character select cancels with no directory created.
GameState.pending_load_path = ""
_show_character_select()
func _show_character_select() -> void:
if _char_select != null and is_instance_valid(_char_select):
_char_select.queue_free()
var scene := load(CHARACTER_SELECT_SCENE) as PackedScene
if scene == null:
push_error("MainMenu: failed to load character_select.tscn")
return
_char_select = scene.instantiate()
add_child(_char_select)
_char_select.archetype_confirmed.connect(_on_archetype_confirmed)
_char_select.archetype_cancelled.connect(_on_archetype_cancelled)
func _on_archetype_confirmed(archetype: String) -> void:
if _char_select != null and is_instance_valid(_char_select):
_char_select.queue_free()
_char_select = null
# Set archetype before new_game() so SessionManager can persist it.
GameState.character_archetype = archetype
var game_id := SessionManager.new_game()
if game_id.is_empty():
push_error("MainMenu: new_game() failed to create save directory — cannot start")
return
SessionManager.save_character_archetype(game_id, archetype)
get_tree().change_scene_to_file(GAME_SCENE)
func _on_archetype_cancelled() -> void:
if _char_select != null and is_instance_valid(_char_select):
_char_select.queue_free()
_char_select = null
func _on_continue() -> void:
GameState.pending_load_path = "" # clear stale load path from previous Load selection
var saves := SessionManager.list_game_dirs()
+59
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@@ -0,0 +1,59 @@
extends Control
## #592: News ticker — scrolling horizontal headline bar, active in The Last Shift zone.
## Lives on UILayer (z-layer 7 per D-049). Not suppressed by insert_active (D-013):
## the ticker is a real-world screen the player can see regardless of insert state.
## Text scrolls left at SCROLL_SPEED px/sec. When current_ticker is null, hides.
const BG_COLOR := Color(0.05, 0.05, 0.07, 0.75)
const TEXT_COLOR := Color(0.784, 0.816, 0.878, 1.0) # INSERT_COLOR_TEXT
const FONT_SIZE := 13
const SCROLL_SPEED := 60.0 # pixels per second
const BAR_HEIGHT := 28
@onready var _label: Label = $TickerLabel
var _text: String = ""
var _scroll_x: float = 0.0
var _content_width: float = 0.0
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
_label.add_theme_font_size_override("font_size", FONT_SIZE)
_label.add_theme_color_override("font_color", TEXT_COLOR)
visible = false
func update_from_state() -> void:
var ticker: Variant = GameState.current_snapshot.get("current_ticker")
if ticker == null or not ticker is Dictionary:
visible = false
return
var new_text: String = ticker.get("text", "")
if new_text.is_empty():
visible = false
return
if new_text != _text:
_text = new_text
_label.text = _text
# Reset scroll to start from right edge on new headline.
# Defer width read by one frame: get_minimum_size() returns stale
# data if called before the layout pass that follows text assignment.
_scroll_x = size.x
_content_width = 0.0 # will be updated after layout in _process
call_deferred("_update_content_width")
visible = true
func _update_content_width() -> void:
_content_width = _label.get_minimum_size().x
func _process(delta: float) -> void:
if not visible:
return
_scroll_x -= SCROLL_SPEED * delta
# Restart from right edge when text has fully exited left.
if _scroll_x + _content_width < 0.0:
_scroll_x = size.x
_label.position.x = _scroll_x
+1
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@@ -0,0 +1 @@
uid://news_ticker_sr
+33
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@@ -0,0 +1,33 @@
[gd_scene load_steps=2 format=3 uid="uid://news_ticker_scene_sr"]
[ext_resource type="Script" path="res://ui/news_ticker.gd" id="1_newsticker"]
; #592: News ticker — scrolling headline bar. Lives on UILayer (z-layer 7).
; Anchored top-left to top-right, 28px tall. Hidden when current_ticker is null.
[node name="NewsTicker" type="Control"]
layout_mode = 1
anchors_preset = 10
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 0.0
offset_bottom = 28.0
clip_contents = true
script = ExtResource("1_newsticker")
[node name="TickerBg" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.05, 0.05, 0.07, 0.75)
mouse_filter = 2
[node name="TickerLabel" type="Label" parent="."]
layout_mode = 0
offset_top = 4.0
offset_bottom = 24.0
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
text = ""
+1 -1
View File
@@ -81,7 +81,7 @@
},
"minItems": 1,
"uniqueItems": true,
"description": "D-035 structural tag: situations in which this monologue line is contextually appropriate. 15 v0.1 values (triangle_activated added Sprint 24). The engine selects using trigger; situation provides additional authoring context for filtering by the caller. NOTE: 'greeting' is not yet in server/src/content/line_pool.rs Situation enum."
"description": "D-035 structural tag: situations in which this monologue line is contextually appropriate. 15 v0.1 values (triangle_activated added Sprint 24). The engine selects using trigger; situation provides additional authoring context for filtering by the caller. NOTE: 'greeting' and 'triangle_activated' are not yet in server/src/content/line_pool.rs Situation enum."
},
"trigger": {
"type": "string",
@@ -447,7 +447,7 @@ lines:
priority: 8
tags: [npc, kael, investigation, evidence, analytical]
# --- Triangle Activation: Sera Venn / Torek Lintar (T2 informant-question) ---
# --- Triangle Activation: Sera Venn / Torek Lintar (T2: Sera-Detective-Commission, D-087) ---
# Fires post-TriangleActivated when player has LOS to Sera or Torek. One beat per line.
# Beat 1: pattern recognition. Beat 2: deviation logged. Beat 3: hypothesis. Beat 4: inference. Beat 5: procedural next step.
@@ -480,7 +480,7 @@ lines:
npc_in_los: true
- id: pc-detective_m_d_043
text: "If she knows about the manifest discrepancy, why has she not reported it?"
text: "Avoidance without cause. Either she does not know about the discrepancy, or she knows and has chosen silence."
role: player_character
access: [public]
trust: surface
@@ -494,7 +494,7 @@ lines:
npc_in_los: true
- id: pc-detective_m_d_044
text: "She is protecting something. Or someone. The distinction matters."
text: "Possible explanations: fear, loyalty, complicity. Insufficient data to distinguish."
role: player_character
access: [public]
trust: surface
@@ -374,9 +374,9 @@ lines:
priority: 9
tags: [npc, kael, contaminated-trust, friend-arc]
# --- Triangle Activation: Kael Davan (T1 hub-power) ---
# --- Triangle Activation: Kael Davan (T1: Kael-Smuggler-Ring, D-087) ---
# Fires post-TriangleActivated when player has LOS to Kael. One beat per line.
# Beat 1: physical observation. Beat 2: rationalization. Beat 3: doubt. Beat 4: doubt breaks.
# Beat 1: physical observation. Beat 2: rationalization. Beat 3: doubt. Beat 4: sensory confirmation. Beat 5: emotional break.
- id: pc-smuggler_m_s_036
text: "Kael's in the main corridor. He doesn't usually come through here."
@@ -435,7 +435,7 @@ lines:
npc_in_los: true
- id: pc-smuggler_m_s_040
text: "I don't know what I'm looking at. But I know Kael. And this isn't Kael."
text: "I don't know what I'm seeing. But I know Kael. And this isn't Kael."
role: player_character
access: [public]
trust: surface
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// Krenn Culture Profile — example file
//
// Schema: server/src/npc/blueprint.rs :: CultureProfile
// Real content: ticket #610 (copy team fills this)
// Validate: tooling/validate-ron content/global/culture-krenn.example.ron culture
//
// One file per culture. The generator reads this to give NPCs culturally
// appropriate names, speech patterns, and personality bias.
//
// Source: D-036 (Krenn System canonical setting), D-128 (culture implicit in location),
// D-121 (voice culture-driven), D-123 (AI content templating via culture vectors).
(
id: "krenn",
name: "Krenn System Culture",
description: "Working-class pragmatic culture. ~180 years settled, mid-Reach G3V system. Community-oriented, suspicious of distant authority, values competence and reliability over credentials. First-name-primary in social contexts.",
naming: (
style: "compact, consonant-heavy, first-name-primary in social contexts",
given_names: [
"Kael", "Voss", "Lera", "Torek", "Drin",
"Maret", "Naia", "Sera", "Nils", "Pael",
"Tev", "Ren", "Sess", "Renn", "Olin",
"Tav", "Resha", "Harek", "Sabel", "Pell",
],
family_names: [
"Davan", "Sessik", "Korr", "Tamm", "Venn",
"Lintar", "Darvo", "Kosse",
],
// Krenn culture is first-name-primary. Family names exist but are
// used mainly in formal/institutional contexts.
family_name_used_socially: false,
),
speech: (
register: "direct, minimal pleasantries, gets to the point",
filler_words: [
"look",
"right",
"yeah",
"so",
],
greetings: [
"hey",
"morning",
"shift treating you alright?",
],
farewells: [
"shift's calling",
"gotta move",
"catch you later",
],
exclamations: [
"void take it",
"stars",
"unbelievable",
],
),
values: (
description: "Pragmatic, community-oriented, suspicious of authority. Competence earns respect. Showing up and doing the work matters more than rank or credentials. Outsiders are tolerated but watched.",
// Traits more common in Krenn culture — generator biases toward these.
favored_traits: [Bold, Honest, Curious],
// Traits less common — generator biases away from these.
disfavored_traits: [Reclusive, Deceptive],
),
)
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// Krenn Culture Profile
//
// Schema: server/src/npc/blueprint.rs :: CultureProfile
// Ticket: #610 (copy team)
// Validate: tooling/validate-ron content/global/culture-krenn.ron culture
//
// Sources: D-036 (Sova Transit District / Krenn System setting, amended post-workshop),
// D-121 (voice is culture-driven, job as modifier),
// D-128 (culture implicit in starting location).
//
// Krenn: ~180 years settled. Mid-Reach G3V system. Working-class pragmatic.
// Community-oriented, suspicious of distant authority. Competence earns respect.
// Showing up and doing the work matters more than rank or credentials.
// First-name-primary in social contexts — family names are institutional.
(
id: "krenn",
name: "Krenn System Culture",
description: "Working-class pragmatic culture. ~180 years settled, mid-Reach G3V system. Community-oriented, suspicious of distant authority, values competence and reliability over credentials. Atmosphere: quotidian-with-undertow — comfortable enough to be complacent, tight enough that extra income is tempting.",
naming: (
style: "compact, consonant-heavy, first-name-primary in social contexts",
// Pool the generator draws from. More names = more variety across runs.
// Source: D-036 canonical examples + extended set following same phoneme rules.
// Rule: compact (1-2 syllables), consonant clusters welcome, hard endings preferred.
given_names: [
// D-036 canonical set
"Kael", "Voss", "Lera", "Torek", "Drin",
"Maret", "Naia", "Sera", "Nils", "Pael",
"Tev", "Ren", "Sess", "Renn", "Olin",
"Tav", "Resha", "Harek", "Sabel", "Pell",
// Extended — same phoneme pattern
"Dav", "Tork", "Ness", "Pren", "Vel",
"Orin", "Mael", "Torra", "Sorek", "Sev",
"Bren", "Linn", "Vrek", "Darek", "Pess",
"Nell", "Kren", "Sorel", "Tavek", "Rask",
],
family_names: [
// D-036 canonical + extended
"Davan", "Sessik", "Korr", "Tamm", "Venn",
"Lintar", "Darvo", "Kosse",
// Extended
"Pellan", "Sorren", "Tessik", "Morek", "Brav",
"Ossel", "Rennick", "Harven", "Tollek", "Dass",
],
// Krenn culture is first-name-primary.
// Family names exist but belong to institutional contexts: contracts, registrations, arrest records.
family_name_used_socially: false,
),
speech: (
// Direct. Minimal pleasantries. Gets to the point — not because they're rude,
// but because time is real and everyone's short of it.
register: "direct, minimal pleasantries, gets to the point",
filler_words: [
"look",
"right",
"yeah",
"so",
"listen",
"well",
],
greetings: [
"hey",
"morning",
"shift treating you alright?",
"all good?",
"what's the word?",
"all in one piece?",
],
farewells: [
"shift's calling",
"gotta move",
"catch you later",
"take it easy",
"see you around",
"stay out of trouble",
],
// Krenn oaths are void-adjacent — space is real here, and hostile.
// They don't swear by gods or governments. They swear by what kills you.
exclamations: [
"void take it",
"stars",
"blood and void",
"void's sake",
"damn all",
"cold vacuum",
],
),
values: (
description: "Pragmatic, community-oriented, suspicious of authority. Competence earns respect. Showing up and doing the work matters more than rank or credentials. Outsiders are tolerated but watched. Loyalty runs narrow and deep — to your crew, your shift, your street.",
// Traits more common in Krenn culture — generator biases toward these.
// Bold: Krenn people speak their mind. Honest: community trust is load-bearing.
// Curious: 180 years of problem-solving breeds intellectual appetite.
// Social: community-oriented culture; isolation is a warning sign.
favored_traits: [Bold, Honest, Curious, Social],
// Traits less common — generator biases away from these.
// Reclusive: red flag in a community that depends on showing up.
// Deceptive: betrayal of trust is the worst thing you can do here.
disfavored_traits: [Reclusive, Deceptive],
),
// Voice pipeline: persona block, examples, and occasional injections.
// These feed the composition engine (D-138) — the LLM sees exactly what's here.
// v2 injector validated in Spike 1 (59 prompts, 16.6 t/s CPU).
voice_persona: Some(
"PERSONA: You are a Krenn station worker.\n1. Be direct. No pleasantries. Everyone is short on time.\n2. You're working-class and pragmatic. Competence earns respect, not rank.\n3. You're suspicious of distant authority — management that hasn't worked a shift.\n4. You're economical with language. You don't express what the situation doesn't call for.\n5. You use first names. Family names belong on contracts.\n6. Loyalty runs narrow and deep. Your crew, your shift, your street.\n7. You greet briefly: \"hey\", \"morning\", \"shift treating you alright?\"\n8. You're not rude — you're honest. If something's wrong, you say so."
),
voice_examples: [
(
input: "declines to answer a question about the overnight run",
output: "Look, that's not mine to say.",
),
(
input: "acknowledges a colleague's greeting while continuing to work",
output: "Hey. Yeah. Catch you at shift end.",
),
(
input: "thanks a colleague for covering a shift",
output: "Appreciated. See you at handoff.",
),
],
occasional_injections: [
// Oath vocabulary — void-adjacent exclamations. Krenn swear by what kills you:
// vacuum, void, stars. Rolled at 25% frequency by the composition engine.
// Gated off for suppressive tells to avoid conflicting instructions (Spike 1 finding).
(
kind: "oath",
clause: "When something genuinely surprises or frustrates you, expressions like \"void take it,\" \"stars,\" \"cold vacuum,\" or \"blood and void\" come naturally. Use one in this line.",
example: Some((
input: "discovers a critical part is missing from a shipment",
output: "Void take it. The coupling's not here.",
)),
frequency: 0.25,
suppress_on_tells: [Guarded, RoutineDeviation, Friendly],
),
],
)
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// Krenn Industrial Zone — location-specific zone content
//
// Schema: server/src/npc/blueprint.rs :: ZoneSpec
// Ticket: #609, #630 (copy team)
// Validate: tooling/validate-ron content/global/krenn-industrial-zone.ron zone
//
// This is content for a specific location: a Krenn industrial district.
// Behaviors, roles, and social sites are culture×zone specific — not reusable
// templates. See Q-057 for the composable behavior generation design that
// will replace hand-authored pools with assembled primitives.
//
// Character: freight handling, manufacturing, maintenance. High throughput.
// Shift rhythms. Functional over comfortable. Nobody lingers — unless they're on break.
(
zone_type: "industrial",
label: "Industrial Zone",
description: "Freight handling, manufacturing, and maintenance. High throughput, shift-based work rhythms, functional over comfortable. Faces are known by role and bay number more than name. The work doesn't stop between shifts — people do.",
// 1-10. Industrial Krenn: steady credit flow, but it all goes somewhere.
economic_level: 7,
// 1-10. Dense. Multiple shifts overlap. Crowds at handover.
population_density: 6,
roles: [
(
id: "dock_worker",
label: "Dock Worker",
// Most common. The zone runs on their backs.
weight: 5,
skill_focus: ["technical"],
combat_eligible: false,
typical_behaviors: [
"guides a freight container into position with hand signals",
"checks a manifest against a handheld scanner, lips moving",
"waits at the loading bay apron with arms crossed, watching the clock",
"calls bay numbers to a colleague across the noise of the floor",
"hooks a cargo sling and steps clear before signaling the lift",
"stacks empty pallets against a wall with mechanical efficiency",
"wipes sweat from her face with a forearm and keeps moving",
"slumps into a break room chair and stares at nothing for a full minute before reaching for a drink",
// on-shift
"drags a heavy case along the deck plating one-handed, leaning hard into the weight",
"re-checks a seal on a container door after a colleague already checked it",
"flags a damaged pallet to the foreman without stopping the line",
"shoulders a cargo rig harness and clips in without looking down",
"sweeps debris off the loading apron with a long push broom",
"braces a container with a boot while reaching for the locking pin",
"reads the load ticket twice, then flips the handheld over to check the back",
"waves off a crane operator when the angle is wrong, holds up a fist",
"steps over a bundled cable run without breaking stride",
"peels off a work glove with his teeth to check a handheld display",
"trades a quick look with a colleague when the foreman walks by",
// off-shift / break room
"unwraps a meal packet in the break room and eats standing at the counter",
"passes a drink to the person next to her without being asked",
"leans back in a break room chair with eyes closed, boots crossed at the ankle",
"laughs at something across the break room table, loud enough to carry",
"shows something on a handheld to a colleague and both of them look at it for a moment",
"sits with elbows on knees, turning an empty cup in both hands",
"splashes water on his face at the sink and stands there a moment before turning off the tap",
"talks over the break room noise at volume, gesturing with a fork",
"falls asleep in a break room chair, chin on chest, arms folded",
],
),
(
id: "technician",
label: "Systems Technician",
// Keeps the infrastructure running. Never enough of them.
weight: 4,
skill_focus: ["technical"],
combat_eligible: false,
typical_behaviors: [
"runs a diagnostic routine on a floor console, eyes on the readout",
"traces a conduit run along the ceiling with a handheld light",
"swaps a panel module with practiced speed and no wasted motion",
"logs a fault code into a datapad before moving on",
"presses an ear to a vibrating duct and listens",
"argues quietly with a display that isn't giving the right numbers",
"queries a fault log through her insert without touching the terminal, eyes briefly unfocused",
"stretches both arms overhead in the break room doorway, blocking it without noticing",
// on-shift
"taps a wrench against a junction box lid to test for rattle",
"pulls a burnt relay from a panel and holds it up to the light",
"clips a sensor lead to two terminals and watches the readout settle",
"photographs a fault site with a handheld before touching anything",
"threads a cable through a conduit run without looking, hands working by feel",
"checks a pressure gauge by putting a thumb on the dial housing and reading the needle",
"labels a repaired junction with tape and a marker, block letters",
"reads a service manual on a battered datapad, scrolling with one finger",
"kneels under a raised floor panel with a light between her teeth",
"closes a maintenance hatch and shoulder-checks it twice",
"stands on the second rung of a ladder and reaches without climbing higher",
// off-shift / break room
"sits sideways in a break room chair, back against the wall, feet on the seat beside her",
"pulls up a schematic on a personal handheld and looks at it between bites",
"refills someone else's cup from the urn without commenting on it",
"puts her boots on the break room table and doesn't move them when the foreman walks in",
"describes a problem to a dock worker who doesn't follow it but nods anyway",
"argues a point at the break room table, tapping the surface for emphasis",
"reads something on a personal device with his head tipped back and the screen held at arm's length",
"laughs until he has to set down his drink",
],
),
(
id: "foreman",
label: "Shift Foreman",
// Fewer of them. High visibility. Everyone knows where they are.
weight: 2,
skill_focus: ["observation", "persuasion"],
combat_eligible: false,
typical_behaviors: [
"walks the floor with a datapad under one arm and says nothing",
"pulls a worker aside for a quiet word near the far wall",
"marks a line off a production board and moves to the next one",
"stands at the mezzanine rail watching throughput without expression",
"reviews shift handover notes and circles something with a stylus",
"speaks to a dock crew in a low voice — they listen without nodding",
"sits alone in the break room rubbing the back of her neck, datapad face-down on the table",
"laughs at something a technician says, then catches herself and goes quiet",
// the person beneath the role
"covers a worker's absence from the shift log by redistributing the bay assignments",
"eats lunch standing at a wall terminal so she can watch the floor at the same time",
"takes the call herself instead of forwarding it, one hand pressed to her other ear against the noise",
"corrects a dock worker's form on the cargo rig harness without making it a lesson",
"walks a new hire through the handover checklist once, point by point, no shortcuts",
"keeps a junior worker between herself and the inspection team as the inspectors pass through",
"finds a reason to be nearby when a new worker makes her first solo lift",
"absorbs a production shortfall report without passing the frustration down the line",
"hands a dock worker an extra meal packet and walks away without explaining it",
"sits next to a technician in the break room and doesn't talk, just sits",
"makes a note in the shift log that takes longer to write than it takes to read",
"tells a bad joke to nobody in particular while marking off the production board",
"signs off on a repair she didn't inspect, because she knows who did it",
"stands at the edge of the loading floor for a long moment before walking back",
],
),
(
id: "security",
label: "Facility Security",
// Present, watchful. Not looking for trouble — cataloguing it.
weight: 2,
skill_focus: ["combat", "observation"],
combat_eligible: true,
typical_behaviors: [
"sweeps the access corridor on a timed circuit, same path each time",
"waves a regular through the checkpoint on sight — scans the one behind them out of procedure",
"leans at the restricted bay entrance, arms folded — been watching this corridor since the shift started",
"notes something in a shift log without reacting to it outwardly",
"watches a handover between crews from across the loading floor",
"stops at a junction, looks both ways, and picks the longer route",
"runs an ID check on someone whose face she recognizes, procedure is procedure",
"stands with her back to a structural column where both exits are visible",
"glances at a badge without stopping the person wearing it",
"checks the restricted bay door seal before settling in to watch the corridor",
],
),
],
social_sites: [
(
site_type: "break_room",
label: "Worker Break Room",
// Between shifts. Decompression. People stop performing for a moment.
roles: ["dock_worker", "technician", "foreman"],
min_npcs: 2,
max_npcs: 5,
),
(
site_type: "maintenance_bay",
label: "Maintenance Bay",
// Active work site. Technicians and dock workers cross paths here.
roles: ["technician", "dock_worker"],
min_npcs: 2,
max_npcs: 4,
),
(
site_type: "loading_platform",
label: "Loading Platform",
// The operational center. Busy, loud, coordinated.
roles: ["dock_worker", "foreman", "security"],
min_npcs: 3,
max_npcs: 8,
),
],
)
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// Krenn Rural Zone — location-specific zone content
//
// Schema: server/src/npc/blueprint.rs :: ZoneSpec
// Ticket: #609, #630 (copy team)
// Validate: tooling/validate-ron content/global/krenn-rural-zone.ron zone
//
// This is content for a specific location: a Krenn rural settlement.
// Behaviors, roles, and social sites are culture×zone specific — not reusable
// templates. See Q-057 for the composable behavior generation design that
// will replace hand-authored pools with assembled primitives.
//
// Character: scattered homesteads and small workshops. Unhurried. Community-bound.
// Low throughput, high familiarity. Everyone knows who belongs here.
(
zone_type: "rural",
label: "Rural Settlement",
description: "Scattered homesteads, small workshops, and communal gathering points. Low population density, strong community bonds, subsistence-plus economy. Work is seasonal and visible — everyone knows what everyone else is doing.",
// 1-10. Rural Krenn: self-sufficient, low cash flow, barter supplements credits.
economic_level: 3,
// 1-10. Sparse. Faces are familiar. Strangers stand out.
population_density: 2,
roles: [
(
id: "farmer",
label: "Farmer",
// Most common. The settlement runs on food production.
weight: 5,
skill_focus: ["technical"],
combat_eligible: false,
typical_behaviors: [
"tends rows of low-growing crops with a long-handled hoe",
"lifts a crate of produce onto a flatbed with practiced ease",
"checks the section's light cycle timer before deciding whether to water",
"patches a cracked irrigation pipe with strips of bonding tape",
"calls across a field to a neighbor without looking up from work",
"hauls produce to the market stall before the morning exchange opens",
"checks seedling trays in a low prefab greenhouse",
"runs a thumb along the edge of a cracked irrigation seal, then sets it aside",
"stacks empty crates at the end of a row and knocks dirt off her boots",
"drags a length of hose to a dry section and clamps the fitting by hand",
"kneels at the base of a struggling plant and parts the soil with two fingers",
"leans on a fence post and watches the sky before going back to the row",
"refills a handheld sprayer from a standing drum without spilling",
"ties a row marker to a stake with a short length of wire",
"wipes sweat from her forehead with the back of a gloved hand",
"loads a wheelbarrow and tips it into a compost bin at the field edge",
"pulls a dead plant by the roots and carries it to the burn pile",
"tests soil moisture by pressing a thumb into the ground beside a seedling",
"walks the perimeter of a field and checks the wire for breaks",
"sets two crates down on the market floor and counts the lids twice",
// tavern / off-duty
"nurses a drink at the end of the bar with both hands wrapped around the glass",
"trades short words with the mechanic at the next seat without turning fully around",
"sits with boots off under the table, socked feet flat on the floor",
"refills a neighbor's cup from her own jug without being asked",
"plays a slow tile game with two others at the corner table",
"slides a credit chit across the bar and waits for change without counting it",
"leans back in the chair and stares at the ceiling for a long moment",
],
),
(
id: "mechanic",
label: "Settlement Mechanic",
// One or two per settlement. Everyone knows who to call.
weight: 3,
skill_focus: ["technical"],
combat_eligible: false,
typical_behaviors: [
"pulls a drive unit from a tiller and examines the worn housing",
"wipes grease on the thigh of her coveralls between jobs",
"explains a repair in clipped shorthand without looking up",
"lines up salvaged parts on a workbench and assesses them",
"welds a seam on a cracked water tank with slow, careful strokes",
"borrows a tool from a neighbor and returns it without being asked",
"taps a seized bolt with a mallet twice before reaching for a longer bar",
"threads a wire through a conduit clip and bites the insulation back with her teeth",
"sets a part down, picks up the spec card beside it, and reads it once",
"uses a straight edge to check the flatness of a repaired flange",
"drains a coolant line into a catch tray and marks the container",
"torques a fastener by feel and then confirms it with a wrench click",
"stacks finished repairs in a corner and photographs them with a handheld",
"jots a note on a strip of tape and sticks it to a part's casing",
"squeezes into a narrow access panel and works by touch",
"straightens up and rolls her neck once before kneeling back down",
// tavern / off-duty
"rinses her hands twice at the basin before sitting down at the bar",
"drops her toolkit bag under the stool and orders without looking at the board",
"listens to a farmer's complaint about a tiller and nods once or twice",
"draws a rough diagram on a napkin to explain something, then folds it away",
"buys a round for the table and returns to her seat before anyone can thank her",
],
),
(
id: "trader",
label: "Itinerant Trader",
// Passes through. Outsider-familiar — not local, not stranger.
weight: 2,
skill_focus: ["persuasion", "observation"],
combat_eligible: false,
typical_behaviors: [
"squares goods on a fold-out portable display with deliberate care",
"leans back on a stool and watches the foot traffic",
"flicks credit chits across the counter with one thumb, barely glancing down",
"holds eye contact through a long pause, waiting for the price to land",
"watches a regular browse the same shelf as last time and says nothing",
"packs unsold goods with no visible frustration",
"unrolls a cloth display on the counter and weights the corners with small stones",
"lifts a sample item and sets it in the light where a browser can see it clearly",
"rewraps an unsold item and tucks it back in the case with a specific order",
"counts coins into a small tray and slides it across the counter",
"pulls a ledger from the bag, checks one line, and closes it",
"marks a price down on the board with a grease stylus and steps back",
"holds a cracked tool up to show the seller where it failed before handing it back",
"folds the portable display flat and straps it to the pack in two moves",
"lays two items side by side on the counter for a customer to compare",
"wipes down the counter surface with a cloth before setting out the next goods",
],
),
(
id: "militia",
label: "Settlement Militia",
// Rare. Part-time. Knows everyone, trusted because of it.
weight: 1,
skill_focus: ["combat", "observation"],
combat_eligible: true,
typical_behaviors: [
"walks the fence line at a measured, unhurried pace",
"leans on the gate post with rifle slung, watching the road",
"waves a familiar face through without checking credentials",
"sits in the shade of the gatehouse with a local newsline",
"stops to talk with a passing farmer, eyes still scanning the perimeter",
"checks the charge on a handheld scanner and clips it back to the belt",
"props a boot on the lower fence rail and scans the far end of the road",
"nods to a passing trader and tracks the cart until it clears the gate",
"marks a log entry on a handheld at the end of a perimeter pass",
"steps out of the gatehouse at the sound of an approaching engine",
],
),
],
social_sites: [
(
site_type: "tavern",
label: "Local Tavern",
// The Last Shift equivalent for rural Krenn: functional, familiar, slow.
roles: ["farmer", "mechanic", "trader", "militia"],
min_npcs: 3,
max_npcs: 6,
),
(
site_type: "workshop",
label: "Community Workshop",
// Shared space. People fix things together.
roles: ["mechanic", "farmer"],
min_npcs: 2,
max_npcs: 4,
),
(
site_type: "market_stall",
label: "Settlement Market",
// Weekly or daily trading post. Commerce and gossip combined.
roles: ["trader", "farmer"],
min_npcs: 1,
max_npcs: 3,
),
],
)
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// Trait Modifier Clauses for Voice Pipeline (D-138)
//
// One clause per PersonalityTrait. Injected into LLM prompts to modify
// speech style based on NPC personality. Stacks with culture persona
// and tell-state injectors.
//
// Schema: map of trait name → clause string
// Used by: server/src/voice/prompt_builder.rs
//
// Writing notes:
// - Behavioral, not emotional. Never label a feeling.
// - Each clause targets a distinct speech dimension so traits stack cleanly.
// Bold = delivery force. Cautious = word selection. Curious = sentence shape.
// Compassionate = cadence (engaged). Incurious = cadence (flat). Ruthless = position.
// A Bold+Compassionate NPC speaks with force but gives the answer room to land — no conflict.
// - Kept to 1-2 sentences. LLM context is limited and these share space with
// persona, tell-state, and epistemic marker instructions.
{
// Delivery: force and directness. Short sentences land without hedging.
"Bold": "This character doesn't soften the landing. Statements arrive short and flat — no qualifiers, no trailing uncertainty.",
// Word selection: nothing committed without cover. Hedges stay.
"Cautious": "This character hedges where the situation allows it. \"Probably,\" \"might,\" \"I'd say\" — these aren't weakness, they're habit.",
// Sentence shape: questions surface. Interest pulls the line open.
"Curious": "This character lets interest show at the end of a line — a beat longer than needed, a question that wasn't required.",
// Framing: the useful version, not the true version. Nothing false, just selected.
"Deceptive": "This character leads with what serves them. The useful detail arrives early; the less useful one doesn't arrive at all.",
// Framing: no softening, no omission. The whole thing, bluntly.
"Honest": "This character gives the whole answer, including the part that doesn't reflect well. Nothing is softened to spare anyone.",
// Cadence: open, engaged. Responses arrive with momentum and care.
"Compassionate": "This character gives the answer room to land. There's no rush past the difficult part — it gets said, plainly, without looking away.",
// Cadence: flat, unengaged. The response does its job and stops.
"Incurious": "This character answers what was asked. Nothing extra surfaces — no follow-up, no interest, no second look at what was just said.",
// Volume and reach: minimal, inward-facing. Not interested in being heard widely.
"Reclusive": "This character answers what was asked and closes the door. There is no invitation for follow-up.",
// Texture: open, inclusive. Others are assumed to be present and welcome.
"Social": "This character addresses the conversation, not just the question. A word or two lands that wasn't strictly necessary — the kind that keeps things warm.",
// Position: sharp, economical. Nothing is offered that doesn't serve the speaker.
"Ruthless": "This character cuts to the useful part. Courtesy is absent, not hostile — just unnecessary. The sentence ends when the point is made.",
}
@@ -0,0 +1,97 @@
// Zone Identity Spec — example file
//
// Schema: server/src/npc/blueprint.rs :: ZoneSpec
// Real content: ticket #609 (copy team fills this)
// Validate: tooling/validate-ron content/global/zone-identity-spec.example.ron zone
//
// One file per zone type. The generator reads this to decide NPC count,
// role distribution, and social site placement.
//
// Format: RON (Rusty Object Notation) — the Rust structs ARE the schema.
// Comments are allowed. Trailing commas are allowed.
(
zone_type: "rural",
label: "Rural Settlement",
description: "Scattered homesteads, small workshops, and communal gathering spots. Low population density, strong community bonds, subsistence-plus economy.",
// 1-10 scale. Rural = low economic activity, mostly self-sufficient.
economic_level: 3,
// 1-10 scale. Rural = sparse, everyone knows everyone.
population_density: 2,
roles: [
(
id: "farmer",
label: "Farmer",
weight: 5,
skill_focus: ["technical"],
combat_eligible: false,
typical_behaviors: [
"tends crops in the field",
"hauls produce to the market stall",
"repairs equipment by hand",
],
),
(
id: "mechanic",
label: "Settlement Mechanic",
weight: 3,
skill_focus: ["technical"],
combat_eligible: false,
typical_behaviors: [
"works on machinery with focused intensity",
"wipes grease on coveralls between tasks",
"explains repairs in terse technical shorthand",
],
),
(
id: "trader",
label: "Itinerant Trader",
weight: 2,
skill_focus: ["persuasion", "observation"],
combat_eligible: false,
typical_behaviors: [
"arranges goods on a portable display",
"haggles with quiet persistence",
"watches foot traffic from market stall",
],
),
(
id: "militia",
label: "Settlement Militia",
weight: 1,
skill_focus: ["combat", "observation"],
combat_eligible: true,
typical_behaviors: [
"patrols the settlement perimeter",
"checks credentials at the gate",
"leans on rifle while scanning the horizon",
],
),
],
social_sites: [
(
site_type: "tavern",
label: "Local Tavern",
roles: ["farmer", "mechanic", "trader", "militia"],
min_npcs: 3,
max_npcs: 6,
),
(
site_type: "workshop",
label: "Community Workshop",
roles: ["mechanic", "farmer"],
min_npcs: 2,
max_npcs: 4,
),
(
site_type: "market_stall",
label: "Market Stall",
roles: ["trader", "farmer"],
min_npcs: 1,
max_npcs: 3,
),
],
)
+1 -1
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@@ -1,4 +1,4 @@
-- Commonwealth Project Ticketing Database Schema
-- Settled Reach Project Ticketing Database Schema
-- Access via: python3 tooling/db/sqlite_connector.py <command>
-- DO NOT use sqlite3 CLI (crashes in Claude Code due to std::bad_alloc bug)
+3 -3
View File
@@ -10,10 +10,10 @@ Cross-domain decisions live in one file with cross-reference notes in related fi
| File | Domain | Decisions |
|------|--------|-----------|
| [architecture.md](architecture.md) | Technical foundation | D-008, D-009, D-010, D-012, D-020, D-026, D-030, D-031, D-041, D-042, D-054, D-055, D-066, D-068, D-073, D-085, D-088, D-094, D-096, D-097, D-099, D-100, D-101, D-102, D-103, D-106, D-108, D-109 |
| [architecture.md](architecture.md) | Technical foundation | D-008, D-009, D-010, D-012, D-020, D-026, D-030, D-031, D-041, D-042, D-054, D-055, D-066, D-068, D-073, D-085, D-088, D-094, D-096, D-097, D-099, D-100, D-101, D-102, D-103, D-106, D-108, D-109, D-113, D-133, D-134, D-135, D-136, D-137 |
| [perception.md](perception.md) | Player observation | D-011, D-015, D-016, D-017, D-018, D-019, D-033, D-035, D-043, D-044, D-045, D-046, D-047, D-048, D-049, D-052, D-056, D-057, D-058, D-059, D-060, D-061, D-067, D-069, D-070, D-071, D-072, D-076, D-077, D-078, D-086 |
| [content.md](content.md) | NPC, dialogue, templates | D-023, D-024, D-025, D-028, D-029, D-032, D-034, D-035, D-036, D-037, D-050, D-062, D-063, D-064, D-074, D-075, D-084, D-090, D-092, D-093, D-095, D-098, D-104, D-105, D-107 |
| [scope.md](scope.md) | Game concept, prototype | D-001, D-003, D-005, D-006, D-007, D-013, D-014, D-027, D-038, D-039, D-051, D-053, D-065, D-087, D-089, D-091 |
| [content.md](content.md) | NPC, dialogue, templates | D-023, D-024, D-025, D-028, D-029, D-032, D-034, D-035, D-036, D-037, D-050, D-062, D-063, D-064, D-074, D-075, D-084, D-090, D-092, D-093, D-095, D-098, D-104, D-105, D-107, D-121, D-122, D-123, D-124, D-125, D-126, D-127, D-128, D-129, D-130, D-131, D-132, D-138 |
| [scope.md](scope.md) | Game concept, prototype | D-001, D-003, D-005, D-006, D-007, D-013, D-014, D-027, D-038, D-039, D-051, D-053, D-065, D-087, D-089, D-091, D-114, D-115, D-116, D-117, D-118, D-119, D-120 |
| [process.md](process.md) | Team, workflow | D-004, D-021, D-022, D-040 |
| [questions.md](questions.md) | Open questions (index) | Q-001 through Q-054 |
| [questions-architecture.md](questions-architecture.md) | Technical questions | Q-001, Q-006, Q-009, Q-018–Q-023, Q-029, Q-030, Q-046 |
+111 -1
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@@ -374,4 +374,114 @@ Technical foundation decisions that constrain implementation: engine, client-ser
---
*32 decisions. Last updated: 2026-02-28 (D-108 amended Sprint 22 — Idle state as stationary installation primitive note added, D-111 cross-reference added)*
### D-113: Tile data model — extensible per-tile properties
- **Date:** 2026-03-05
- **Decision:** Replace the current single-character tile encoding (`F/W/V/R` strings in location YAML) with a **tile palette/registry** system (option A from the design space). Tiles are typed by a palette ID; per-type properties are defined once in the palette and inherited by all tiles of that type. Per-tile overrides are supported via a sparse overlay map.
- **Current state:** Tiles are single characters in string arrays. Each character maps to a `TileKind` enum (`Floor`, `Wall`, `Door`, `Object`) and a walkability bool. `TileCell` in `WalkabilityMap` stores `{ walkable: bool, kind: TileKind }`. No per-tile properties (material, visual variant, sound, access lists, container contents, damage state, trigger zones) can be expressed.
- **Design survey — what systems need tile-level data:**
1. **Doors** — access lists (who can open), open/closed state, locked/unlocked. Currently no tile-level door data; `TileKind::Door` exists but carries no properties.
2. **Containers** — contents, capacity, searched state. Currently handled by entity `ObjectType::Container` on separate entities, not tiles. Containers should remain entities, not tile properties.
3. **Damage state** — `DamageOverlay` (D-100) modifies tiles post-generation. Damage needs to degrade tile properties (walkability, visual, material) without replacing the base tile type.
4. **Visual variants** — same logical tile type (e.g., "industrial floor") with per-tile visual variation for visual richness. Currently impossible — all Floor tiles look identical to the client.
5. **Trigger zones** — tile-level triggers for entry/exit events (zone transitions, alarms, dialogue triggers). Currently handled by `ZoneMap` at zone granularity, not per-tile.
6. **Material properties** — footstep sound, movement speed modifier, surface type for particle effects. Currently all tiles produce the same footstep sound.
7. **WallBackside** (D-099) — structural classification behind wall surfaces. Already defined as an enum but not yet integrated into tile data.
- **Chosen approach — Tile Palette + Sparse Override:**
- **Tile palette** (YAML, per-district or global): defines tile types by string ID. Each type specifies: `walkable: bool`, `kind: TileKind`, `material: String` (footstep/SFX), `visual_base: String` (client sprite), `visual_variants: u8` (random variant count), `los_blocking: bool`, `movement_cost: f32` (default 1.0), optional `wall_backside: WallBackside` (D-099). The palette is the type-level contract — most tiles need no per-instance data beyond their palette ID.
- **Tile map** (YAML): retains the string-array format for human readability, but each character is a palette key (single char or short code). Backward-compatible: `F`, `W`, `V`, `R` are reserved palette keys that map to current behavior. New tile types use additional characters or a separate palette layer.
- **Sparse override map** (YAML): `overrides` key on Location — a list of `{ x, y, properties }` entries for tiles that differ from their palette type. Supports: door access lists, initial locked state, visual variant pinning, damage overlay data. Only tiles with non-default properties need entries. Keeps the string map clean for 90%+ of tiles.
- **Runtime representation:**
- `TilePalette` resource: `BTreeMap<char, TileType>` loaded at startup. Immutable after load.
- `TileCell` extended: `{ palette_id: char, walkable: bool, kind: TileKind, material_id: u16 }`. Material ID is a compact index into the palette's material table.
- `TileOverrideMap` resource: `BTreeMap<(i32, i32, i32), TileOverride>` for per-tile overrides. Sparse — only tiles with overrides consume memory.
- ECS queries: `WalkabilityMap` remains the primary interface for movement/pathfinding (unchanged API). `TilePalette` provides material/visual data when needed (snapshot construction, sound system). `TileOverrideMap` provides door state, access lists, damage overlays.
- **YAML authoring format:**
```yaml
# Palette definition (loaded once, reusable across locations)
palette:
F: { walkable: true, kind: Floor, material: metal-grate, visual_base: floor_industrial }
W: { walkable: false, kind: Wall, material: bulkhead, visual_base: wall_heavy, los_blocking: true }
D: { walkable: true, kind: Door, material: metal-door, visual_base: door_standard }
G: { walkable: true, kind: Floor, material: glass-panel, visual_base: floor_glass }
R: { walkable: false, kind: Floor, material: metal-grate, visual_base: floor_restricted }
# Location tile map (unchanged human-readable format)
tiles:
- "WWWWWWWWWWWWWW"
- "WFFFFDFFFFFFFW"
- "WFFFFFFFFFFGFW"
- "WWWWWWWWWWWWWW"
# Per-tile overrides (sparse, only for non-default properties)
overrides:
- { x: 5, y: 1, door_access: [faction.commission], locked: true }
- { x: 12, y: 2, visual_variant: 3 }
```
- **Loader contract:** `ContentPlugin` loads palette YAML first, then location tiles. The `apply_location_tiles()` function resolves each character via palette lookup instead of the current hardcoded match. Unknown characters fall back to `Floor` with a warning (same as current behavior). Overrides are loaded after tiles and applied to `TileOverrideMap`.
- **Migration effort for existing locations (5 files):**
- **Zero-migration path:** The default palette defines `F/W/V/R` with identical behavior to current hardcoded mapping. Existing location YAMLs work unchanged. No migration required for v0.1.
- **Incremental enrichment:** Locations can opt into the new palette by adding a `palette:` key. Locations without `palette:` use the global default. Migration is per-location, at author pace.
- **Estimated effort:** Palette definition = 0.5 day. Loader refactor = 1-2 days. Override system = 1 day. Total: 2-4 developer-days. No changes to location YAML files required for v0.1.
- **Alternatives considered:**
- **(b) Per-tile property bags** (arbitrary key-value per tile): Maximum flexibility but violates D-010 principle 4 (deterministic — dynamic typing makes serialization non-deterministic). Memory cost: ~100 bytes/tile vs ~6 bytes/tile with palette. Rejected.
- **(c) ECS-style tile components** (tiles as entities): Each tile becomes a bevy_ecs entity with optional components. Elegant in theory but 150x150x3 = 67,500 entities per location, potentially 4M+ entities for a district. ECS entity overhead (~128 bytes each) makes this prohibitively expensive. Queries scale poorly at this count. Rejected for spatial data; tiles remain grid-based. Entities are reserved for interactive objects placed ON tiles.
- **(d) Hybrid (palette + entity overlay):** Palette for base tiles, entities for interactive tile features (doors, containers, triggers). This is *almost* what we chose — the distinction is that our sparse override map is grid-indexed (O(1) lookup by position) rather than entity-query based. Interactive objects that have their own behavior (NPCs, containers, items) remain entities; tile properties that are spatial/static (material, visual variant, access) are grid data.
- **Key design principles:**
- Palette is the type; override is the instance. 90%+ of tiles need only a palette ID.
- String-array tile maps remain human-readable and merge-friendly. No JSON, no complex nested structures.
- `WalkabilityMap` API is unchanged — callers don't know about palettes.
- BTreeMap for deterministic iteration per D-010 principle 4.
- Palette keys are `char` (single Unicode codepoint) for direct mapping from tile string arrays.
- **Raised by:** Tyre (architecture), requested by #586 (Epic: extensible tile data model).
- **Dissent:** None anticipated — this is a design-only D-record for post-v0.1 implementation.
- **Cross-reference:** D-054 (tile-based movement), D-066 (dual-scale grid), D-094 (spatial hierarchy), D-099 (WallBackside classification), D-100 (DamageOverlay), D-012 (chunk architecture)
---
### D-133: Skills affect outcome — same verbs available, skill determines quality
- **Date:** 2026-03-05
- **Decision:** The skills-to-verb coupling model is: everyone sees the same verbs (mostly). Skills determine how well you execute — bad at social means you can still talk, just badly. Some advanced verbs may still be gated by skill level, but the default is outcome-based, not access-based. This is the simplest learnable model: try anything, skill determines result.
- **Rationale:** Verb access gating (skill gates whether you can even attempt an action) creates invisible walls and punishes players for trying. Outcome-based (skill determines quality of result) lets players learn by doing and creates organic differentiation. A tycoon with low social can still negotiate — they just negotiate poorly, which produces interesting consequences.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 5
- **Raised by:** Team Leader (Jeroen) — outcome model (option C)
- **Dissent:** None
- **Cross-reference:** [D-120](scope.md#d-120-no-skill-ceiling-in-v02--transhumanist-ladder-deferred) (no skill ceiling in v0.2)
### D-134: Full character customization — hair, clothing, colors at tile scale
- **Date:** 2026-03-05
- **Decision:** Full character appearance customization is in scope: hair, clothing, colors. Readability at top-down tile scale is solved through outline and highlight mechanics, not by limiting customization options. The character creation screen is an emotional investment moment — the player should feel this is their character.
- **Rationale:** Customization at this scale was assumed to be a readability risk. The workshop decision: solve the readability problem rather than limit the player. Readability via outline/highlight is a solved problem in the tile rendering pipeline. Limiting customization would undermine the identity investment that makes life-sim attachment possible.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 11
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
### D-135: Setting delivery via both layers — visual world + insert in parallel
- **Date:** 2026-03-05
- **Decision:** Setting is delivered through two parallel layers: (1) the physical world — visuals and NPC behavior show context, atmosphere, place; (2) the neural insert — names, contextualizes, provides information the character would know from their background. Araminta (visual layer) and Mellanie (insert copy layer) work in parallel. Both layers are required from day one of the tycoon bookmark experience.
- **Rationale:** Either layer alone is insufficient. Visuals without naming leave the player in a beautiful void with no cultural foothold. Naming without visuals produces an exposition dump. Both together produce the "this is a place" sensation the workshop identified as the missing ingredient of v0.1.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 12
- **Raised by:** Team Leader (Jeroen) — both layered (option C)
- **Dissent:** None
- **Cross-reference:** [D-128](content.md#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture) (culture as context for insert copy)
### D-136: First Settled Reach moment — auto-generated apartment + insert activation
- **Date:** 2026-03-05
- **Decision:** The first moment of The Settled Reach is two layered beats: (1) Waking up in YOUR auto-generated apartment (reflects your economic position from the tycoon bookmark; wealthy, modest, or constrained start matters). (2) Insert activation — the neural implant powering on is intimate, personal, tech-specific. The alarm clock is the Groundhog Day homage ([D-126](content.md#d-126-groundhog-day-alarm-clock-homage--first-game-day-only)). The apartment reflects the character's economic position — auto-generated, not hand-built.
- **Rationale:** The apartment establishes place, economic status, and self without exposition. Insert activation establishes the neural lattice as intimate and personal — this is your character's relationship with their technology. Both beats together create the "this is MY character in MY world" moment that v0.1 lacked.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 13
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Cross-reference:** [D-126](content.md#d-126-groundhog-day-alarm-clock-homage--first-game-day-only) (alarm clock tone), [D-135](#d-135-setting-delivery-via-both-layers--visual-world--insert-in-parallel) (both layers active from first moment)
### D-137: Generator produces both structural and cosmetic variety at different scales
- **Date:** 2026-03-05
- **Decision:** The generator must produce two types of variety simultaneously at different scales: (1) Structural variety — operates at seed level: different playthroughs have genuinely different world structures (economic landscape, faction power balance, crisis composition, NPC role distribution). (2) Cosmetic variety — operates within a structure: NPC names, faces, apartment layouts vary per instance. Structural variety is the higher-priority proof for the Sprint 25 spike ([D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path)).
- **Rationale:** Cosmetic variety without structural variety produces "same game with different wallpaper." Structural variety without cosmetic variety produces identical-looking characters with different internal states. Both are load-bearing for the life-sim experience — structural variety drives replay value, cosmetic variety drives in-session believability.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 23
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Cross-reference:** [D-114](scope.md#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator proof-of-life), [D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path) (Sprint 25 generator spike)
---
*38 decisions. Last updated: 2026-03-05 (D-133–D-137 added — Where's the Fun? Workshop)*
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@@ -10,6 +10,7 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio
- **Rationale:** A galaxy-spanning game needs content architecture that scales without hand-crafting everything. The life-sim substrate creates attachment that gives conspiracies emotional weight. Pool-based Tier 1 modules enable replayability and DLC expansion.
- **Raised by:** Team Leader (Jeroen), with full team endorsement across 3 rounds
- **Dissent:** None
- **Amendment (2026-03-05, Where's the Fun? Workshop):** Tier 1 "authored drama modules" concept is deferred for v0.2. [D-114](scope.md#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life) and [D-127](#d-127-player-choices-are-the-content--rimworld-model-job-as-rails) (player choices are the content) establish that v0.2 ships zero authored drama modules. The three-tier architecture remains valid for the full game, but the Tier 1 pool is empty by design in v0.2 — generator-first validates Tier 2 and Tier 3 before Tier 1 modules are authored. Tier 1 will be authored after the generator spike (D-119) proves legible characters and readable relationships.
### D-024: NPC generation model — 10 axes + combat component
- **Date:** 2026-02-10
@@ -17,6 +18,7 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio
- **Rationale:** Axes that create contradictions within NPCs produce player decisions. The 5 key interactions (Want×Secret, Routine×Secret, Tolerance×Relationships, Want×Relationships, Personality×Tolerance) drive the full investigation-and-social gameplay loop. Contentment axis (proposed by Gore) connects generated NPCs to the thematic spine. Combat as component follows the same pattern as perception modes ([D-017](perception.md#d-017-perception-modes-as-character-build-system)).
- **Raised by:** Gestalt (consolidation), Gore (contentment axis), Paula (triangle model), Tyre (combat component). Full team endorsed.
- **Dissent:** None
- **Amendment (2026-03-05, Where's the Fun? Workshop):** The 10-axis model and core generation logic survive. However, [D-122](#d-122-all-npcs-generated--no-named-hand-authored-characters) (all NPCs generated) removes all named hand-authored NPCs from v0.2. Named NPCs and hand-authored triangles are now generator outputs, not authored content. The 10 axes apply to all generated NPCs. The `NpcBlueprint` struct (Tyre prerequisite for D-119 generator spike) must encode these axes as generator output format. Cultural/origin template (previously called "generation-time flavor") is now the primary driver per [D-128](#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture) and [D-121](#d-121-voice-is-culture-driven--job-as-modifier).
### D-025: Social site / functional cluster as atomic template unit
- **Date:** 2026-02-10
@@ -31,6 +33,7 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio
- **Rationale:** All four layers are load-bearing — each enriches the previous ones. Tagged pools avoid combinatorial explosion while trait modifiers produce character variety. The generation pass (write 10, generate 40) scales authored content. Every memorable line needs a human hand; the generation pass fills the background.
- **Raised by:** Mellanie (authoring model), Paula (relational layers), Gestalt (axis-to-pipeline mapping), Tyre (previewer feasibility)
- **Dissent:** None on model. Minor ordering difference: Mellanie front-loads access tiers (structural), Paula front-loads relationship history (narrative). Both sequences work.
- **Amendment (2026-03-05, Where's the Fun? Workshop):** The tagged line pool architecture survives for authored content, but the v0.2 NPC content pipeline pivots to AI-assisted templating. [D-123](#d-123-generative-ai-for-npc-content-templating-via-culture-vectors) (generative AI for NPC content) replaces the hand-authoring model for NPC dialogue pools. The four relational layers remain valid as a selection architecture, but pools will be populated by template assembly (culture vectors + job modifiers + AI generation) rather than hand-authoring. Hand-authored content (anchor lines per D-092, player monologue) remains hand-authored.
### D-029: Population entanglement ratio — 30/50/20
- **Date:** 2026-02-10
@@ -39,9 +42,11 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio
- **Rationale:** If every NPC is suspicious, investigation collapses. The mundane triangles ARE the life-sim game — hours of play that never touch conspiracy. Variable entanglement rate defeats metagaming across playthroughs. Quiet life must feel genuinely good, not empty.
- **Raised by:** Gore (thematic), Paula (30/50/20 split), Nigel (anti-metagaming), Team Leader (majority unentangled)
- **Dissent:** None
- **Amendment (2026-03-05, Where's the Fun? Workshop):** The 30/50/20 population split rationale survives but implementation context changes. [D-122](#d-122-all-npcs-generated--no-named-hand-authored-characters) (all NPCs generated) means no NPC is hand-authored. The "entangled 20%" are generated NPCs whose triangles happen to be flagged for intrigue content. For the tycoon v0.2 bookmark ([D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content)), the split applies to economic, social, and mundane triangles rather than investigation-intrigue triangles. The specific ratios will be revisited after the generator spike ([D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path)) proves what population density the generator can sustain.
### D-032: Separate monologue pools per character
### D-032: Separate monologue pools per character [SUPERSEDED]
- **Date:** 2026-02-11
- **Superseded by:** [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (single tycoon character in v0.2 eliminates the smuggler/detective hard partition). The principle of character-specific monologue pools survives — the tycoon has their own monologue pool. The hard partition between smuggler and detective does not apply when there is only one playable character. Per [D-127](#d-127-player-choices-are-the-content--rimworld-model-job-as-rails), the player's monologue reflects their character background. The partition design is preserved as a pattern for when multiple playable characters are reintroduced.
- **Decision:** Internal monologue content is hard-partitioned by playable character. The smuggler and detective have completely separate monologue pools — no shared lines. The `character` tag on monologue lines is a hard partition, not a filter. File structure uses separate files per character per location (e.g., `monologue-smuggler.yaml`, `monologue-detective.yaml`).
- **Rationale:** Shared monologue would dilute character voice and undermine the dual-lens experience. Each character's internal voice must be independently coherent. Same trigger, different pool — this is how mirror moments work without either pool knowing about the other.
- **Cross-reference:** Dialogue lines remain character-agnostic — the access tier system (D-028 Layer 1) handles per-character filtering without separate pools.
@@ -58,6 +63,7 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio
- **Cross-reference:** NPC triangle model ([D-024](#d-024-npc-generation-model--10-axes--combat-component)), relationship web ([D-029](#d-029-population-entanglement-ratio--305020)), vertical slice criteria ([D-027](scope.md#d-027-vertical-slice--smuggler--detective-two-character-proof))
- **Raised by:** Ozzie (emotional concept, Round 1), Paula (structural design and both FRIEND profiles, Round 2), project lead (confirmed, directive #4). Sera Venn confirmed by project lead over Mellanie's alternative proposal (Lera Sessik).
- **Dissent:** Mellanie proposed Lera Sessik (bar owner) as detective's FRIEND. Project lead selected Paula's Sera Venn design. Lera remains bar owner / mundane triangle member.
- **Amendment (2026-03-05, Where's the Fun? Workshop):** The FRIEND pattern (3+ relationship phases, observable contradiction, sympathetic motivation, no clean resolution, tell progression, dual-lens resonance) survives as a generator template for v0.2. Kael Davan and Sera Venn do not exist — [D-122](#d-122-all-npcs-generated--no-named-hand-authored-characters) eliminates all named hand-authored NPCs. In v0.2, the FRIEND role is filled by a generated NPC whose generator profile matches the FRIEND pattern template. The FRIEND pattern is now a generator instruction set, not an authoring assignment. Workshop convergence note: warmth with generated NPCs is earned through observed relationship progression, not authored backstory — this may produce stronger emotional investment than the hand-authored approach (Paula, Mellanie in Where's the Fun? Workshop §Phase Zero).
### D-035: Converged tag taxonomy for dialogue and monologue line pools
- **Date:** 2026-02-11
@@ -84,6 +90,7 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio
- **Dissent:** None. Minor consolidations: Mellanie's 8 moods mapped to Gestalt's 8 (different names, same concepts). Mellanie's `crime` topic deliberately excluded (NPCs think of it as `cargo` or `money`).
- **Amendment (Sprint 8):** `focused` added as 9th mood (used in Kael dialogue at The Terminal and maintenance corridors). `greeting` added as 14th situation (used in PC dialogue pools for initial contact lines). Schema updated to match.
- **Amendment (Sprint 14):** Mood vocabulary renamed to match voice guide (monologue-voice-guide.md). Old → new: `fond`→`warm`, `comfortable`→`content`, `worried`→`anxious`, `concerned`→`frustrated`. Dropped: `analytical` (merged into `focused`), `conflicted` (modeled as `suspicious`+`warm` collision). Added: `hostile`. Final 8 moods: `anxious`, `frustrated`, `content`, `suspicious`, `warm`, `hostile`, `relieved`, `focused`. Neutral = untagged.
- **Amendment (Sprint 24):** `triangle_activated` added as 15th situation (fires post-TriangleActivated when player observes anchor NPCs). Two freeform tags registered as conventions: `triangle-signal` (line is part of the triangle activation sequence) and `tell-observation` (line observes a behavioral tell without naming its cause). `npc_in_los` prerequisite added for LOS-gated monologue lines. Schema updated to match.
- **Amendment (Sprint 15):** Line ID namespace changed from location-scoped to NPC-scoped. Old scheme: `{location_slug}_{d|m}_{###}` (e.g., `the-terminal_d_039`) — all NPCs at a location share one ID sequence, requiring cross-file coordination and causing collisions at scale. New scheme: `{npc-slug}_{d|m}_{###}` for dialogue, `{npc-slug}_m_{s|d}_{###}` for monologue (e.g., `kael-davan_d_001`, `dock-worker_d_001`). Each NPC's IDs are independent — no cross-file coordination needed. Auto-generated NPCs use their generated slug. Schema regex patterns unchanged (prefix is still `^[a-z][a-z0-9-]*`), only the `description` field and convention documentation update. Migration: mechanical rename of all existing line IDs across ~20 dialogue files and monologue pools.
### D-036: Sova Transit District / Krenn System as v0.1 setting
@@ -97,6 +104,7 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio
- **Cross-reference:** Vertical slice ([D-027](scope.md#d-027-vertical-slice--smuggler--detective-two-character-proof)), contraband ([D-037](#d-037-contraband-specification))
- **Raised by:** Miri (Sova setting brief, Round 1; Krenn System profile, Round 2), project lead (confirmed as worldbuilding milestone, directive #6)
- **Dissent:** None
- **Amendment (2026-03-05, Where's the Fun? Workshop):** Station Sova / Krenn System confirmed as the v0.2 setting. [D-128](#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture) makes Krenn culture the cultural context for the tycoon bookmark — Krenn System IS Krenn culture by default. The setting details (naming conventions, atmosphere, sensory palette) survive as generator inputs and culture profile content. However, the Sova Transit District spatial layout (D-093) was designed for the v0.1 hand-built slice. v0.2 generates the location via the generator ([D-114](scope.md#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice)); the Krenn culture profile (Miri prerequisite for [D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path)) captures the setting identity as generator inputs. Sova remains the canonical example system and the first culture profile to author.
### D-037: Contraband specification — unlicensed lattice components
- **Date:** 2026-02-11
@@ -287,4 +295,144 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio
---
*25 decisions. Last updated: 2026-02-27 (D-098, D-104, D-105, D-107 added — Generator Architecture Workshop #562)*
### D-121: Voice is culture-driven — job as modifier
- **Date:** 2026-03-05
- **Decision:** NPC voice is authored at the culture level with job-specific modifiers layered on top. Culture is primary — a character IS their background. Job adds a layer. A Krenn tycoon sounds like a Krenn person who runs businesses, not a generic tycoon. This is an inversion of the prior assumption that job drove voice with culture as modifier.
- **Rationale:** Culture-primary voice produces characters that feel like they belong to a place. Job-primary voice produces archetypes. The life-sim vision requires characters legible as inhabitants of the Krenn System, not as representatives of occupational categories.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 6
- **Raised by:** Team Leader (Jeroen) — inversion of Mellanie's prior option C
- **Dissent:** None
- **Cross-reference:** [D-128](#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture) (Krenn culture as starting context)
### D-122: All NPCs generated — no named hand-authored characters
- **Date:** 2026-03-05
- **Decision:** All NPCs in v0.2 are generated. There are no named, hand-authored characters. Kael Davan, Naia, Maret, and Sera Venn do not exist in v0.2. The generator produces NPCs that fit positions based on location characteristics. Limited vocabulary is acceptable at first. The FRIEND pattern (D-034) survives as a generator template, not an authoring assignment.
- **Rationale:** Rimworld and The Sims are capable of generating characters that players form attachments to, even without dialogue or backstory. The generator-first approach (D-114) requires proving this foundation before hand-authored characters are layered on. Named NPCs and fixed triangles were a source of the rigidity that made v0.1 feel like a game level, not a place.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 7
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Supersedes:** Named NPC assignments in [D-034](#d-034-the-friend--production-level-npc-pattern) (Kael/Sera as hand-authored characters — see amendment on D-034)
- **Cross-reference:** [D-123](#d-123-generative-ai-for-npc-content-templating-via-culture-vectors) (AI templating), [D-129](#d-129-npc-personality-traits--behavior-first-relationships-codified-for-systems) (NPC personality model)
### D-123: Generative AI for NPC content — build-time authoring tool and runtime voice pipeline
- **Date:** 2026-03-05
- **Date (amended):** 2026-03-07
- **Decision:** The AI pipeline operates in two distinct modes with different safety profiles:
- **Build-time mode (authoring tool):** Content generated at build time for baked hub zones. Subject to mandatory human review before shipping. AI as an accelerated authoring tool producing content humans review and approve.
- **Runtime mode (background enhancement):** Content generated during gameplay for non-baked zones, via a background inference queue, when "AI-Enhanced Dialogue" is enabled. Not human-reviewed per line. Safety provided by three layers: (1) base-text-as-fallback — always present and complete; (2) build-time-validated injectors — only pre-validated prompts used, never ad-hoc; (3) runtime contamination filter — lightweight check before content is served.
- **Non-negotiable constraints (both modes):** Culture vectors are the primary prompt constraint. The AI does not default to genre conventions. Authorial control governs what the LLM may and may not produce through injector clauses, negative constraints, and pipeline routing rules. The AI pipeline applies voice to authored semantic content; it does not generate narrative decisions, base text, tell behaviors, secret-tier dialogue (D-028 Layer 3), or anchor lines (D-092). These categories are always authored and always served as-authored.
- **Rationale:** Full pipeline (behaviors + dialogue) is the correct scope. A system that voices observed behavior but not spoken dialogue creates register whiplash at the highest-investment moment of player engagement. Build-time mode preserves the human-review safety model. Runtime mode enables scaling to the generated world with base-text fallback as the permanent safety net.
- **Source:** Where's the Fun? Workshop (original); LLM Voice Pipeline Workshop (amendment)
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None on amendment
- **Amended by:** [D-138](#d-138-llm-re-voicing-pipeline-for-npc-voice) (LLM Voice Pipeline Workshop, 2026-03-07)
- **Cross-reference:** [D-121](#d-121-voice-is-culture-driven--job-as-modifier) (culture-primary voice), [D-128](#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture) (culture profile as generator input)
### D-124: In-game ollama for live NPC dialogue — ~~deferred~~ SUPERSEDED by D-138
- **Date:** 2026-03-05
- **Date (superseded):** 2026-03-07
- **Decision:** ~~Running a dressed-down version of ollama in-game for live NPC dialogue is possible and interesting, but deferred.~~ **Superseded by [D-138](#d-138-llm-re-voicing-pipeline-for-npc-voice).** The in-game AI system uses `llama-cpp-rs` (not ollama) with GGUF Q4_K_M quantization, bundled with the game, running background inference via an isolated thread pool. The key constraint from D-124 remains binding through D-123 (amended): this system does not drive live narrative decisions. It applies voice to authored semantic content.
- **Rationale:** The LLM Voice Pipeline Workshop (2026-03-07) walked through the door D-124 left open. The quality, performance, and determinism questions D-124 cited as blockers are addressed by cache-as-determinism, base-text fallback, and layered hardware detection.
- **Source:** Where's the Fun? Workshop (original); LLM Voice Pipeline Workshop (supersession)
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Superseded by:** [D-138](#d-138-llm-re-voicing-pipeline-for-npc-voice)
### D-125: World is quietly responsive — gradient of caring by social proximity
- **Date:** 2026-03-05
- **Decision:** The world does not care globally but notices locally. Primary social contacts (colleagues, neighbors) develop responsiveness over time. The gradient of caring is based on social proximity — the world is neither Kenshi-indifferent nor uniformly caring. The player should never encounter a truly indifferent world; even early builds will have localized responsiveness around primary contacts. Gore's concern about indifference is addressed by design — authored content will layer in before v1.0.
- **Rationale:** True indifference breaks the life-sim emotional loop. Characters can't form attachments to a world that doesn't register their existence. The gradient model (socially close = responsive, globally = neutral) reflects realistic social structure and produces the "quietly alive" feel the workshop converged on.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 10
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
### D-126: Groundhog Day alarm clock homage — first game day only
- **Date:** 2026-03-05
- **Decision:** The first game day begins with an alarm clock that opens with the *click* pa-pa pa-pa opening from Groundhog Day, cut short. This happens on the first day of a new game only. The tone is a wink: "new day, new start, new chances." It sets the life-sim framing without exposition.
- **Rationale:** A single tonal signal at game start establishes the day-cycle framing and communicates the game's tone — forward-moving, possibility-oriented, gently aware of its own conceits — without explicit explanation. First day only; repeating it would undermine the freshness.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 14
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None (legality of the reference to be verified)
- **Cross-reference:** [D-136](architecture.md#d-136-first-settled-reach-moment-auto-generated-apartment--insert-activation) (first game moment design)
### D-127: Player choices are the content — Rimworld model, job as rails
- **Date:** 2026-03-05
- **Decision:** Phase 1 of the game experience is not "an empty world before content arrives." It is "a world full of opportunity where the player's choices ARE the content." Rimworld model: one authored starting beat (the crash / the alarm clock + apartment wakeup), then agency and options. A job is rails to take off from, not a script to follow. The world provides opportunity and consequence; the player provides the story.
- **Rationale:** The prior "no objectives" stance was a design stance, not a design solution. The Rimworld model is a design solution: curated starting beat, then genuine agency. Phase 1 is not empty — it is a full world of potential actions, economic choices, social encounters, and consequences. The player's story is the content.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 15
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
### D-128: Culture implicit in starting location — Krenn System equals Krenn culture
- **Date:** 2026-03-05
- **Decision:** Culture is implicit in the starting bookmark location. The tycoon bookmark in the Krenn System means Krenn culture. The player does not select culture at character creation; it derives from where the bookmark places them. This resolves the culture-everywhere-but-nowhere tension: culture IS in the game from day one, it's just not a character creation slider. The Krenn System provides the cultural context; NPC generation uses regional culture as the primary vector.
- **Rationale:** Seven of nine workshop agents independently flagged the tension between D-115 (culture deferred from creation) and D-121 (culture primary for voice). Implicit culture unblocks five downstream pipelines simultaneously: voice cards (Mellanie), culture profiles (Miri), NpcBlueprint culture field (Tyre), cultural visual grammar (Araminta), systems integration (Gestalt).
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 16
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Cross-reference:** [D-121](#d-121-voice-is-culture-driven--job-as-modifier) (culture-primary voice), [D-036](#d-036-sova-transit-district--krenn-system-as-v01-setting) (Krenn System canonical details)
### D-129: NPC personality — traits + behavior first, relationships codified for systems
- **Date:** 2026-03-05
- **Decision:** NPC personality starts with traits and observable behavior. Relationships form through two channels: Sims-style accumulation through repeated interaction, and Rimworld-style bonding through shared adversity (surviving a crisis together, helping each other). The player's subjective feeling is the real metric, but relationships must be codified in the system so that game systems (storyteller, consequences, NPC behavior changes) can reference relationship state.
- **Rationale:** All nine workshop agents identified NPC legibility as the universal gate. Generated NPCs must have sufficient personality surface area for emotional attachment. Without legible NPCs, the life-sim loop cannot fire. Codifying relationships for systems enables the storyteller to use them as triggers and the consequence model (D-132) to escalate through them.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 17 (resolves Q-WTF-034/035)
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Cross-reference:** [D-024](#d-024-npc-generation-model--10-axes--combat-component) (NPC axes — see amendment), [D-132](#d-132-dual-scale-consequence-model--rimworld-sharp-events-and-df-slow-accumulation) (consequence model)
### D-130: Fully emergent moral arc for v0.2 — generator proves relationships readable first
- **Date:** 2026-03-05
- **Decision:** v0.2 ships a fully emergent moral arc — no authored arc structure. The tycoon bookmark has no pre-designed story arc. The explicit test before layering narrative depth: can the player tell "this is a relationship my character has" from generator output alone? Full flavor and generated content will be layered in later, but only after the relationship foundation is proven solid. This is a deliberate proof-of-concept sequence: generator proves relationships are readable → then add narrative depth.
- **Rationale:** The full flavor and generated narrative content would get in the way of properly evaluating the generator's strength. The generator must be rock solid and usable before truly interesting threads are pulled. Fully emergent may feel artificial, but it is the right v0.2 test.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 18 (resolves Q-WTF-043)
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Cross-reference:** [D-129](#d-129-npc-personality--traits--behavior-first-relationships-codified-for-systems) (relationship legibility as test), [D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path) (generator spike as prerequisite)
### D-131: Broad economic verb vocabulary — life verbs, not tycoon-specific
- **Date:** 2026-03-05
- **Decision:** The verb vocabulary is broad and economic, serving all careers, not tycoon-specific. Life verbs: buy, sell, hire, rent, contract, inspect, negotiate, invest. A detective also uses contracts (hiring informants, renting surveillance equipment). Implementation follows the speed of the interpreting systems — each verb requires its backing system (ownership registration for buy/sell, contract tracking for hire/rent). This is a life-sim verb set, not a job-specific verb set.
- **Rationale:** Tycoon-specific verbs would lock the gameplay loop to one archetype. Broad economic verbs serve the life-sim vision where "detective, smuggler, tycoon are jobs you can have, not the game's identity" (workshop executive summary). The verb map is the mechanical expression of that philosophy.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 19 (resolves Q-WTF-027)
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
### D-132: Dual-scale consequence model — Rimworld sharp events and DF slow accumulation
- **Date:** 2026-03-05
- **Decision:** The consequence model operates at two scales simultaneously. Rimworld-style sharp events (raids, crises, dramatic reversals) AND Dwarf Fortress-style slow accumulation (gradual relationship erosion, creeping debt, reputation shifts). Sharp events create drama; slow accumulation creates texture. Rimworld already manages both — sharp storyteller events on top of slow colony degradation. The Settled Reach follows the same dual-scale model.
- **Rationale:** The dual-scale model produces both moment-to-moment drama and long-term narrative texture. A single-scale model either feels like it has no consequences (all slow) or like consequence happens arbitrarily (all sharp). Both are load-bearing.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 21 (resolves Q-WTF-037)
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Cross-reference:** [D-129](#d-129-npc-personality--traits--behavior-first-relationships-codified-for-systems) (relationships as consequence substrate)
### D-138: LLM Re-voicing Pipeline for NPC Voice
- **Date:** 2026-03-07
- **Decision:** NPC observable behaviors and dialogue are processed through an LLM re-voicing pipeline that translates culture-neutral semantic base text into character-voiced output. The pipeline is a background runtime enhancement, not a live generation system. Tell behaviors are base-text passthrough — always. Active tell state influences the re-voicing prompt for surrounding content (tells are read-only inputs to the LLM, never LLM outputs). The game is complete and functional without the pipeline; it is an enhancement that elevates voice quality for players with sufficient hardware.
- **Architecture:**
- **Model:** Gemma 2 2B IT Q4_K_M (~1.6GB), bundled as `server/models/gemma2.gguf`. No fallback model. *(Amended 2026-03-07: Phi-3 dropped entirely after Spike 1 — Gemma 2B produces superior culturally-differentiated output at the same quantization. Original GGUF: `gemma-2-2b-it-Q4_K_M.gguf` from Hugging Face bartowski/gemma-2-2b-it-GGUF.)*
- **Runtime:** `llama-cpp-rs` with GGUF format. Separate inference thread pool at below-normal priority. *(Amended 2026-03-07, Spike 2: IPC is stdin/stdout JSONL pipes, not HTTP. Each worker owns a piped `sr-voice` child process — no network ports. This satisfies Gemma 2 Terms & Conditions: model is only reachable through the game server's queue, never exposed as a service.)*
- **Content tiers:** Baked (hub zones, build-time, human-reviewed) → Pre-voiced (background queue, priority-ordered) → Base text fallback (always present).
- **Tell treatment:** Passthrough always. Tell state flows into re-voicing prompts as universal tone injectors. Cultural flavor is conditional and additive — humans are humans first; micro-expressions and body language must remain universally recognizable. Per-culture tell-tone tables are optional enrichment, not a launch requirement. *(Amended 2026-03-07, Spike 2: Tell differentiation at 2B — 3/5 tells produce distinguishable output (Nervous, Guarded, Angry). Friendly and RoutineDeviation are inert at 2B capacity — model cannot reliably differentiate them from neutral. Deferred to post-ship or larger model. Angry tell requires length-aware injectors: short/medium content gets standard compression, long content (≥16 words) gets an explicit "keep full claim intact" instruction to prevent destructive information loss.)*
- **Determinism:** Cache-as-determinism. LLM generates once per seed; result cached. Cache lookup is deterministic.
- **Caching:** Content-length-gated variants. Short lines (≤7 words): neutral only. Medium lines: 3 variants (neutral, high-affect, guarded). Long lines: up to 6 variants. Key: `(npc_stable_id, line_id, tell_state, culture_id)`. *(Amended 2026-03-07: Spike 1 confirmed 2B model cannot produce distinguishable tell-state variants on short lines — 5/5 states produced near-identical output for "Inspection's next week." Length-gated caching reduces wasted compute/storage.)*
- **Hardware:** "AI-Enhanced Dialogue" toggle. Layered detection: RAM check → TPT benchmark → recommendation. No hard minimum spec floor. Player can always override.
- **Distribution:** Model bundled in game install (~1.5GB).
- **Protected categories (never re-voiced):** Tell behaviors, secret-tier dialogue (D-028 Layer 3), anchor lines (D-092), relationship-specific lines naming third parties.
- **Composition engine:** Occasional prompt injections (e.g. oath vocabulary, faith expressions) are controlled by the prompt generator at a configurable frequency (e.g. 1-in-4), not by the model. The model never decides injection frequency — it either receives the clause or doesn't. This is a systemic pattern applicable to any culture marker that should appear occasionally. *(Added 2026-03-07: Spike 1 proved 2B models treat vocabulary lists as required markers. Composition-engine gating eliminates both over-use and under-use.)* *(Amended 2026-03-07, Spike 2: Prompt architecture uses a double-prompt technique — critical constraints are repeated in a REMEMBER block immediately before the OUTPUT: stop token to anchor them in the 2B model's attention window. Epistemic markers ("I heard", "apparently", "I think") are preserved via example-based integration, not keyword lists — keyword lists caused the model to emit comma-separated marker dumps. Injections use imperative framing: once fired by the composition engine, the model executes without discretion.)*
- **Content classification:** Base text should be classified by content type. `Dialogue` and `Behavior` pass through the LLM. A new `Factual` content type is recommended for lines bearing specific numbers, causal chains, or denial statements — these bypass the LLM entirely and serve base text, because 2B models cannot reliably preserve quantitative precision (e.g., "14 crates in bay seven" became "fourteen crates are missing"). *(Added 2026-03-07, Spike 2: Paula endorsed ContentType::Factual over template-based approaches.)*
- **Negative injectors:** All negative injectors (NI-1 through NI-5) belong in per-culture voice personas, not in universal RULES. The universal RULES const contains only format constraints (one line, complete sentences, no invention). Worldbuilding constraints — military ranks, technology vocabulary, humor register, religious language, Earth references — vary by system/planet/location/culture and are authored per-culture in `voice_persona`. *(Amended 2026-03-07, Spike 2: Jeroen directed removal of all worldbuilding from universal RULES. "Military ranks do exist in some parts of the settings." "Why all these assumptions." NI-2/NI-3/NI-4 removed from universal scope; all NIs are now culture-specific.)*
- **Validation:** Two-spike strategy. Spike 1: Rust `sr-voice` CLI + manual prompt testing (Jeroen/Mellanie/Paula). Spike 2: full pipeline integration (queue → worker pool → sr-voice child → cache → disk). *(Amended 2026-03-07, Spike 2: Both spikes complete. 39 edge-case test prompts across 8 categories (length, tells, epistemic markers, injections, behaviors, named entities, causal chains, denials). Three rounds of iterative prompt refinement with Paula, Mellanie, and Gestalt reviewing output. Pipeline tested end-to-end with real Gemma 2B at ~16 t/s CPU.)*
- **Rationale:** D-122 (all NPCs generated) and D-128 (culture implicit in starting location) require NPC voice to scale across zones and cultures without O(R×Z×C) hand-authoring. The re-voicing model is the only architecture that scales while preserving content quality. Base-text fallback ensures the game is complete without the pipeline.
- **Source:** LLM Voice Pipeline Workshop (2026-03-07)
- **Raised by:** Team Leader (Jeroen), with Gestalt, Tyre, Paula, Mellanie, Ozzie, Miri, Troblum
- **Dissent:** Miri flagged concern about cultural philosophy at 2B model size — addressed via hybrid injector format (instruction + example pairs) and spike validation.
- **Amends:** [D-123](#d-123-generative-ai-for-npc-content--build-time-authoring-tool-and-runtime-voice-pipeline) (scope extended from authoring tool to authoring + runtime)
- **Supersedes:** [D-124](#d-124-in-game-ollama-for-live-npc-dialogue--deferred-superseded-by-d-138) (in-game AI no longer deferred)
- **Resolves:** Q-057 (composable behavior generation), Q-012 (generation expansion method)
- **Cross-reference:** [D-010](architecture.md#d-010) (information boundaries), [D-121](#d-121-voice-is-culture-driven--job-as-modifier) (culture-primary voice), [D-122](#d-122-all-npcs-generated--named-npcs-deferred) (all NPCs generated), [D-128](#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture) (culture as generator input), [D-029](#d-029-population-entanglement-ratio--305020) (NPC tier model), [D-092](perception.md#d-092) (anchor lines)
---
*38 decisions. Last updated: 2026-03-07 (D-138 amended with Spike 2 findings: stdio IPC, tell differentiation results, double-prompt technique, ContentType::Factual, negative injectors moved to per-culture; D-123 amended; D-124 superseded — LLM Voice Pipeline Workshop)*
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@@ -10,10 +10,11 @@ Narrative, NPCs, dialogue, templates, setting, worldbuilding, and storyteller me
- **Assigned to:** Gestalt, Nigel
### Q-012: Generation expansion method for dialogue
- **Status:** Open
- **Status:** Resolved
- **Question:** How does the 4x generation expansion pass work? LLM-based, template-based, or rule-based? Affects how base lines are authored — LLM needs style-strong anchors; rules need substitution patterns.
- **Assigned to:** Gestalt, Mellanie
- **Source:** Content Gap Analysis Workshop (Mellanie R2)
- **Resolution:** LLM-based re-voicing via bundled Gemma 2B Q4. Culture-neutral semantic base text is the LLM seed; culture injectors + trait modifiers + tell-context tone shape the output. Resolved by [D-138](content.md#d-138-llm-re-voicing-pipeline-for-npc-voice) (LLM Voice Pipeline Workshop, 2026-03-07).
### Q-013: Line previewer temporal progression
- **Status:** Open
@@ -48,7 +49,8 @@ Narrative, NPCs, dialogue, templates, setting, worldbuilding, and storyteller me
- **Source:** Wiki Review Workshop R2
### Q-033: Three-system NPC architecture
- **Status:** Open
- **Status:** Partially resolved — reframed by [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters) (all NPCs generated)
- **Reframe:** The 9-pattern x 6-motivation composition matrix may survive as a generator template taxonomy (the FRIEND pattern explicitly survives as a generator template per D-034 amendment). However, the question of whether it supersedes or extends D-024 is now secondary — both describe generator output format, not hand-authoring assignments. The NpcBlueprint struct (Tyre, Sprint 25 prerequisite) will determine how patterns and motivations are encoded. Full formal adoption of the 9x6 matrix remains open.
- **Question:** Should NPCs be formally composed from 9 thematic patterns (FRIEND, MIRROR, ANCHOR, GHOST, CATALYST, THRESHOLD, REMNANT, SYSTEM, NOBODY) x 6 functional motivations (HANDLER, WITNESS, TURNCOAT, CIVILIAN, OPERATOR, SKEPTIC)? D-024 defines 10 axes + combat but predates this refined system. The wiki-review workshop produced a full composition matrix with drama ratings and forbidden combinations. Does this supersede D-024 or extend it?
- **Assigned to:** Gestalt, Paula
- **Source:** Wiki Review Workshop R4
@@ -175,4 +177,31 @@ Narrative, NPCs, dialogue, templates, setting, worldbuilding, and storyteller me
---
*19 questions (5 resolved, 1 partially resolved, 13 open). Last updated: 2026-02-28.*
---
### Q-056: Zone spec needs location_context field (surface/station/vessel)
- **Status:** Open
- **Raised:** Sprint 25 PR #88 review (Miri)
- **Context:** Rural zone spec behaviors reference sky, weather, and diurnal heat — only valid on a planetary surface, not inside a station. The current `ZoneSpec` struct has no field for environment context. Without it, the generator can't distinguish surface-rural from station-rural, and behavior strings may be incoherent for the location.
- **Question:** Should `ZoneSpec` include a `location_context` enum (Surface/Station/Vessel) that the generator uses to filter or modify environment-specific behaviors? Or should zone specs be authored per-context (e.g. `rural-surface.ron`, `rural-station.ron`)?
- **Implications:** Affects all zone spec authoring going forward. The generator's ability to extrapolate from minimal input depends on knowing whether "rural" means open sky or sealed corridors.
- **Cross-reference:** D-012 (chunk-based map), D-036 (Krenn/Sova setting), D-104/D-105 (heritage roots), #609 (zone identity spec)
- **Assigned to:** Tyre, Miri
---
### Q-057: Composable behavior generation — decompose culture × role × context into assembled behaviors
- **Status:** Open
- **Raised:** Sprint 25, ticket #630 review discussion
- **Priority:** High (blocks scaling beyond hand-authored content)
- **Context:** Current behavior pools are hand-authored per culture×zone×role combination (`typical_behaviors` arrays in zone spec RON files). At ~50 behaviors per role × 4 roles × N zone types × M cultures, this is O(roles × zones × cultures) custom content. Each cell is effectively a unique location — "rural zone spec" is really "Krenn rural settlement content" with the name filed off. This doesn't scale to multiple cultures or zone types.
- **Question:** Should the generator compose observable behaviors from smaller primitives instead of drawing from pre-written complete sentences? Proposed decomposition: (1) **role action templates** — generic observable stage directions per role, culture-neutral, (2) **culture modifier sets** — culture-specific flavoring (Krenn mannerisms, speech patterns, social norms) that overlay role actions, (3) **context tags** — on-shift, off-duty, break-room, social-site-type that filter/weight which behaviors are available. The generator assembles these at runtime.
- **Implications:** Changes the content authoring model from "write 50 sentences per role per zone per culture" to "write role actions once, write culture modifiers once, compose at runtime." Server needs a composition engine (#633); copy needs to author the decomposed format (#634). Part of the Sprint 25 PoC spike.
- **Cross-reference:** #630 (behavior pool expansion), #633 (server: composition engine), #634 (copy: decomposed content format), D-121 (voice is culture-driven), D-122 (all NPCs generated)
- **Assigned to:** Tyre, Mellanie, Miri
---
*21 questions (5 resolved, 2 partially resolved, 14 open). Last updated: 2026-03-07 (Q-057 added — composable behaviors)*
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@@ -10,7 +10,7 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
### Q-004: One campaign spanning all eras or separate era scenarios?
- **Status:** Not yet discussed
- **Context:** Gore raised that Commonwealth Era and Void Era play very differently. Prototype focuses on pre-Starflyer War era.
- **Context:** Gore raised that different historical eras of the Settled Reach play very differently. Prototype focuses on a single era.
- **Assigned to:** Gore, Miri to lead discussion
### Q-005: Scale for prototype - locations, characters, factions
@@ -29,7 +29,9 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
- **Assigned to:** Team Leader
### Q-011: Character selection and playable characters
- **Status:** Not yet discussed
- **Status:** Resolved → [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content), [D-115](scope.md#d-115-character-creation-scoped-to-skills--bookmark-for-v02), [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters)
- **Resolution:** v0.2 has one playable character type: the tycoon (small business owner starting state, D-118). One bookmark. All NPCs are generated — no canon named characters. Character creation is skills + bookmark only. The "how different are their starting positions?" question is answered by the small business owner economic variation (D-118: bar, logistics contract, storage franchise as starting configurations). The "canon characters vs original" question is answered by D-122: all NPCs generated, no canon characters exist in v0.2.
- **Date resolved:** 2026-03-05 (Where's the Fun? Workshop)
- **Question:** Which characters are playable in the prototype? How different are their starting positions? Can you play canon characters or only original ones?
- **Assigned to:** Miri, Paula
@@ -51,7 +53,8 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
- **Source:** Wiki Review Workshop R4, lead interview
### Q-034: PC archetypes
- **Status:** Open
- **Status:** Partially resolved → [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (v0.2 scope only: tycoon bookmark, zero investigation)
- **Partial resolution:** v0.2 scope is settled — one bookmark (tycoon, small business owner start per D-118). Smuggler and detective are abandoned for v0.2. The full 8-archetype model, fluid archetype transitions, and "vulnerable window" mechanics remain undesigned for the full game. The "detective, smuggler, tycoon are jobs you can have, not the game's identity" framing (Where's the Fun? Workshop) is the guiding principle for future archetype design.
- **Question:** Should the full game support 8 fluid PC archetypes (Smuggler, Detective, Engineer, Diplomat, Medic, Scholar, Soldier, Merchant) with transition mechanics where archetype shifts during play based on player behavior? The lead approved 8 archetypes with fluid transitions as a game mechanic. v0.1 ships smuggler + detective only (D-027). Full archetype spec, transition triggers, and "vulnerable window" mechanics are undesigned. NOTE: The character-creation-game-setup workshop (Q-011) will address this — coordinate.
- **Assigned to:** Nigel, Gestalt
- **Source:** Wiki Review Workshop R4, lead interview
@@ -69,7 +72,8 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
- **Source:** Wiki Review Workshop R4
### Q-037: Generator development pipeline
- **Status:** Open
- **Status:** Partially resolved → [D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path) (Sprint 25 generator spike confirmed as first step)
- **Partial resolution:** The first phase is confirmed — Sprint 25 generator spike. The 6-phase pipeline spec (Ingredient Authoring, Template Authoring, Generator Development, Validation Development, Generation + Review, Hand-Elevation) remains unformally adopted. Generator-first approach (D-114) and the confirmed Sprint 25 spike (D-119) define the immediate critical path. Full pipeline spec remains open pending post-spike assessment.
- **Question:** Should content production follow a 6-phase generator pipeline (Ingredient Authoring, Template Authoring, Generator Development, Validation Development, Generation + Review, Hand-Elevation)? The wiki-review workshop proposed this as the production model for 300 worlds. SI mapped a release path (v0.1 hand-authored, v0.2-0.5 template expansion, v0.6-0.10 generator development, pre-v1.0 validation). Needs scope assessment and sprint planning integration.
- **Assigned to:** SI, Tyre
- **Source:** Wiki Review Workshop R4
@@ -88,4 +92,12 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
---
*14 questions (0 resolved, 1 partially resolved, 13 open). Last updated: 2026-02-28.*
### Q-058: Runtime behavior text serving system
- **Status:** Open
- **Question:** How should NPC observable behaviors be served to the client at runtime? `NpcBlueprint.observable_behaviors` exists as generator output but no runtime system reads it or sends behavior text to the client. The voice pipeline (D-138) needs an integration point: voice cache lookup replaces base text with re-voiced text before delivery. Needs: which system selects the current behavior, how it's delivered in `ObserverSnapshot`, and how tell behaviors (always passthrough) are distinguished from voiceable behaviors.
- **Assigned to:** Tyre, SI
- **Source:** Voice pipeline Spike 2 Phase 3
---
*15 questions (1 resolved, 3 partially resolved, 11 open). Last updated: 2026-03-07 (Q-058 added — voice pipeline Phase 3 dependency)*
+7 -5
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@@ -8,8 +8,8 @@ Tracked questions awaiting discussion or resolution. Split by domain, mirroring
|------|--------|-----------|
| [questions-architecture.md](questions-architecture.md) | Technical foundation | Q-001, Q-006, Q-009, Q-018, Q-019, Q-020, Q-021, Q-022, Q-023, Q-029, Q-030, Q-046 |
| [questions-perception.md](questions-perception.md) | Player observation | Q-003, Q-014, Q-016, Q-024, Q-025, Q-026, Q-051, Q-053, Q-054 |
| [questions-content.md](questions-content.md) | Narrative, NPCs, setting | Q-010, Q-012, Q-013, Q-015, Q-017, Q-028, Q-031, Q-033, Q-040, Q-041, Q-042, Q-043, Q-044, Q-045, Q-047, Q-048, Q-049, Q-050, Q-052 |
| [questions-scope.md](questions-scope.md) | Game concept, prototype | Q-002, Q-004, Q-005, Q-007, Q-008, Q-011, Q-027, Q-032, Q-034, Q-035, Q-036, Q-037, Q-038, Q-039 |
| [questions-content.md](questions-content.md) | Narrative, NPCs, setting | Q-010, Q-012, Q-013, Q-015, Q-017, Q-028, Q-031, Q-033, Q-040, Q-041, Q-042, Q-043, Q-044, Q-045, Q-047, Q-048, Q-049, Q-050, Q-052, Q-056, Q-057 |
| [questions-scope.md](questions-scope.md) | Game concept, prototype | Q-002, Q-004, Q-005, Q-007, Q-008, Q-011, Q-027, Q-032, Q-034, Q-035, Q-036, Q-037, Q-038, Q-039, Q-058 |
## Status Summary
@@ -17,9 +17,11 @@ Tracked questions awaiting discussion or resolution. Split by domain, mirroring
|--------|-------|----------|---------|------|
| Architecture | 12 | 6 | 1 | 5 |
| Perception | 9 | 5 | 1 | 3 |
| Content | 19 | 5 | 1 | 13 |
| Scope | 14 | 0 | 1 | 13 |
| **Total** | **54** | **16** | **4** | **34** |
| Content | 21 | 5 | 2 | 14 |
| Scope | 14 | 1 | 3 | 10 |
| **Total** | **56** | **17** | **7** | **32** |
*Updated 2026-03-05: Q-011 resolved (D-117/D-115/D-122), Q-034 partially resolved (D-117), Q-037 partially resolved (D-119), Q-033 partially resolved/reframed (D-122) — Where's the Fun? Workshop*
## Adding a Question
+1 -1
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@@ -6,7 +6,7 @@ Alternatives considered and rejected, with rationale preserved for future refere
### R-001: Stellaris mod
- **Rejected:** 2026-02-08
- **Reason:** Character system too shallow, multi-empire assumption conflicts with Commonwealth's single-civilization focus, wormhole-as-infrastructure not achievable within Stellaris modding. Team Leader's experience with Star Trek: New Horizons confirmed that even well-suited IPs struggle with character connection in Stellaris.
- **Reason:** Character system too shallow, multi-empire assumption conflicts with the Settled Reach's single-civilization focus, wormhole-as-infrastructure not achievable within Stellaris modding. Team Leader's experience with Star Trek: New Horizons confirmed that even well-suited IPs struggle with character connection in Stellaris.
### R-002: CK3 total conversion
- **Rejected:** 2026-02-08
+83 -14
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@@ -7,21 +7,21 @@ What we're building: game concept, design pillars, prototype definition, map spe
### D-001: Build a custom game, not a mod
- **Date:** 2026-02-08
- **Decision:** We are building a standalone game, not a Stellaris mod.
- **Rationale:** No existing game provides the right combination of character-driven dynasty play, wormhole-centric space map, and deep internal politics that the Commonwealth universe demands. Stellaris gets the map right but characters wrong. CK3 gets characters right but the map wrong. Neither supports wormhole-as-infrastructure as a core mechanic.
- **Rationale:** No existing game provides the right combination of character-driven dynasty play, wormhole-centric space map, and deep internal politics that the Settled Reach universe demands. Stellaris gets the map right but characters wrong. CK3 gets characters right but the map wrong. Neither supports wormhole-as-infrastructure as a core mechanic.
- **Raised by:** Team Leader (Jeroen), after team debate across Rounds 1-3.
- **Dissent:** None. Team unanimously supports after discussion.
### D-003: Commonwealth is the first campaign, not the only possible one
### D-003: The Settled Reach is the first campaign, not the only possible one
- **Date:** 2026-02-08
- **Decision:** Build a character-driven space grand strategy *framework/engine*, with the Commonwealth universe as the first campaign/scenario.
- **Rationale:** Avoids locking into one IP. The framework has broader value. The Commonwealth provides a rich, opinionated first use case that forces good design decisions.
- **Decision:** Build a character-driven space grand strategy *framework/engine*, with the Settled Reach as the first campaign/scenario.
- **Rationale:** Avoids locking into one IP. The framework has broader value. The Settled Reach provides a rich, opinionated first use case that forces good design decisions.
- **Raised by:** Gore (Transhumanist Fan), endorsed by team.
### D-005: Core concept - single character, first-person, story-generator
- **Date:** 2026-02-08
- **Decision:** The game is a first-person, single-character experience. You select a character at game start and play from their perspective. The world is a rich simulation experienced through one person's keyhole view.
- **Supersedes:** D-002 (dynasty grand strategy concept)
- **Elevator pitch:** "Pick a character. Step into the Commonwealth. Figure it out."
- **Elevator pitch:** "Pick a character. Step into the Settled Reach. Figure it out."
- **Key pillars:**
- **Single character selection** - who you pick determines where you start, what you know, what you can do, and what you care about
- **Asymmetric information as core mechanic** - you only know what your character knows. Others lie, withhold, reveal. The same world-state looks completely different from different characters
@@ -59,7 +59,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
### D-013: Diegetic insert/POI navigation system
- **Date:** 2026-02-09
- **Decision:** The player's map interface is diegetic - it IS the character's neural insert (Commonwealth technology). Not a game UI bolted on, but the character literally checking their implant's navigation overlay. Points of interest appear on the map only when learned through gameplay.
- **Decision:** The player's map interface is diegetic - it IS the character's neural insert (Settled Reach technology). Not a game UI bolted on, but the character literally checking their implant's navigation overlay. Points of interest appear on the map only when learned through gameplay.
- **How POIs are learned:**
- Character background (starting knowledge based on who you are)
- NPC interactions (contacts send locations, tips, "meet me here" pins)
@@ -71,8 +71,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Cross-reference:** Perception mode overlay in [D-017](perception.md#d-017-perception-modes-as-character-build-system). Time display on insert in [D-031](architecture.md#d-031-time-system--game-clock-and-day-phases).
- **Raised by:** Team Leader (Jeroen) proposed borderless + anchoring concept. Miri confirmed canon basis. Full team contributed mechanics.
### D-014: v0.1 map specification
### D-014: v0.1 map specification [SUPERSEDED]
- **Date:** 2026-02-09
- **Superseded by:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life replaces hand-built map spec; auto-generated locations at scale replace the hand-crafted tile map approach)
- **Decision:** First playable tech demo map spec:
| Layer | Spec |
@@ -93,8 +94,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Raised by:** Full team across Rounds 8-10.
### D-027: Vertical slice — smuggler + detective, two-character proof
### D-027: Vertical slice — smuggler + detective, two-character proof [SUPERSEDED]
- **Date:** 2026-02-10
- **Superseded by:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life) and [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (tycoon bookmark replaces smuggler + detective; zero investigation content for v0.2)
- **Decision:** The proof-of-concept vertical slice is one station district containing: 1 workplace social site, 1 social venue (bar), 1 smuggling ring template, shared NPCs. Two playable characters: smuggler (logistics worker, insider access to criminal templates, social camouflage) and detective (institutional investigator, authority access, analytical). Success criteria: (1) 30 minutes of daily-life breathing room before contamination activates, (2) both playthroughs feel like fundamentally different games, (3) after each playthrough player names an NPC they felt conflicted about, (4) the observe→notice→follow→discover sequence emerges from systems not scripts.
- **Supersedes:** [D-006](#d-006-prototype-scenario--institutearmstrongguardians-superseded)
- **Rationale:** Smuggler + detective creates adversarial divergence — the detective's target IS the smuggler's daily life. Same templates, same NPCs, inverted relationships. Proves character-as-lens, contamination, life-sim attachment, and replayability simultaneously. Tyre confirms: ~20% more effort than single-character, no new architecture.
@@ -121,8 +123,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Raised by:** Ozzie (Round 1 minimum viable proposal, Round 2 full spec), project lead (confirmed, directives #3 and #9). Amendment raised by Inigo (hybrid approach), endorsed by Tyre.
- **Dissent:** Mellanie and Araminta both proposed deferring audio; project lead overruled. Visual sound indicators remain complementary to audio (not replacement).
### D-039: v0.1 wow moment scope — all 6 moments
### D-039: v0.1 wow moment scope — all 6 moments [SUPERSEDED]
- **Date:** 2026-02-11
- **Superseded by:** [D-127](content.md#d-127-player-choices-are-the-content--rimworld-model-job-as-rails) (emergent life-sim replaces detective-specific authored wow moments) and [D-136](architecture.md#d-136-first-settled-reach-moment-auto-generated-apartment--insert-activation) (new first moment: apartment + insert activation). The 6 wow moments were designed for the detective/smuggler frame. No detective-specific wow moments in v0.2.
- **Decision:** All 6 wow moments identified by Ozzie are in v0.1 scope. The original 4 "essential" moments are promoted to must-have. The 2 "nice-to-have" moments are also promoted to must-have (project lead directive).
- **The 6 wow moments (chronological in a 30-minute session):**
1. **Arrival** (minute 0-1): Station hum playing, NPCs already moving, first monologue chime. "Where am I? This feels real." Content: opening monologue, station ambient, pre-populated routines.
@@ -163,8 +166,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Raised by:** Lead (stance toggle, final call), Gestalt (Walk/Sprint/Careful triad + perception coupling), Dudley (MovementProfile + tick values), Ozzie (perception gradient), Nigel (character-defining speed)
- **Dissent:** None after lead call.
### D-065: Smuggler inventory — knowledge-primary with physical evidence
### D-065: Smuggler inventory — knowledge-primary with physical evidence [SUPERSEDED]
- **Date:** 2026-02-13
- **Superseded by:** [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (no smuggler character in v0.2). The knowledge-primary inventory concept and physical evidence design survive as patterns for future character implementation.
- **Decision:** Knowledge is the primary "inventory" for all characters (you SAW the manifest, not you HAVE it). The smuggler additionally gets a minimal physical inventory for v0.1: 3 specific items (manifest copy, corridor access token, personal comm log). Capacity per archetype: smuggler 3-4 slots, detective 2 slots. Carried items are PRIVATE — they exist behind the information boundary ([D-010](architecture.md#d-010-multiplayer-ready-architectural-baseline) principle 2) and are not visible to other entities unless revealed via search, scan, or confrontation. Server implementation: world entities with CarriedBy component. Verbs: Take, Place.
- **Evidence presentation differs by archetype:** Detective sees case-file-style entries (structured: what/where/when/source/confidence, insert suggests links). Smuggler sees personal notebook (organized by person, informal voice, no contradiction flags). Same underlying knowledge graph, different presentation layer.
- **v0.1 items (Paula):**
@@ -178,8 +182,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Raised by:** Lead (smuggler needs inventory), Paula (three items + presentation split), Gestalt (knowledge-primary framework), Tyre (minimal implementation: SmallVec<3>), Dudley (server model: BTreeMap + info boundary)
- **Dissent:** Tyre initially argued zero physical items in v0.1 (saves 3-4 sprints). Adapted with minimal implementation after lead directive.
### D-087: v0.1 triangle configuration — 3 active forks, 2 passive tensions
### D-087: v0.1 triangle configuration — 3 active forks, 2 passive tensions [SUPERSEDED]
- **Date:** 2026-02-12
- **Superseded by:** [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters) (all NPCs generated; no named triangles with hand-authored characters) and [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (no investigation-specific triangle configuration for v0.2). Triangle generation follows the generator-first model (D-114).
- **Decision:** v0.1 vertical slice uses 5 relationship triangles. Three are active forks (T1: Kael-Smuggler-Ring, T2: Sera-Detective-Commission, T4: Drin-System-Ring) with branching outcomes driven by player observation. Two are passive tensions (T3: Naia-Kael-Hael, T5: Worried Partner background) that provide atmosphere and secondary discovery paths. Active forks require authored content per branch. Passive tensions are system-driven.
- **Rationale:** Three active forks are within v0.1 content authoring capacity. Passive tensions require no branching content — they enrich discovery space without multiplying authored lines.
- **Raised by:** Gestalt, Paula
@@ -187,8 +192,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Source:** v0.1 Content Scoping Workshop, Round 2 synthesis
- **Cross-reference:** D-027 (vertical slice), D-034 (THE FRIEND pattern)
### D-089: Self-contained triangle forks for v0.1, no cross-triangle cascade
### D-089: Self-contained triangle forks for v0.1, no cross-triangle cascade [SUPERSEDED]
- **Date:** 2026-02-12
- **Superseded by:** [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) and [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters). No hand-authored triangle forks in v0.2; triangle generation follows the generator-first model. Cross-triangle cascade design is preserved as a future consideration once the generator proves relationships are readable.
- **Decision:** In v0.1, each triangle fork resolves independently. No triangle outcome triggers escalation in another triangle. Cross-triangle cascade (storyteller-managed, where resolving T1 affects T2 pressure) is deferred to v0.2+. This keeps v0.1 content authoring manageable — each triangle is a self-contained narrative unit.
- **Rationale:** Cross-triangle cascade requires the storyteller to track inter-triangle state and authors to write contingent branches. Both are out of scope for v0.1. Self-contained triangles can be authored, tested, and validated independently.
- **Raised by:** Paula, Gestalt
@@ -196,8 +202,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Source:** v0.1 Content Scoping Workshop, Round 2 synthesis
- **Cross-reference:** D-087 (triangle configuration), D-027 (vertical slice)
### D-091: Complicity as named thematic core
### D-091: Complicity as named thematic core [SUPERSEDED]
- **Date:** 2026-02-12
- **Superseded by:** [D-132](content.md#d-132-dual-scale-consequence-model--rimworld-sharp-events-and-df-slow-accumulation) (consequence replaces complicity as the primary experiential frame — Gore's reframe, Where's the Fun? Workshop convergence). The detective/smuggler frame that gave "complicity" its specific meaning has been replaced by the life-sim frame (D-117). All careers produce consequence at dual scales; complicity was archetype-specific to the detective/smuggler lens.
- **Decision:** The game's thematic identity is complicity — not conspiracy, not detection, not information asymmetry (which is the mechanical core per D-007). The player becomes complicit through observation: seeing something means choosing whether to act on it. The smuggler is complicit in the ring's operations. The detective is complicit in the institution's blindness. Both discover they are already entangled before they choose to be. This framing governs narrative design, wow moment emotional targets (D-039), and the Divergence Reveal (D-027 criterion 4).
- **Rationale:** "Complicity" names the emotional experience that information asymmetry produces. It distinguishes this game from pure detective games (you uncover truth) and pure action games (you do things). Here: you watch, and the watching implicates you.
- **Raised by:** Gore
@@ -207,4 +214,66 @@ What we're building: game concept, design pillars, prototype definition, map spe
---
*17 decisions (15 active, 2 superseded). Last updated: 2026-02-12 (D-087, D-089, D-091 added — retroactive filings from v0.1 Content Scoping Workshop and Wiki Review Workshop)*
### D-114: v0.2 proof-of-life — generator + graphics, not hand-built slice
- **Date:** 2026-03-05
- **Decision:** The v0.2 proof-of-life milestone is defined as: the generator producing usable output (auto-generated locations at scale with legible characters) plus better graphics. A hand-built vertical slice is explicitly NOT the proof-of-life. The v0.1 lesson: descoping toward a hand-built approach produced the wrong game. v0.2 must first prove the foundational generator can produce usable output, then build the game on top of that foundation.
- **Rationale:** v0.1 was built as a detective puzzle game with hand-placed NPCs and dots for characters. The designer's vision is a single-character life sim. The generator-first approach prevents the same mistake — we prove the generative foundation works before committing to content on top of it.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 1
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Supersedes:** [D-027](#d-027-vertical-slice--smuggler--detective-two-character-proof-superseded) (hand-built vertical slice), [D-014](#d-014-v01-map-specification-superseded) (hand-built map spec)
### D-115: Character creation scoped to skills + bookmark for v0.2
- **Date:** 2026-03-05
- **Decision:** v0.2 character creation is limited to two elements: skills (what the character is good at) and bookmark (which starting scenario/location the character inhabits). Family, culture, and religion are deferred from character creation. Culture is available in the game through the starting location (see [D-128](content.md#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture)), not as a creation slider.
- **Rationale:** Skills and bookmark are the minimum needed to differentiate playthroughs. Adding family/culture/religion at creation gates content that is better delivered through gameplay. Religion in particular is NOT a game system (D-116).
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 2
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Cross-reference:** [D-128](content.md#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture) (culture implicit in location)
### D-116: Religion is not a game system
- **Date:** 2026-03-05
- **Decision:** Religion is not a game system in The Settled Reach. It was mentioned as a reference point for the cultural richness of CK3, not as a design requirement. Religion is not a character creation axis, not a faction mechanic, not a dialogue filter, and not a storyline driver.
- **Rationale:** The reference to religion in workshop discussions came from CK3 influence. The Settled Reach's mechanical identity is economic + social + information asymmetry, not religious politics. Excluding religion from game systems focuses design on the core mechanics.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 3
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
### D-117: Tycoon is the v0.2 bookmark — zero investigation content
- **Date:** 2026-03-05
- **Decision:** The v0.2 bookmark is the tycoon — a small business owner in the Krenn System. v0.2 ships zero investigation content. The detective and smuggler framing from v0.1 is explicitly abandoned for v0.2. The tycoon naturally blends career models: active management, remote investment via insert (WFH model), and one-off deals (gig model). Investigation content will be revisited when the life-sim foundation is proven stable.
- **Rationale:** v0.1's detective/smuggler frame produced the wrong game. The tycoon bookmark is thematically and mechanically richer: economic complicity, life-sim attachment loops, and narrative emergence from everyday decisions. Clean break from investigation content removes the frame that distorted v0.1.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 4
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Supersedes:** [D-027](#d-027-vertical-slice--smuggler--detective-two-character-proof-superseded)
### D-118: Small business owner starting state — tycoon is aspiration, not starting position
- **Date:** 2026-03-05
- **Decision:** The tycoon bookmark begins as an existing small business owner, not a mogul. The player starts with a small operation (bar, logistics contract, storage franchise) and grows into a tycoon over time — or sells out and pivots to exploration. The bookmark name "tycoon" describes the aspiration and growth trajectory, not the starting state. A true tycoon starting position would be overpowered and would skip the interesting growth phase.
- **Rationale:** Economic complicity and life-sim attachment require a character with something to lose and room to grow. Starting as a mogul eliminates the growth arc and removes economic stakes. The small business owner start grounds the player in a human-scale economic reality before scaling up.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 20
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
### D-119: Generator spike confirmed for Sprint 25 — critical path
- **Date:** 2026-03-05
- **Decision:** The Sprint 25 generator spike is the confirmed first deliverable. If the generator cannot produce usable output, nothing else matters. If it can, everything else has a foundation. The generator proof-of-life gates all subsequent v0.2 development. Sprint 25 prerequisites that must exist before or during the spike: zone identity spec (Miri), one culture profile for Krenn System / Station Sova (Miri), and NpcBlueprint struct design (Tyre). Estimated timeline (Tyre): 7 sprints to proof-of-life playtest (generated location + legible characters + tycoon bookmark from creation to Day 3).
- **Rationale:** The v0.1 lesson established that building without a proven generator produces the wrong game. The sprint 25 spike tests whether the generator can produce auto-generated locations at scale with legible characters — the translation risk mitigation before anything else.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 22
- **Raised by:** Tyre (proposal), Team Leader (confirmed)
- **Dissent:** None
- **Cross-reference:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life)
### D-120: No skill ceiling in v0.2 — transhumanist ladder deferred
- **Date:** 2026-03-05
- **Decision:** Skills have no hard cap in v0.2. The transhumanist ladder (baseline human → Higher → ANA-connected) is a later design layer. v0.2 proves the life-sim loop without skill constraints. The `skill_ceiling` architectural field is preserved in the implementation but not enforced in gameplay until the base game loop is proven.
- **Rationale:** Skill ceilings add complexity that is not load-bearing for the v0.2 proof-of-life. The life-sim loop must prove itself first. The transhumanist ladder is a rich design space but belongs in a later iteration when the foundational systems are stable.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 24
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
---
*24 decisions (15 active, 9 superseded). Last updated: 2026-03-05 (D-114–D-120 added; D-014, D-027, D-039, D-065, D-087, D-089, D-091 superseded — Where's the Fun? Workshop)*
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## Executive Summary
The Godot 4 (renderer/client) + Rust (simulation server) architecture is **viable and well-suited** to Commonwealth's confirmed requirements (D-010 client-server, D-010 deterministic simulation, D-017 observer queries). The path has real friction points but no hard blockers. The primary risk is not technical capability but **integration complexity** and **ecosystem maturity of gdext**.
The Godot 4 (renderer/client) + Rust (simulation server) architecture is **viable and well-suited** to the Settled Reach's confirmed requirements (D-010 client-server, D-010 deterministic simulation, D-017 observer queries). The path has real friction points but no hard blockers. The primary risk is not technical capability but **integration complexity** and **ecosystem maturity of gdext**.
| Area | Rating | Summary |
|------|--------|---------|
@@ -73,7 +73,7 @@ The `godot-rust/gdext` crate provides Rust bindings for Godot 4's GDExtension AP
- **CI integration:** Straightforward. `cargo build --release` then copy artifact to Godot project. Can be a single Makefile/justfile target.
- **No Godot rebuild required.** Godot loads the extension dynamically. You just rebuild the Rust library and restart the Godot editor.
### Verdict for Commonwealth
### Verdict for the Settled Reach
gdext is **the right choice for the Godot-Rust bridge** given that we want Godot as the renderer and Rust as the simulation. The pre-1.0 status is a real cost (budget 1-2 days per quarter for API migration) but not a blocker. The threading model fits our architecture perfectly. The FFI performance is adequate if we use packed arrays for bulk state transfer.
@@ -103,7 +103,7 @@ You do NOT get (and do not need): Bevy's renderer, window management, asset syst
bevy_ecs = "0.15" # or whatever current version is
```
### Feature Assessment for Commonwealth
### Feature Assessment for the Settled Reach
| Feature | Status | Notes |
|---------|--------|-------|
@@ -127,7 +127,7 @@ fn update_sound(query: Query<(&Position, &SoundEmitter)>, mut events: EventWrite
`move_entities` and `decay_fog` access disjoint component sets, so the scheduler runs them in parallel automatically. `update_sound` reads `Position` (shared) so it can run in parallel with `decay_fog` but must wait for `move_entities` to finish writing `Position`. This is all automatic.
For Commonwealth with potentially hundreds of NPCs, parallel perception queries, sound propagation, and AI decision-making, this is significant.
For the Settled Reach with potentially hundreds of NPCs, parallel perception queries, sound propagation, and AI decision-making, this is significant.
### Determinism Concern
@@ -170,7 +170,7 @@ In case bevy_ecs proves problematic, here are the alternatives:
**Recommendation:** `bevy_ecs` is the clear winner. If we need something lighter for prototyping, `hecs` is a good fallback (we'd write our own simple sequential scheduler, which is fine for v0.1 with 15 NPCs). Do NOT use specs or legion for new projects.
### Verdict for Commonwealth
### Verdict for the Settled Reach
bevy_ecs standalone is an excellent fit. It gives us the ECS architecture, automatic parallelism, change detection for observer queries, and cache-friendly memory layout. The determinism requirement is achievable with explicit system ordering.
@@ -373,7 +373,7 @@ Based on community reports and technical blog posts:
---
## 6. Recommendations for Commonwealth
## 6. Recommendations for the Settled Reach
### Immediate Actions (v0.1 prototype)
@@ -476,6 +476,6 @@ Mapping back to confirmed decisions:
---
*This evaluation recommends proceeding with the Godot 4 + Rust (gdext + bevy_ecs) architecture for the Commonwealth prototype. The architecture is sound, the tools are viable, and the risk profile is manageable. The primary investment is in defining clean abstractions early -- particularly the SimBridge trait and ObserverSnapshot format -- so that the inevitable gdext API churn and future multiplayer addition don't require rewrites.*
*This evaluation recommends proceeding with the Godot 4 + Rust (gdext + bevy_ecs) architecture for the Settled Reach prototype. The architecture is sound, the tools are viable, and the risk profile is manageable. The primary investment is in defining clean abstractions early -- particularly the SimBridge trait and ObserverSnapshot format -- so that the inevitable gdext API churn and future multiplayer addition don't require rewrites.*
*-- TYRE, Technical Architect*
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# Gemma 2 Re-voicing: Compliance & Implementation Framework
**Status:** Reference
**Author:** Gemini (synthesizing a design sparring session with Jeroen)
**Date:** 2026-03-07
**Related:** [proposed-llm-voice.md](proposed-llm-voice.md)
---
## 1. Overview
This document outlines the compliance and operational framework for integrating Gemma 2 2B as a performance-tier stylistic layer for dynamic NPC dialogue. The core intent is a **"Closed-Loop"** system where the AI is the primary author of stylized content, directed by human-authored patterns and "Injector Clauses."
---
## 2. Commercial Licensing & Compliance Checklist
Because Gemma 2 uses a custom **Gemma Terms of Use** rather than standard open-source licenses, the following obligations must be met for commercial offering:
- **[ ] Attribution Requirement:** Include a clear notice in the game's legal/credits menu: *"Gemma is provided under and subject to the Gemma Terms of Use."*
- **[ ] EULA Flow-Down:** Update the game's End User License Agreement (EULA) to include provisions at least as restrictive as the **Gemma Prohibited Use Policy**.
- **[ ] Non-Deception Clause:** Ensure users are not misled into believing AI-generated text was human-authored.
- **[ ] Asset Distribution:** If bundling model weights within the game installer, the full text of the Gemma Terms must be included in the distribution directory.
- **[ ] Revenue/User Cap:** Confirm no special license is currently required, as there is no revenue ceiling for Gemma 2 commercial use.
---
## 3. AI Disclosure & Authorship Framework
Given the game is fully AI-generated based on human-curated direction, the following disclosure model is established:
- **Human Domain:** Architecture, gameplay mechanics, world-building principles, and "Injector" pattern design.
- **AI Domain:** All dialogue (Claude/Gemma 2), visuals, and audio.
- **Mandatory Public Notice:**
> "This game was fully generated by AI based on carefully curated human-written direction prompts. The gameplay and patterns used to generate content are human-crafted, but all text is AI-generated by Claude (base game) and Gemma 2 (AI-voicing mode). All visuals and audio are AI-generated based on these world-building principles."
---
## 4. Operational Safety & Architecture (Closed-Loop)
The "Re-voicing" pattern de-risks compliance by removing autonomous player prompting.
- **Risk Mitigation:** The player has no direct input to the model; inputs are strictly controlled via the internal **Semantic Core** and **Injector System**.
- **Injector Integrity:** We are responsible for ensuring that "Mood" or "Culture" injectors do not force the model to violate safety policies (e.g., generating hate speech or sexually explicit content).
- **Sanitization:** Player-defined strings (like character names) must be sanitized before entering the background "Re-voicing" worker to prevent accidental prompt injection.
---
## 5. Modding Policy: LLM Boundary
By restricting "AI-Enhanced Dialogue" to the base game, the biggest legal and technical loophole in the architecture is closed while maintaining total control over Gemma 2 compliance obligations.
### The "Pseudo-Dynamic" Compromise
Mods can tap into **Step 1 (Semantic Core)** generation without access to **Step 2 (The Re-voicing LLM)**:
- **Modder's Workflow:** Modders write standard, functional "Semantic Lines."
- **The Hybrid System:** If a modded NPC is in a "Vanilla" location, the system can pull from a pre-cached library of "Cultural Injectors" that have already been safely pre-generated.
- **The Result:** The modder doesn't get to prompt the LLM, but their characters can still use high-quality, pre-verified "Krenn" or "Ruthless" voice templates.
### AI Dialogue & Modding Policy (EULA)
> **Availability:** AI-Enhanced Re-voicing is a premium, curated feature reserved for official game content.
>
> **Restriction:** To ensure compliance with AI safety and licensing terms (Gemma Terms of Use), the LLM inference engine is not exposed to third-party modded scripts.
>
> **Fallback:** Modded content will automatically utilize the high-performance, template-based dialogue system, ensuring universal compatibility and safety.
---
## 6. A/B Prompt Spike Stress-Test Checklist
As we move into the technical validation phase (comparing Gemma 2 2B vs. Phi-3-mini), the spike must evaluate:
- **[ ] Safety Floor:** Do either model's internal filters refuse to process dark fantasy themes or combat logs?
- **[ ] Stylistic Adherence:** How reliably do "Injector Clauses" (e.g., `[Bold]`, `[Krenn Culture]`) shift the output of the 2B model?
- **[ ] Hardware Overhead:** Measured CPU/RAM impact of the background worker thread on target consumer hardware.
- **[ ] Non-LLM Fallback:** Verification that the "Re-voicing" layer can be toggled OFF without breaking game state.
---
## 7. Summary
- **Compliance:** Clear to sell the game without royalties, provided the mandatory Gemma 2 Attribution and AI Disclosure notice are included.
- **Architecture:** The "Re-voicing" model solves performance and authorial control issues by treating character voice as an i18n localization task.
- **Governance:** By "Closed-Looping" the system and excluding mods from LLM access, 90% of legal liability regarding prohibited content is eliminated.
- **Hardware:** The optional toggle and background queue ensure that even players on low-end hardware have a 100% functional (if less "flavored") experience.
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# Proposed Architecture: LLM-Powered Voice Synthesis
**Status:** Proposed
**Author:** Gemini (synthesizing a design sparring session with Jeroen)
**Date:** 2026-03-07
---
## 1. Executive Summary
This document proposes a **"Re-voicing"** architecture for dynamic NPC dialogue. This system uses a small, locally-run LLM as a stylistic enhancement layer, akin to a localization engine, that "translates" functional, base dialogue into rich, in-character performances.
This design elegantly solves the combinatorial complexity of traditional dialogue systems while retaining full authorial control over gameplay-critical information. Furthermore, it is architected to be a **player-facing, optional feature** ("AI-Enhanced Dialogue"), allowing the game to run on a wide range of hardware by providing a lightweight, non-LLM fallback that is a core part of the pipeline itself.
The implementation strategy involves on-demand, background pre-generation of dialogue managed by a prioritized queue, ensuring a smooth player experience with no real-time latency.
## 2. Problem Statement
A rich, reactive world requires NPCs whose dialogue reflects their personality, culture, mood, and the current game state. Authoring this manually via a traditional template tree leads to a **combinatorial explosion** of content that is brittle, difficult to maintain, and often fails to capture the desired nuance, feeling robotic despite its complexity.
## 3. Proposed Architecture: The "Re-voicing" Model
Our proposed solution is to treat dynamic dialogue not as a generation task, but as a **stylistic localization task**.
### Analogy: Dialogue as an `i18n` System
The core of this design is to think of character voice as a "language." Our simple, non-LLM template system provides the default "language" (`en-US`)—a clear, functional line of text that serves the gameplay. The LLM's job is to "translate" this line into a specific character's "language" (`en-KRENN-RUTHLESS`).
This immediately enables a powerful player-facing feature:
#### The "AI-Enhanced Dialogue" Toggle
This architecture allows for a setting in the game menu:
- **OFF:** The game uses the fast, lightweight, default "semantic lines." The experience is 100% complete and functional on any hardware.
- **ON:** The game uses the LLM to "translate" the dialogue into the richer, in-character "voices," providing a premium experience for players with capable hardware.
This de-risks all performance concerns and makes the innovative dialogue system an optional enhancement rather than a mandatory hardware requirement.
### The Two-Step Pipeline
1. **Step 1: Generate the Semantic Core:** The existing simple template system generates a functional, gameplay-serving "semantic line." This is our `i18n` default string. It guarantees that gameplay-critical information is always present.
> **Semantic Line:** "You need a keycard for that door."
2. **Step 2: Perform the "Re-voicing":** The LLM receives this semantic line with a prompt to rephrase it in the voice of a specific character persona.
> **Final Stylized Line:** "I suspect you'll find that door won't open without the proper authorization."
## 4. Core Component: The "Injector" System
The character persona is constructed for the LLM using a manageable library of **"Injector Clauses"**—dozens at most. These clauses are assembled on-the-fly to guide the re-voicing task.
- **Personal Injectors (`~10-20` clauses):** Mapped to personality traits, defining the *manner* of speech.
- **Example `[Bold]`:** `"Your delivery is direct and confident."`
- **Cultural Injectors (`~5-10` clauses):** Mapped to origin, defining the cultural "flavor" or dialect.
- **Example `[Krenn Culture]`:** `"Your speech is formal and avoids contractions."`
## 5. The Composition Engine: Priority & Blending
To prevent conflicting instructions (e.g., a `[Social]` but `[Angry]` character), the prompt assembler will act as a small rule engine, composing injectors based on a **priority hierarchy**:
1. **Mood as an Override:** A strong, temporary emotional state (e.g., `[Angry]`) takes highest priority, suppressing conflicting personality traits.
2. **Personality as Flavor:** The one or two most relevant personality traits for the situation are chosen.
3. **Culture as Baseline:** The cultural injector is almost always applied, establishing the foundational dialect.
## 6. Implementation Strategy: The Dialogue Generation Queue
To eliminate real-time latency and manage performance, all LLM generation will happen in the background, managed by a prioritized queue.
1. **On-Demand Trigger:** When the player takes an action that signals intent to enter a new area (e.g., accepts a mission), the system populates a queue with all dialogue generation tasks for that area.
2. **Prioritized Queue:** Tasks are prioritized to ensure the best possible experience upon arrival.
- **P0 (Critical):** Plot-essential NPCs.
- **P1 (High):** Important secondary characters.
- **P2 (Standard):** Background flavor NPCs (the "enhancement" tier).
3. **Background Worker:** A low-priority CPU thread works through this queue. On high-end machines, the entire area may be pre-generated quickly. On low-end machines, only critical dialogue may be ready.
4. **Pre-warmed Cache:** To guarantee a high-quality initial experience, the game will ship with a pre-generated cache of all dialogue for the first few hours of gameplay.
## 7. Next Steps: The A/B Prompt Spike
Before implementation, a spike is required to validate our choice of model and the creative viability of the injector system.
### Test Candidates
Given the project's constraints (no Meta/Chinese models, Mistral 7B is too large), the two leading candidates are:
- **Candidate A (The Performance Play): Google Gemma 2B**
- **Candidate B (The Balanced Play): Microsoft Phi-3-mini**
### Spike Methodology
The spike will be a standalone script to test the core trade-off between these models.
1. **Author Assets:** Create 3-5 structured "payloads" (semantic line + character context) for different scenarios, including at least one with conflicting injectors.
2. **A/B Test:** Run the same set of composed prompts through both Gemma 2B and Phi-3-mini.
3. **Evaluate:** Compare the outputs on two axes:
- **Creative Quality:** How reliably does each model handle the stylistic instructions and conflicting constraints?
- **Performance Cost:** What is the measured CPU-only inference latency and RAM usage for each model?
The outcome will determine which model provides the best balance of quality and performance for our needs, and will validate the "complexity ceiling" of our chosen technology.
## 8. Long-Term Risks
- **Localization:** While this architecture is more localization-friendly than pure generation, a full strategy for translating prompts and handling different linguistic nuances will be a significant future task.
- **Performance Tuning:** The background worker's impact on game performance, especially on CPU-bound laptops, will require careful tuning to prevent stuttering or system slowdown.
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@@ -53,7 +53,7 @@ GDExtension itself (Godot's native extension interface) has broken compatibility
The Godot project has stated an intent to stabilize GDExtension ABI, but as of the last documented state, it has NOT been stabilized. Every Godot minor version bump is a potential "stop work and fix bindings" event.
**Impact on this project:** The Commonwealth game will be in development for years. It will span multiple Godot versions. Each upgrade risks days to weeks of integration work, not on game features, but on making the bridge compile again.
**Impact on this project:** The Settled Reach game will be in development for years. It will span multiple Godot versions. Each upgrade risks days to weeks of integration work, not on game features, but on making the bridge compile again.
**Mitigation:**
- Stay on one Godot version for as long as possible. Do not upgrade Godot unless a specific feature is needed.
@@ -109,7 +109,7 @@ Reviewed all 40 confirmed decisions across 5 domain files. The decisions are **r
**Mild tension points (not contradictions):**
1. **D-003 vs current scope.** D-003 says "build a framework/engine, Commonwealth is the first campaign." But the NPC axes (D-024), contraband spec (D-037), and setting details (D-036) are deeply Commonwealth-specific. Fine for v0.1 — the "framework" claim should be understood as aspirational, not architectural.
1. **D-003 vs current scope.** D-003 says "build a framework/engine, the Settled Reach is the first campaign." But the NPC axes (D-024), contraband spec (D-037), and setting details (D-036) are deeply Settled Reach-specific. Fine for v0.1 — the "framework" claim should be understood as aspirational, not architectural.
2. **D-012 (chunk-based maps, future borderless) vs D-014 (bounded 150x150).** No contradiction, but chunk-based architecture is over-engineered for v0.1 scope (150x150 = ~25 chunks at 32x32). Investment justified by design principle.
3. **D-009 (multiplayer-ready) cost estimate ("15-20% slower").** Unverifiable at this stage. With subprocess/IPC, multiplayer readiness is essentially free because the architecture IS client-server.
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## Notes for Copy Team
1. **Aperture chamber is the in-world ritual.** Arriving via span gate is Commonwealth-mundane but the aperture ring has residual energy effects — ambient hum, slight color temperature shift as light normalizes from transit. Monologue lines for the detective's arrival should note this. Standard sensory detail for immersive-world arrivals.
1. **Aperture chamber is the in-world ritual.** Arriving via span gate is mundane but the aperture ring has residual energy effects — ambient hum, slight color temperature shift as light normalizes from transit. Monologue lines for the detective's arrival should note this. Standard sensory detail for immersive-world arrivals.
2. **The customs inequity is not dramatic.** When the senior freight handler is waved through, it should read as routine from NPC behavior — a nod, a scan confirmed, the lane opens. Overheard dialogue, if any, should be procedural: manifest check language, not conversational. The player learns that something is wrong from the pattern, not from a flagrant scene.
3. **The Commission inspector's gallery is their professional comfort zone.** Dialogue set in the gallery (if the detective accesses it) should reflect this — the inspector is at ease up here, slightly less guarded. On the floor, they are performing authority. In the gallery, they are just watching.
4. **The operations manager on the freight staging floor.** This is their element. Logistics language, shorthand with the senior freight handler. Any casual conversation with the detective here is the operations manager on home turf — helpful enough, not forthcoming.
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@@ -30,7 +30,7 @@ D-024 defines the tell system axis on the NPC model. This spec identifies 5 tell
| Tell category | Internal state | Primary Tier 2 behavior | Secondary behavior | Notes |
|---------------|---------------|------------------------|-------------------|-------|
| **Nervous** | Stress above tolerance threshold, concealment at risk | Movement hesitation + route checking | Proximity avoidance to specific zones | Most common for characters with active secrets |
| **Angry** | High stress, contested relationship, tolerance reached | Accelerated/direct movement | Short dwell times | Anger in the Commonwealth is internalized — no outburst in public |
| **Angry** | High stress, contested relationship, tolerance reached | Accelerated/direct movement | Short dwell times | Anger in the Settled Reach is internalized — no outburst in public |
| **Friendly** (suppressed) | Wanting to interact but constrained | Lingering near character / zone | Approach-and-withdraw pattern | Friendly tell occurs when NPC wants contact but can't initiate |
| **Guarded** | Protective of information or person | Proximity positioning | Route shielding | NPC places themselves between player and something/someone |
| **Routine deviation** | Normal routine interrupted by higher priority | Unexpected location, unexpected timing | Unusual activity for current day phase | The broadest tell — anything outside the established pattern |
@@ -128,7 +128,7 @@ These are the Tier 2 animation states that serve as tell expressions. Each behav
`●●` = primary expression, `●` = secondary expression, `—` = not used.
**Angry tell note:** Anger in the Commonwealth is internalized in public spaces. An angry NPC does not have an outburst. They move faster (shorter dwell times, quicker route execution), speak shorter sentences (Mellanie's domain), and avoid the person they are angry with if they can manage it. Avoidance is the primary behavioral tell. There is no raised fist or stamped foot. The station is a workplace; people here manage.
**Angry tell note:** Anger in the Settled Reach is internalized in public spaces. An angry NPC does not have an outburst. They move faster (shorter dwell times, quicker route execution), speak shorter sentences (Mellanie's domain), and avoid the person they are angry with if they can manage it. Avoidance is the primary behavioral tell. There is no raised fist or stamped foot. The station is a workplace; people here manage.
---
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# Discussion Archive
Historical discussion rounds from the Commonwealth game design process.
Historical discussion rounds from the Settled Reach game design process.
| Round | Topic | Key Decisions | File |
|-------|-------|---------------|------|
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# Sprint 25: Emerge — Copy Tasks
**Goal:** Prove the generator can extrapolate from minimal input — a rural Krenn area AND an industrial Krenn zone from zone type and culture profile alone, no per-location spec. Two zone types, one culture, side-by-side comparison.
**Branch:** `copy`
**Agents:** Miri (worldbuilding lead), Mellanie (voice/dialogue review)
## New Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #609 | Zone identity spec | #611 (server defines schema first) |
| #610 | Krenn culture profile | #611 (server defines schema first) |
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
- `decisions/scope.md` — D-114 (generator-first proof-of-life), D-119 (generator spike critical path)
- `decisions/content.md` — D-121 (voice is culture-driven, job as modifier), D-122 (all NPCs generated), D-128 (culture implicit in starting location), D-129 (NPC personality: traits + behavior first)
- `decisions/architecture.md` — D-012 (chunk-based map, borderless generation future)
## Notes
**How this sprint works for copy**
Server starts first. Tyre (#611) defines `ZoneSpec`, `CultureProfile`, and `NpcBlueprint` as Rust structs and writes example RON files showing the expected format. The Rust structs ARE the schema — no separate schema file to maintain. Copy fills real content into that format.
Wait for #611 to deliver its example RON before writing the real files. Tyre also ships a **RON validator CLI** (`tooling/validate-content <file.ron>`) that deserializes into the actual Rust structs and prints errors. Use it to lint your files before submitting.
Coordinate with Tyre at sprint start to agree on file locations (`content/global/zone-identity-spec.ron` and `content/global/culture-krenn.ron` are the expected paths, but Tyre's struct design is authoritative).
**#609 — Zone identity spec**
- Output: RON file the generator deserializes at runtime. Schema defined by Tyre's `ZoneSpec` struct from #611.
- Minimum two zone types with real content: **rural** and **industrial**. These are the two the sprint proof runs. Remaining types can be stubs with plausible values.
- The taxonomy must make the generator produce visibly different output per zone type — if rural and industrial look the same, it has failed.
- Content scope: what varies between zone types (density, pace, social site mix, NPC role distribution). Not prose worldbuilding — structured parameters that the Rust generator can read.
- Do not invent the schema. Read #611's example RON first.
**#610 — Krenn culture profile**
- Output: RON file the generator deserializes at runtime. Schema defined by Tyre's `CultureProfile` struct from #611.
- Must provide enough cultural signal that generated NPCs feel Krenn, not generic-space-village.
- Sprint scope: **name lists** (not phoneme generation rules — Tyre's generator picks from lists), speech markers, economic values, social norms.
- Phoneme-based name generation is explicitly out of scope for this sprint. A curated list of Krenn-sounding names is sufficient.
- Existing Krenn atmosphere and naming examples in `decisions/content.md` D-036 (amended post-workshop) are a starting point. Go deeper on concrete values (specific speech markers, actual name examples) not broader on atmospheric description.
- Do not invent the schema. Read #611's example RON first.
## Dependency Chain
```
server #611 (schema + validator) ──> #609 (zone spec RON) ──┐
├──> server #612 (generator)
──> #610 (culture RON) ──────┘
```
Server defines the shape. Copy fills it. Both #609 and #610 can be written in parallel once #611 delivers its example RON.
## PR Workflow
When ready to submit, create a PR with `tea` CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
```bash
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(copy): zone identity spec and Krenn culture profile" --description "body" --base main --head copy
```
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# Sprint 25: Emerge — Joint
**Confidence: 15%.** This sprint is exploratory — we learn whether the approach works, not whether we can ship it. Declare what we learned, not victory.
**Goal:** Prove the generator can extrapolate from minimal input — a rural Krenn area AND an industrial Krenn zone from zone type and culture profile alone, no per-location spec. Two zone types, one culture, side-by-side comparison.
## Pre-Sprint
| Item | Owner | Blocks |
|------|-------|--------|
| Tyre shares example YAML schema from #611 with Miri | Tyre | #609, #610 |
| Agree on file paths for zone spec and culture YAML | Tyre + Miri | #609, #610, #612 |
The critical coordination handoff: #611 defines the Rust structs and writes example YAML showing the schema. That YAML goes to Miri immediately. Copy fills the schema with real content. Server builds Phase 1 of #612 with hardcoded stubs in parallel — does not wait for copy.
## Sprint Completion Proof — Throwaway Render
**This is not a test suite. It is an eyeball test.**
**Commands:**
```bash
cargo run --bin generator-spike -- --zone rural --seed 42
cargo run --bin generator-spike -- --zone industrial --seed 42
cargo run --bin generator-spike -- --zone rural --seed 43
```
**Expected output per invocation:**
- Zone type and summary (block count, social site list)
- NPC roster: name, role, 2-3 traits, one observable behavior
- Relationship pairs: "A knows B as [type] ([valence])"
**Pass condition — three comparisons:**
Cross-type (rural vs industrial, seed 42):
- Different output shape — social site mix, NPC role distribution, density all differ
- Both feel Krenn — shared naming conventions and cultural markers
- Zone taxonomy does visible work (outputs distinguishable by zone type alone)
Intra-type (rural seed 42 vs rural seed 43):
- Both recognizably rural — same zone shape, similar role distribution
- Different people — different names, traits, relationship pairs
- Tests coherence within a type and variance across seeds
Culture (both zone types):
- Culture profile does visible work — output feels Krenn, not generic space-village
- NPC relationships are **readable** from text — not inferred, read
**Fail condition:**
- Both outputs look the same with different labels (zone taxonomy not doing work)
- Neither feels Krenn (culture profile not doing work)
- NPC traits unreadable from text (D-129 legibility gate not met)
This sprint **discovers** the right spec — it does not implement a known one. If the output is light and not fully deep, that is expected. The proof is in the pudding: run it, read it, judge it.
## Tickets by Team
| Team | # | Title |
|------|---|-------|
| server | #611 | NpcBlueprint struct design |
| copy | #609 | Zone identity spec |
| copy | #610 | Krenn culture profile |
| server | #612 | Template assembly generator (includes NPC pipeline + stdout output) |
## Dependency Chain
```
#611 (structs + schema) ──> #609 (zone spec YAML) ──┐
──> #610 (culture YAML) ──┴──> #612 Phase 2 (integrate real YAML)
#611 ──────────────────────────────────────────────────> #612 Phase 1 (hardcoded stubs, build in parallel)
```
#611 first. #609 and #610 in parallel after schema arrives. #612 builds in two phases — Phase 1 with stubs runs alongside copy, Phase 2 integrates real YAML.
## Open Questions
| ID | Question | Blocking |
|----|----------|---------|
| Q-WTF-033 | AI templating: Claude API, local ollama, or manual for v0.2? | #623 (deferred) |
| Q-WTF-039 | Character creation screen: portrait render or tile-scale preview? | Sprint 26+ |
| Q-WTF-040 | Do creation choices trace into the generated apartment? | Sprint 26+ |
Q-WTF-033 does not block this sprint. Design #612 so AI templating slots in later without a rewrite — the culture profile's speech markers are already the prompt constraint structure.
## Deferred to Future Sprints
- Tycoon bookmark (#605, #614-617) — needs generator output proven first
- Character creation screen (#606, #618-620) — client work, post-generator
- NPC legibility systems (#607, #621-622) — downstream of generator
- AI content templating (#623) — Q-WTF-033 unresolved
- World feel systems (#608, #624-626) — downstream of everything
- Visual rendering of generated world — out of scope for this spike
## What This Sprint Does NOT Do
- No client work (no rendering of generated content)
- No new content beyond the zone spec and culture profile YAML files
- No AI templating implementation (design for it, don't build it)
- No playable session from the generated world
- No ECS entity spawning into a running bevy world (#613 absorbed into #612 as stdout-only proof)
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# Sprint 25: Emerge — Server Tasks
**Goal:** Prove the generator can extrapolate from minimal input — a rural Krenn area AND an industrial Krenn zone from zone type and culture profile alone, no per-location spec. Two zone types, one culture, side-by-side comparison.
**Branch:** `server`
**Agents:** Dudley (simulation dev), Tyre (architect)
## New Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #611 | NpcBlueprint struct design | — (starts immediately) |
| #612 | Template assembly generator | #611, #609 (copy), #610 (copy) |
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
- `decisions/scope.md` — D-114 (generator-first proof-of-life), D-119 (generator spike critical path)
- `decisions/content.md` — D-122 (all NPCs generated), D-128 (culture implicit in location), D-129 (NPC personality: traits + behavior first), D-121 (voice culture-driven), D-123 (AI content templating via culture vectors)
- `decisions/architecture.md` — D-012 (chunk-based map, borderless generation future)
## What Exists
- **`server/src/simulation/generator.rs`** (576 lines) — `DistrictSkeleton` data model and related enums. Struct definitions only — no production generation logic yet.
- **`server/src/npc/generate.rs`** — `RoleDefinition`-driven 10-axis NPC generator using `SimRng` (ChaCha20, deterministic). This pipeline survives; `NpcBlueprint` wraps above it and feeds into it.
- **`server/src/simulation/rng.rs`** — `SimRng`. Use this for all randomness in the generator binary.
- **`server/src/npc/`** — full NPC component set including `mood.rs`, `relationships.rs`, `routine.rs`, `trait_modifiers.rs`.
## Notes
**Phased approach**
This sprint discovers the right spec — it does not implement a known one. Three phases:
- **Phase 0 (#611):** Define the Rust structs (`ZoneSpec`, `CultureProfile`, `NpcBlueprint`) and write example RON files. Build the RON validator CLI. Share with copy team immediately — this unblocks #609 and #610.
- **Phase 1 (#612, early):** Build the generator binary with hardcoded test data. Do not wait for copy to finish their RON files. Hardcode two zone profiles (rural, industrial stub) and a Krenn culture stub in Rust. Get the generation pipeline and stdout output working end-to-end.
- **Phase 2 (#612, late):** Swap hardcoded stubs for real RON loading from disk. Wire in copy's actual #609 and #610 files. Run the two-zone proof.
This phasing means the copy team's blocking relationship is on the final integration, not the generator build. Server can move through Phase 0 and Phase 1 in parallel with copy writing #609/#610.
**#611 — NpcBlueprint struct design**
- Starts immediately. No blockers.
- Define three structs in `server/src/npc/blueprint.rs` (new file):
- `ZoneSpec` — deserializes from zone-identity-spec.ron
- `CultureProfile` — deserializes from culture-krenn.ron
- `NpcBlueprint` — generator output for a single NPC
- All three derive `Serialize`, `Deserialize` (serde + `ron`). **Use RON format, not YAML/JSON.** RON is Rust-native, struct-aware, supports enums and comments. The Rust structs ARE the schema — no separate schema file to maintain.
- `NpcBlueprint` fields: name (String), role (occupation), traits (Vec of trait enum), observable_behaviors (Vec<String>), cultural_markers (speech register, filler words from culture profile), relationships (Vec of (npc_id, relationship_type, valence)).
- Use a spike-specific `SpikeOutput` struct for the binary's top-level output — do NOT couple to `DistrictSkeleton` for the proof. Keep the spike isolated.
- Key deliverable: write `content/global/zone-identity-spec.example.ron` and `content/global/culture-krenn.example.ron` showing the schema copy must fill. Share these with Miri before copy starts writing real content.
- Add a note in the file header pointing to the tickets (#609, #610) that fill these schemas with real content.
- **Build a RON validator CLI** (`tooling/validate-content <file.ron>`) that deserializes into the actual Rust structs and prints errors. This is the copy team's lint tool — they run it to check their files without needing to compile the server. ~20 lines of Rust, ship it as part of #611.
**#612 — Template assembly generator (absorbs #613)**
- Blocked by #611. Build Phase 1 before #609/#610 arrive; integrate in Phase 2.
- Binary: `cargo run --bin generator-spike -- --zone <type> --seed <n>` (new binary in `server/src/bin/`).
- Phase 1: hardcoded `ZoneSpec` and `CultureProfile` stubs in Rust. Focus on the generation logic and output formatting.
- Phase 2: load zone spec and culture RON from disk at runtime. Zone taxonomy is the file — adding a new zone type requires zero Rust changes.
- Determinism: `SimRng` seeded from the `--seed` flag. Same inputs = same output.
- NPC generation: use the existing `npc/generate.rs` pipeline. `NpcBlueprint` maps to `RoleDefinition` via a conversion method. The blueprint's cultural markers bias trait selection.
- Stdout output per invocation: zone type header, NPC list (name, role, traits, one observable behavior), relationship pairs ("A knows B as colleague (positive)").
- Sprint proof runs twice: `--zone rural --seed 42` and `--zone industrial --seed 42`. The comparison is the test.
## Dependency Chain
```
#611 (structs + example RON + validator) ──> copy #609 (zone spec) ──┐
──> copy #610 (culture) ──┴──> #612 (generator, Phase 2)
#611 ──────────────────────────────────────────────────────────────────> #612 (generator, Phase 1 — no RON needed)
```
#611 first. Phase 1 of #612 runs in parallel with copy writing #609/#610. Phase 2 of #612 waits for both.
## Feasibility Warnings
From Troblum's pre-sprint review. Read before starting.
1. **`generate_npc()` requires a live bevy World.** The existing function in `npc/generate.rs` takes `TilePosition`, `StableId`, and a real `bevy_ecs::World`. The spike binary has none of these. Do not attempt to instantiate a full World for text output — stub or strip routine generation in Phase 1. Wire only the axes that produce inspectable output (traits, relationships, cultural markers). Full ECS wiring is deferred.
2. **Cultural text assembly is the real work of #612.** The existing generator produces enum variants and placeholder strings (`format!("{} has a {:?} secret", ...)`). There is no cultural text surface in the codebase today. Getting `CultureProfile` fields to appear in NPC output is a new code path — budget time for it, it is not a one-liner.
3. **`DayPhase` name collision.** `server/src/simulation/generator.rs` defines `DayPhase = String` as a stub type alias, shadowing the real `DayPhase` enum in `server/src/simulation/time.rs`. Use the real enum explicitly or alias the stub out of scope before the spike binary sees both. Do not let the collision silently compile to the wrong type.
4. **Schema negotiation takes rounds.** The first RON draft from copy will not deserialize cleanly — the validator will catch this early. Build in slack between Phase 1 and Phase 2 — expect at least one round of struct adjustments after seeing real content.
## PR Workflow
When ready to submit, create a PR with `tea` CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
```bash
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(simulation): generator spike — NpcBlueprint, template assembly, NPC pipeline" --description "body" --base main --head server
```
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# Sprint 26: Clean House — Client Tasks
**Goal:** Ship the voice pipeline to production by integrating observer, removing v0.1 dead weight, and stabilizing the codebase.
**Branch:** `client`
**Agents:** Stig (dev), Tyre (arch), Hoshe (QA)
## New Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #646 | UX: AI-Enhanced Dialogue toggle + hardware detection | #627 (server: SQLite settings storage) |
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
- `decisions/content.md` — D-138 (LLM re-voicing pipeline: pre-voicing modes, base-text fallback model, hardware detection requirement)
- `decisions/architecture.md` — D-088 (3-state pause system, server-authoritative)
## Notes
- **#646 AI-Enhanced Dialogue toggle + hardware detection:** The voice pipeline (server-side, `server/src/voice/`) is wiring up this sprint via #652. The client needs layered hardware detection and player-facing controls so the feature degrades gracefully. Three detection layers in sequence: (1) CPU/RAM check — can the model even load? (2) time-per-token benchmark on first load — is it fast enough to be useful? (3) player-facing toggle — opt out even on capable hardware. The toggle state must persist via #627 (SQLite settings storage, server team, same sprint). **Block on #627 landing before implementing the toggle** — the client sends a `ChangeSettings` command over IPC and the server persists it in SQLite. The UI for this is in the options/settings panel. Coordinate with server team: the client toggle must communicate to the server process whether voicing is requested (the server queue drains but does not requeue when disabled). Key integration point: `client/scripts/` settings panel and the existing `SR_LIVE` / subprocess launch flow. Check `docs/workshops/llm-voice-pipeline/` for hardware thresholds decided in the workshop.
## Dependency Chain
```
#627 (server: SQLite settings) → #646 (UX toggle + hardware detection)
```
## PR Workflow
When ready to submit, create a PR with `tea` CLI. **All flags are required** to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
```bash
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(ui): description" --description "body" --base main --head client
```
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# Sprint 26: Clean House — Copy Tasks
**Goal:** Ship the voice pipeline to production by integrating observer, removing v0.1 dead weight, and stabilizing the codebase.
**Branch:** `copy`
**Agents:** Mellanie (author), Paula (narrative), Gestalt (systems)
## Carry-over from Sprint 25
| # | Title | Status | Notes |
|---|-------|--------|-------|
| #634 | Author decomposed behavior content | backlog | Deferred from Sprint 25. Depends on format agreed in #633 (server). Coordinate with server team before starting. |
## New Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #647 | Docs: Amend D-123, supersede D-124, file workshop D-records | — |
| #645 | Content: Base text elevation pass | — |
| #656 | Remove handwritten Krenn dialogue and monologue content | — |
| #657 | Remove detective mission system | — |
| #653 | Voice pipeline: culture persona authoring for non-Krenn cultures | — |
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
- `decisions/content.md` — D-138 (LLM re-voicing pipeline: culture persona format, negative injectors, double-prompt technique), D-121 (voice is culture-driven, job as modifier), D-123 (generative AI for NPC content — amended by D-138), D-128 (Krenn System = Krenn culture), D-122 (all NPCs generated — no named hand-authored characters), D-117 (zero investigation content in v0.2)
- `decisions/scope.md` — D-114 (generator-first proof-of-life), D-117 (tycoon bookmark, no detective/smuggler)
## Notes
- **#647 Amend D-123, supersede D-124, file workshop D-records:** Documentation debt from the LLM Voice Pipeline Workshop (2026-03-07). D-123 needs amending to cover both baked (build-time, human-reviewed) and pre-voiced (runtime background) modes — Paula's distinction must be captured. D-124 is already superseded by D-138 in the decisions file, but needs the formal amendment record. Also file any remaining D-records from the workshop that haven't been committed to `decisions/content.md` yet. Check `docs/workshops/llm-voice-pipeline/` for outputs not yet formalized. This is a documentation ticket — no code.
- **#645 Base text elevation pass:** The voice pipeline uses base text as both the LLM seed and the fallback when the pipeline is unavailable or disabled. Base text that is flat or mechanical produces bad seeds AND bad fallbacks. Review NPC observable behaviors in the zone RON content (~50 lines per role). Criteria: vivid enough to seed a good voicing, specific enough to be informative as-is, no corporate-speak ("initiating task completion protocol" → "gets back to sorting the manifests"). Focus on roles present in the generated Krenn rural zone from Sprint 25. Coordinate with server team: do not change `Factual`-type lines (numbers, denials) — those bypass the LLM and must remain precise.
- **#634 Decomposed behavior content:** This is the copy-side counterpart to #633 (server composable behavior engine). Do not start until the server team has agreed on the behavior primitive format — the content must conform to the data structure. Once the format is known: (1) role action templates — generic stage directions per role, no culture specificity (e.g., `dock_worker.routines.yaml`); (2) culture modifiers — Krenn-specific behavioral inflections per action category; (3) context tags — situational selectors (quiet, busy, under-observation). Deliverable is authored content files, not a design spec. Check `decisions/content.md` D-138 for the Q-057 resolution framing.
- **#656 Remove handwritten Krenn dialogue and monologue content:** Delete v0.1 hand-authored content from `content/campaigns/main/systems/krenn/`. Full scope: all NPC YAML profiles in `stations/sova/districts/transit/` (shift-supervisor, courier, new-hire, scheduler, kael-davan, maintenance-tech, dock-worker, etc.), all files under `dialogue/`, all files under `monologue/detective/` and `monologue/smuggler/`, `insert/detective.yaml` and `insert/smuggler.yaml`, `items/smuggler-inventory.yaml`. Also remove compiled versions in `content-ron/campaigns/` if they exist. **Do not delete:** `content/global/culture-krenn.ron`, `culture-krenn.example.ron` — these are live generator inputs. Also preserve `content/campaigns/main/systems/krenn/stations/sova/districts/transit/pools.yaml` if it contains zone metadata rather than authored dialogue (check first). After deletion, verify `cargo check` and content validator pass.
- **#657 Remove detective mission system:** Delete: `content/global/knowledge/investigation.yaml`, `content/global/factions/lattice-commission.yaml`, `docs/design/character-build-detective.md`, `docs/design/detective-chain-of-command.md`, `docs/design/archetype-evidence-presentation.md`, `docs/design/divergent-starting-knowledge.md`, detective sections of `docs/design/insert-hud-wireframe-v01.md` (edit, don't delete the file). Also remove workshop outputs: `docs/workshops/v01-content-scoping/` and `docs/workshops/content-gap-analysis_v0_1/` directories. Check `content/campaigns/main/systems/krenn/stations/sova/districts/transit/` for `pc-detective.yaml` and `pc-smuggler.yaml` NPC files — delete both. Review `client/tests/test_insert_off_behavior.gd` for detective references — flag to client team if it needs updating, do not edit client files directly. Note: `content/global/factions/` will still contain valid non-detective factions (concord-assembly, guardians-of-autonomy, syndics, the-ring, the-unbound, veil-institute) — only remove lattice-commission.yaml.
- **#653 Culture persona authoring for non-Krenn cultures:** The voice pipeline is designed for multi-culture expansion. Each culture needs: `voice_persona` (prose description of the cultural voice register), `voice_examples` (3-5 example lines showing the voice in action), `occasional_injections` (recurring phrases or idioms), and explicit NOT-lists (what this culture never sounds like — the negative injectors that Spike 2 showed are critical). Krenn culture is already authored and tested. This ticket authors at least 2 additional cultures from the Settled Reach lore. Coordinate with Miri (worldbuilding) for canonical culture details — check `docs/briefings/miri.md` for her existing knowledge base. Output format must match the Krenn culture RON structure in `content/global/culture-krenn.ron`.
## Dependency Chain
```
#647 (file D-records) — standalone, start immediately
#645 (base text elevation) — standalone, parallel
#656 (remove Krenn hand-authored content) — standalone, parallel
#657 (remove detective system) — standalone, parallel
#653 (culture persona authoring) — standalone, parallel
#634 (decomposed behavior content) — blocked on server #633 format agreement
```
## PR Workflow
When ready to submit, create a PR with `tea` CLI. **All flags are required** to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
```bash
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "docs(content): description" --description "body" --base main --head copy
```
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# Sprint 26: Clean House — Joint
**Goal:** Ship the voice pipeline to production by integrating observer, removing v0.1 dead weight, and stabilizing the codebase.
## Pre-Sprint
No blocking decisions or schema work required before implementation starts. All design decisions for this sprint are locked (D-138, D-122, D-117).
One cross-team coordination point must happen at sprint start:
| Item | Owner | Needed by |
|------|-------|-----------|
| Behavior primitive format agreement | Server (#633) | Copy (#634) cannot start until format is specified |
Server team (#633) should document the behavior primitive data structure (as a Rust type or YAML schema) and share it with copy team before #634 begins. This is a 1-day coordination item, not a blocker on other tickets.
## Sprint Completion Proof
The sprint is done when all of the following are observable:
1. **Voice pipeline live end-to-end:** Start the game with a generated Krenn NPC visible. Observable behaviors and dialogue lines for that NPC are voiced (culture-inflected, not raw base text). A `Factual`-type line (containing a number or denial) shows as base text, not LLM output.
2. **Client toggle functional:** Settings panel contains an AI-Enhanced Dialogue toggle. Disabling it causes the server to serve base text. Hardware detection runs at startup; if the system cannot run the model, the toggle is greyed out with an explanation.
3. **v0.1 content deleted:** `server/src/content/` does not exist. `content/campaigns/main/systems/krenn/stations/sova/districts/transit/dialogue/` and `monologue/` are gone. `content/global/knowledge/investigation.yaml` and `content/global/factions/lattice-commission.yaml` are gone. `cargo check` passes with no references to deleted modules.
4. **D-records filed:** `decisions/content.md` reflects the amended D-123 and the LLM voice pipeline workshop outputs. D-138 Spike 2 findings are formally in the record.
5. **Agent profiles updated:** At least 10 of 20 agent profiles and 10 of 18 briefings updated to reflect v0.2 framing. Zero references to Kael Davan, Sera Venn, or playable detective/smuggler archetypes in updated files.
## Test Plan
| Area | Method | Owner |
|------|--------|-------|
| Voice pipeline integration | Live test: generate NPC, inspect voiced output vs base text | Server |
| ContentType::Factual bypass | Unit test: inject Factual-tagged line, assert LLM not called | Server |
| Observer wiring | Integration test: `voice_pipeline.rs` test suite + live Gauntlet run | Server |
| Client toggle | Manual: toggle off, verify server serves base text | Client |
| Hardware detection | Manual: run on low-spec config, verify graceful degradation | Client |
| Content deletion | `cargo check` + `make test` full suite passing after deletion | Server |
| D-record accuracy | Qatux review of decisions/content.md for completeness | Copy/Planning |
## Cross-Team Dependencies
```
Server #650 (ContentType::Factual)
→ Server #652 (observer integration) — preferred ordering, not hard block
Server #633 (composable behavior engine) — format agreement
→ Copy #634 (decomposed behavior content)
Copy #656 (remove Krenn hand-authored) — may require client test update
→ flag to Client if test_insert_off_behavior.gd needs edits
Client #646 (toggle) — depends on server #652 being wired
(parallel development OK; both can land independently, integrate at end)
```
## Ticket Summary
| Team | Ticket | Title |
|------|--------|-------|
| server | #650 | ContentType::Factual — LLM bypass |
| server | #652 | Voice pipeline: observer integration |
| server | #655 | Remove v0.1 content loading system |
| server | #633 | Composable behavior engine (carry-over) |
| server | #651 | Friendly/RoutineDeviation tells — iterate |
| copy | #647 | Docs: Amend D-123, supersede D-124, file workshop D-records |
| copy | #645 | Content: Base text elevation pass |
| copy | #656 | Remove handwritten Krenn dialogue and monologue |
| copy | #657 | Remove detective mission system |
| copy | #634 | Author decomposed behavior content (carry-over) |
| copy | #653 | Culture persona authoring for non-Krenn cultures |
| client | #646 | UX: AI-Enhanced Dialogue toggle + hardware detection |
| planning | #658 | Update agent profiles and briefings for v0.2 |
**Total: 13 tickets** — server (5), copy (6), client (1), planning (1)
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# Sprint 26: Clean House — Planning Tasks
**Goal:** Ship the voice pipeline to production by integrating observer, removing v0.1 dead weight, and stabilizing the codebase.
**Branch:** `planning` (or `main` — no code, docs only)
**Agents:** Qatux (documenter), SI (project manager)
## New Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #658 | Update agent profiles and briefings for v0.2 | — |
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
- `decisions/scope.md` — D-114 (generator-first proof-of-life), D-117 (tycoon bookmark, zero investigation content), D-119 (generator spike Sprint 25 as critical path)
- `decisions/content.md` — D-122 (all NPCs generated), D-128 (culture implicit in location), D-138 (LLM re-voicing pipeline)
## Notes
- **#658 Update agent profiles and briefings for v0.2:** Audit and update `.claude/agents/` (20 files) and `docs/briefings/` (18 files). Many still reference v0.1 detective/smuggler gameplay, hand-authored content pipeline, and pre-workshop assumptions. Specific removals: all references to Kael Davan, Sera Venn, smuggler/detective archetypes as playable characters, the v0.1 triangle configuration, the complicity framing (superseded by consequence per D-132). Specific additions: generator-first approach (D-114), all NPCs generated (D-122), voice pipeline (D-138), tycoon bookmark (D-117), Krenn culture as implicit starting context (D-128). Work through each agent briefing systematically — do not bulk-replace. Each agent has a different scope and different stale assumptions. After updating, cross-check: does any briefing still imply a playable detective or smuggler? Does any profile still describe the hand-authored content pipeline as the primary content creation method? Note: #648 (superseded by this ticket) was cancelled — its scope is included here.
## Dependency Chain
```
#658 (update agent profiles and briefings) — standalone
```
## PR Workflow
When ready to submit, commit to `main` directly (no code branch needed for doc-only changes), or create a PR from a short-lived branch:
```bash
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "docs(briefings): update agent profiles and briefings for v0.2 pivot" --description "body" --base main --head planning
```
+64
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@@ -0,0 +1,64 @@
# Sprint 26: Clean House — Server Tasks
**Goal:** Ship the voice pipeline to production by integrating observer, removing v0.1 dead weight, and stabilizing the codebase.
**Branch:** `server`
**Agents:** Dudley (simulation), Tyre (arch), Hoshe (QA)
## Carry-over from Sprint 25
| # | Title | Status | Notes |
|---|-------|--------|-------|
| #633 | Composable behavior engine | backlog | Deferred from Sprint 25 — behavior pool explosion problem. No blockers. |
## New Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #627 | SQLite settings storage | — |
| #650 | ContentType::Factual — LLM bypass for fact-bearing lines | — |
| #652 | Voice pipeline: observer integration | #650 (preferred, not hard block) |
| #655 | Remove v0.1 content loading system | — |
| #651 | Friendly and RoutineDeviation tells — iterate post-ship | — |
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
- `decisions/content.md` — D-138 (LLM re-voicing pipeline: ContentType::Factual from Spike 2, observer wiring spec), D-121 (voice is culture-driven), D-122 (all NPCs generated)
- `decisions/scope.md` — D-117 (zero investigation content in v0.2), D-114 (generator-first)
## Open Questions to Resolve Early
- **Q-057: Composable behavior generation** — partially resolved by D-138 (resolves the pipeline question). #633 implementation still needs a concrete behavior primitive format. Resolve the data structure before writing code. Resolve before #633 starts.
## Notes
- **#650 ContentType::Factual:** The voice module currently routes all content through the LLM. Spike 2 showed that 2B models corrupt quantitative lines ("14 crates in bay seven" → "fourteen crates are missing") and invert denials. Add `Factual` as a third `ContentType` variant alongside `Dialogue` and `Behavior`. Lines tagged `Factual` skip the LLM entirely and are served as base text. The classification logic lives in `server/src/voice/prompt_builder.rs` (currently builds prompts for all content types). Paula endorsed ContentType::Factual in the Spike 2 session — do not revisit the design decision.
- **#652 Voice pipeline observer integration:** The pipeline exists (`server/src/voice/`) but nothing wires into it yet. The observer emits behavior and dialogue events to the client via `server/src/bridge/types.rs` — the voice lookup must intercept those events before they hit the bridge. Integration points: `server/src/voice/lookup.rs` (the query interface), `server/src/perception/observer/mod.rs` (snapshot generation), `server/src/bridge/text_renderer.rs` (current text output path). Fall back to base text on cache miss — never block on LLM. Tell behaviors are passthrough (already routed per #642). Prefer landing #650 first so `Factual` content type is established before observer wiring routes content to it.
- **#655 Remove v0.1 content loading system:** Delete `server/src/content/` entirely: `loader.rs`, `types.rs`, `line_pool.rs`, `hot_reload.rs`, `spawn.rs`, `template.rs`, `instantiation.rs`, `entanglement.rs`, `mod.rs`. Also remove: `tooling/content-converter/`, `tooling/validate-content`, `content-ron/` compiled output, `content/_meta/` style guides. Server tests to delete: `server/tests/content_loading.rs`, `server/tests/content_runtime.rs`, `server/tests/content_scaling.rs`, `server/tests/template_instantiation.rs`, `server/tests/template_schema.rs`. **Preserve** `content/global/` (enums, knowledge, culture profiles — still live). Before deleting `server/src/content/types.rs`, audit re-exports: any types still used by other modules must be moved, not dropped. Run `cargo check` after each deletion step, not once at the end.
- **#633 Composable behavior engine:** Current hand-authored behavior pools in `server/src/npc/routine.rs` enumerate culture×zone×role combinations, which won't scale to the generator. Goal: introduce a behavior primitive format (role action + culture modifier + context tag) and an assembly function that composes them at NpcBlueprint instantiation time. The `NpcBlueprint` struct in `server/src/npc/blueprint.rs` is the output target. Do not delete existing behavior pools until new assembly produces equivalent output — verify with an eyeball diff on generated behaviors for seed 42.
- **#627 SQLite settings storage:** Persistent settings via SQLite on the server side (rusqlite with bundled feature — zero runtime dependency). Architecture: settings live on the SERVER in a SQLite database with per-player tables. The client sends `ChangeSettings` commands over IPC, same as any other player action. The client never touches the database directly. Scope: keybindings, audio volume, display preferences, accessibility options, AI-Enhanced Dialogue toggle. This must land before #646 (client toggle) so the toggle has a real persistence layer instead of a flat config file. Key integration point: the existing subprocess IPC in `server/src/bridge/`. The settings schema should be extensible (key-value with typed columns, not a single JSON blob) so future settings don't require migrations.
- **#651 Friendly/RoutineDeviation tells — iterate post-ship:** Spike 2 showed these two tells produce output indistinguishable from neutral on Gemma 2B. Three options: stronger few-shot examples in the prompt, non-speech-act encoding (body language descriptions rather than dialogue register), or treat as a 2B capacity ceiling and defer to a larger model. Start with stronger examples (lowest cost). If no improvement after 3 prompt iterations, document the ceiling and close. This is a low-priority polish ticket — do not block sprint completion on it.
## Dependency Chain
```
#650 (ContentType::Factual) → #652 (observer integration)
#627 (SQLite settings) → #646 (client: AI toggle, cross-team)
#633 (composable behavior engine) — parallel track, standalone
#655 (remove v0.1 content loading) — parallel track, standalone
#651 (tells iterate) — parallel track, standalone
```
## PR Workflow
When ready to submit, create a PR with `tea` CLI. **All flags are required** to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
```bash
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(simulation): description" --description "body" --base main --head server
```
@@ -51,20 +51,20 @@ I'm going to be blunt about each reference. What we take, what we leave, and why
**Hotline Miami** — Top-down camera as terror engine.
- **What it gets RIGHT:** D-015 literally cites this game. The camera creates tension because you CAN'T see everything. Every room you enter is a potential death. The neon palette creates mood so strong you can FEEL it. Each floor is a spatial puzzle. The game proves that top-down can be viscerally intense when the camera is a limitation, not a superpower. The way it uses color to communicate emotional state (cool blues for calm, hot pinks for violence) is directly relevant to our relationship color system.
- **What it gets WRONG for us:** WAY too fast. WAY too violent. The neon palette screams "1980s drug fever dream" — the Commonwealth is sleek, advanced, subtle. Hotline Miami's aesthetic is maximalist where ours must be restrained. The emotional register is adrenaline-and-horror where ours is unease-and-suspicion. Also, Hotline Miami has zero life-sim — there's no "quiet life is good" counterbalance.
- **What it gets WRONG for us:** WAY too fast. WAY too violent. The neon palette screams "1980s drug fever dream" — the Settled Reach is sleek, advanced, subtle. Hotline Miami's aesthetic is maximalist where ours must be restrained. The emotional register is adrenaline-and-horror where ours is unease-and-suspicion. Also, Hotline Miami has zero life-sim — there's no "quiet life is good" counterbalance.
- **What we take:** The principle that a locked top-down camera creates tension through information denial. The use of color palette as emotional register. The spatial puzzle of "I need to see around this corner."
- **What we leave:** Everything about the aesthetic. The speed. The violence. The maximalism.
**Invisible Inc.** (Klei Entertainment, 2015) — Tactical stealth, fog of war, information management.
- **What it gets RIGHT:** The closest existing game to our intersection of stealth + information + top-down. The fog of war is sharp and readable. Peek mechanics let you see around corners — visual information as a resource you spend actions to gain. The UI layers tactical data (guard patrol paths, alarm status, hack progress) without overwhelming the game view. Klei's clean, comic-book art style is distinctive without fighting the information overlay. The visual language clearly distinguishes known, unknown, and suspected information.
- **What it gets WRONG for us:** It's isometric, not top-down. It's turn-based, so information can be displayed statically — our real-time game needs information that reads at a GLANCE, not after deliberation. It's a heist game — the aesthetic is "cyberpunk spy thriller," too stylized and too genre-specific for the Commonwealth's sleek functionality. No life-sim component, no daily routines, no investment in place.
- **What it gets WRONG for us:** It's isometric, not top-down. It's turn-based, so information can be displayed statically — our real-time game needs information that reads at a GLANCE, not after deliberation. It's a heist game — the aesthetic is "cyberpunk spy thriller," too stylized and too genre-specific for the Settled Reach's sleek functionality. No life-sim component, no daily routines, no investment in place.
- **What we take:** The information-as-resource visual language. The layered UI that separates world state from tactical overlay. The proof that stealth + information management can be visually clear in a top-down format. The fog of war that communicates DEGREES of knowledge (seen, heard, suspected).
- **What we leave:** The isometric perspective. The cyberpunk aesthetic. The turn-based visual pacing.
**Citizen Sleeper** (Jump Over the Age, 2022) — Space station life, quiet tension, daily routines.
- **What it gets RIGHT:** The MOOD. "Quiet life with undertow" is exactly our register. The visual design is clean, information-forward, atmospheric without being cluttered. The space station feels like a PLACE — different areas have different visual identities. The UI is elegant and minimal. The art (by Guillaume Singelin, also known for the Lancer TTRPG) uses bold shapes, limited palettes, and strong silhouettes. The color palette is muted with strategic warmth — exactly the Commonwealth tone. The way daily life feels meaningful and engaging despite being mechanically simple is what our life-sim substrate needs.
- **What it gets RIGHT:** The MOOD. "Quiet life with undertow" is exactly our register. The visual design is clean, information-forward, atmospheric without being cluttered. The space station feels like a PLACE — different areas have different visual identities. The UI is elegant and minimal. The art (by Guillaume Singelin, also known for the Lancer TTRPG) uses bold shapes, limited palettes, and strong silhouettes. The color palette is muted with strategic warmth — exactly the Settled Reach tone. The way daily life feels meaningful and engaging despite being mechanically simple is what our life-sim substrate needs.
- **What it gets WRONG for us:** It's a visual novel / narrative RPG with dice mechanics, not a spatial game. There's no movement, no sightlines, no fog, no spatial puzzles. The "station" is a menu, not a map. The gorgeous character portraits are irrelevant to our top-down perspective. The game has no observation mechanic — you learn things through dialogue choices, not by watching.
- **What we take:** The mood. The color temperature. The "space station as home" feeling. The visual principle that muted palettes with strategic color accents communicate both comfort and unease. The proof that a space station setting can feel warm and human, not just cold and industrial.
- **What we leave:** Everything about the presentation format. It's a different genre.
@@ -95,7 +95,7 @@ I'm going to be blunt about each reference. What we take, what we leave, and why
**The Expanse** (TV series, 2015-2022) — Best modern lived-in space station aesthetic.
- **What it gets RIGHT:** Medina Station, Tycho Station, Ceres — these feel like REAL PLACES where real people work and live. Different social zones look different: the bar district has different lighting than the docks. Institutional signage is everywhere. The stations show their age — repairs are visible, modifications are layered. The diversity of spaces (dive bars next to control rooms next to residential corridors) is exactly the spatial variety Sova needs. The visual language says "advanced civilization, working class, functional" — which is precisely our register.
- **What it gets WRONG for us:** Too gritty. The Expanse is harder sci-fi — more resource-scarce, more political tension visible in the infrastructure. The Commonwealth is wealthier, more comfortable. Sova should feel like a well-maintained 40-year-old building, not a station on the edge of revolution. The Expanse's color palette tends toward industrial grey-brown, too desaturated for the warmth we need in social spaces.
- **What it gets WRONG for us:** Too gritty. The Expanse is harder sci-fi — more resource-scarce, more political tension visible in the infrastructure. The Settled Reach is wealthier, more comfortable. Sova should feel like a well-maintained 40-year-old building, not a station on the edge of revolution. The Expanse's color palette tends toward industrial grey-brown, too desaturated for the warmth we need in social spaces.
- **What we take:** The "different zones feel different" principle. Institutional signage as environmental storytelling. The visual language of repairs and modifications visible in walls and surfaces. The feeling that these are WORKPLACES first, sci-fi settings second.
- **What we leave:** The grittiness. The scarcity aesthetic. The political tension written into the infrastructure.
@@ -109,7 +109,7 @@ I'm going to be blunt about each reference. What we take, what we leave, and why
**Syd Mead** — The godfather of "lived-in future" design.
- His work on Blade Runner, Aliens, and personal concept pieces shows technology as INFRASTRUCTURE, not decoration. Clean lines, functional surfaces, institutional colors. People USE his environments — they don't just pose in them. The Commonwealth's visual language should channel Syd Mead: advanced technology that serves human needs, not technology that exists to look futuristic.
- His work on Blade Runner, Aliens, and personal concept pieces shows technology as INFRASTRUCTURE, not decoration. Clean lines, functional surfaces, institutional colors. People USE his environments — they don't just pose in them. The Settled Reach's visual language should channel Syd Mead: advanced technology that serves human needs, not technology that exists to look futuristic.
- **What we take:** Technology as infrastructure. Clean lines. Functional surfaces. The principle that futuristic = well-designed, not flashy.
**Ron Cobb** — Designed the Nostromo interiors for Alien.
@@ -191,7 +191,7 @@ This is Q-003. v0.1 is defined (boxes with labels, D-033 color system, no image
### My Recommendation: Clean 2D with Bold Silhouettes, Driven by Dynamic Lighting
**NOT pixel art.** Pixel art communicates "retro" and "indie." The Commonwealth is advanced. The aesthetic should feel contemporary, not nostalgic. Pixel art also fights with our information overlay — the diegetic insert, monologue text, and perception mode layers need clean visual separation from the game world, and pixel art's uniform texture density makes that harder.
**NOT pixel art.** Pixel art communicates "retro" and "indie." The Settled Reach is advanced. The aesthetic should feel contemporary, not nostalgic. Pixel art also fights with our information overlay — the diegetic insert, monologue text, and perception mode layers need clean visual separation from the game world, and pixel art's uniform texture density makes that harder.
**NOT painted / Disco Elysium style.** Too detailed per frame, too expensive to produce consistently, and critically: too hard for AI image generation (Nano Banana / Gemini 2.5 Flash) to maintain style consistency across hundreds of assets. Disco Elysium's painterly beauty was hand-crafted by a small team of exceptional artists. We can't replicate that and shouldn't try.
@@ -453,7 +453,7 @@ This gradient communicates INFORMATION RELIABILITY visually. The player can glan
**Three principles:**
1. **Readability over beauty.** Rimworld's lesson: if you can't parse the game state in a glance, nothing else matters.
2. **Lighting over detail.** The same room, differently lit, is a different room. Invest in the light system, not in texture detail.
3. **Restraint IS the aesthetic.** The Commonwealth is advanced and subtle. Not flashy, not grim, not neon, not grimy. Clean lines. Muted palettes. Strategic warmth. The visual equivalent of a well-designed tool.
3. **Restraint IS the aesthetic.** The Settled Reach is advanced and subtle. Not flashy, not grim, not neon, not grimy. Clean lines. Muted palettes. Strategic warmth. The visual equivalent of a well-designed tool.
**Long-term style target:** Clean 2D, bold silhouettes, lighting-driven atmosphere. Achievable in Godot 4's standard pipeline. Compatible with AI-generated asset workflow. Scales from boxes-with-labels to full art without changing the visual grammar.
@@ -232,7 +232,7 @@ The bar is the best-maintained space because Lera cares about it. The terminal i
The insert overlay should feel like a CONTACT LENS, not a HUD. It's something your character is wearing. It's always slightly there — a subtle shimmer at the edges of perception that becomes more prominent when you actively engage it.
- **Passive state:** Almost invisible. Maybe the faintest geometric grid at the very edge of the viewport. Just enough to remind you "you're augmented." Like how you stop noticing your glasses after a while.
- **Active state (checking insert):** Clean geometric overlay. Thin lines. Small text. The aesthetic of medical equipment displays — precise, minimal, functional. NOT Iron Man holographics. NOT cyberpunk neon. The Commonwealth has technology so mature it doesn't need to show off.
- **Active state (checking insert):** Clean geometric overlay. Thin lines. Small text. The aesthetic of medical equipment displays — precise, minimal, functional. NOT Iron Man holographics. NOT cyberpunk neon. The Settled Reach has technology so mature it doesn't need to show off.
- **Color:** The insert should use a color that doesn't conflict with entity colors (D-033). I'd suggest a subtle cool white or very pale blue — neutral enough to overlay any scene without fighting the amber/green/red relationship colors.
### Perception mode overlay feel
@@ -257,11 +257,11 @@ References explicitly flagged as the wrong visual direction.
| **Star Wars romantic visual language** | Miri | Operatic scale, good/evil coding. Our investigation requires visual ambiguity. Watch span gate visuals. |
| **Mass Effect Citadel** | Miri | Gleaming future-city. Sova is a freight district, not a tourist destination. |
| **Dead Space grimy horror** | Miri | Body-horror visual territory. Wrong emotional register entirely. |
| **Pixel art style** | Araminta, Ozzie | Communicates "retro" and "indie." The Commonwealth is advanced. Fights information overlay readability. |
| **Pixel art style** | Araminta, Ozzie | Communicates "retro" and "indie." The Settled Reach is advanced. Fights information overlay readability. |
| **Painted / Disco Elysium production style** | Araminta | Too expensive per frame, too hard for AI pipeline consistency. (Note: DE's *principles* endorsed; its *production method* rejected.) |
| **Photorealistic 3D rendered to 2D** | Araminta | Too expensive, too slow, uncanny valley risk at top-down scale. |
| **Iron Man helmet display** | Araminta, Gore | Too dramatic, too military for neural insert overlay. |
| **Hotline Miami neon maximalism** | Araminta, Ozzie | Adrenaline-and-horror register. Commonwealth is sleek, subtle. Wrong emotional register entirely. |
| **Hotline Miami neon maximalism** | Araminta, Ozzie | Adrenaline-and-horror register. The Settled Reach is sleek, subtle. Wrong emotional register entirely. |
| **Teleglitch lo-fi aesthetic** | Araminta | Deliberately ugly, relentlessly oppressive. We need comfort AND unease, not just unease. |
| **Military tactical palette** | Araminta (re: XCOM, Door Kickers) | Combat-centric visual language. Our game has combat as punctuation, not the sentence. |
@@ -12,7 +12,7 @@ The bloom pass is the bridge: the data is precise, the RENDERING is soft. Like r
**The player experience test:** After 10 minutes of play, does the player forget the insert is there? If yes, we've succeeded. It should become like your own peripheral vision — invisible until something appears in it. The monologue chime (D-038) is the "hey, look at your insert" signal. Without the chime, the insert fades into perception. WITH the chime, your eyes snap to the overlay and the geometric precision is there, waiting, with the information you need.
Geometric = the insert is TRUSTWORTHY. The data is clean. This is technology that's been refined for centuries. It doesn't flicker. It doesn't glitch. It's as reliable as your own vision. That's Commonwealth tech — so mature it's invisible.
Geometric = the insert is TRUSTWORTHY. The data is clean. This is technology that's been refined for centuries. It doesn't flicker. It doesn't glitch. It's as reliable as your own vision. That's Settled Reach tech — so mature it's invisible.
## OQ-02: Does the Visual Environment Shift When Conspiracy Activates?
@@ -25,7 +25,7 @@ Gore's proposed label for the converged art direction: **"functional warmth."**
| Agent | Position | Key contribution |
|---|---|---|
| **Araminta** | Accepts synthesis. Geometric underneath, bloom on top. | Specific implementation: 2-3px gaussian blur at ~40% blend on the insert CanvasLayer. D-033 colors gain soft halos rather than hard edges — "amber feels like a vague sense of concern, not a data flag." |
| **Ozzie** | Endorses. | Player experience test: "After 10 minutes, does the player forget the insert is there? If yes, we've succeeded." Geometric = trustworthy — Commonwealth tech so mature it's invisible. |
| **Ozzie** | Endorses. | Player experience test: "After 10 minutes, does the player forget the insert is there? If yes, we've succeeded." Geometric = trustworthy — Settled Reach tech so mature it's invisible. |
| **Miri** | Endorses. Setting-grounded. | Explains WHY both are simultaneously correct: data is computational (geometric), delivery is neural (organic). Brain receives precise data and renders it with biological softness. **New addition:** lattice overlay differs per character — smuggler's is thinner/sparser, detective's is denser/crisper (different hardware). |
| **Gore** | Accepts. | "Araminta is right about the source, I was right about the experience." Test: if switching the overlay OFF would feel like going deaf rather than closing a window, it's working. |
@@ -156,7 +156,7 @@ Inspired by Rimworld's pawn system: NPCs feel alive not because they're deep, bu
| Axis | What It Does | Example |
|------|-------------|---------|
| **Personality traits** (2–3) | Drives behavior and dialogue selection | Cautious, gregarious, vindictive |
| **Faction loyalty** | Determines allegiance and information access | Commonwealth loyalist / secretly compromised |
| **Faction loyalty** | Determines allegiance and information access | Concord loyalist / secretly compromised |
| **A secret or vulnerability** | Creates leverage and investigation targets | Gambling debt, undisclosed augmentation, past crime |
| **A want** | Motivates actions the player can exploit or assist | Promotion, escape, revenge, money, love, stability |
| **Relationships** (1–3) | Connects NPCs into webs | Owes a debt to X, romantically involved with Y, fears Z |
@@ -42,7 +42,7 @@ That's it. No style guide for art we haven't made. No font selection for UI that
### Proposed v0.1 Color Palette
The Commonwealth is sleek, advanced, subtle. Even at boxes-with-labels fidelity, we can communicate mood.
The Settled Reach is sleek, advanced, subtle. Even at boxes-with-labels fidelity, we can communicate mood.
**Background/Environment:**
- `#1a1a2e` - Deep navy. Base floor/ground. The station is dimly lit by default.
@@ -330,7 +330,7 @@ Even if we have zero audio files in v0.1, the sound model works through these vi
**Audio direction for later:**
I'd defer actual audio content entirely from v0.1. The visual indicator system proves the sound model mechanically. Adding audio is additive polish, not structural. When we do add audio:
- Ambient: low drone, station hum, ventilation. The Commonwealth is a machine. It breathes.
- Ambient: low drone, station hum, ventilation. The Settled Reach is a machine. It breathes.
- Close range: footsteps on metal, door mechanisms, muffled conversation bleed.
- No music in gameplay. Music in menus/loading only. The station's ambient sound IS the soundtrack.
@@ -65,7 +65,7 @@ This is the real question.
For the 50th station to be exciting, the generator can't just be varying surface features. It has to be varying WHAT MATTERS.
What matters to me as a player:
- **Who has power here** — and how it shows in the space. A station under Intersolar Commonwealth control looks and moves differently than one under de Terre influence. That's not just art. That's which doors are locked, which NPCs are nervous, where the cameras point.
- **Who has power here** — and how it shows in the space. A station under Concord control looks and moves differently than one under de Terre influence. That's not just art. That's which doors are locked, which NPCs are nervous, where the cameras point.
- **What happened here** — the environmental story. A district that used to be prosperous and isn't anymore. A market that's clearly improvised after something was destroyed. Spaces tell history. The generator needs inputs that make history legible.
- **What's the social architecture** — where do the hierarchies show up physically? Where do the powerful people eat lunch? Where do the workers hide from supervisors? This makes stations feel like societies, not buildings.

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