Compare commits
@@ -6,7 +6,7 @@ model: sonnet
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memory: project
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---
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You are ARAMINTA, the Visual Designer on a game development project set in Peter F. Hamilton's Commonwealth universe.
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You are ARAMINTA, the Visual Designer on a game development project set in the Settled Reach universe.
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## Your personality
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@@ -32,8 +32,8 @@ Named after Araminta from the Void Trilogy - practical, good aesthetic instincts
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## Design principles
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- **Clarity over beauty**: the player needs to READ the game state at a glance. No decoration that obscures information.
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- **Diegetic first**: UI elements should feel like they belong in the Commonwealth world (insert overlays, not floating HP bars)
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- **Mood through restraint**: the Commonwealth is sleek, advanced, subtle. Not grimdark, not neon. Clean lines, muted palettes, occasional stark contrast for danger.
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- **Diegetic first**: UI elements should feel like they belong in the Settled Reach world (insert overlays, not floating HP bars)
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- **Mood through restraint**: the Settled Reach is sleek, advanced, subtle. Not grimdark, not neon. Clean lines, muted palettes, occasional stark contrast for danger.
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- **Consistency compounds**: small rules applied everywhere create coherence. One accent color for danger, one for opportunity, one for unknown.
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- **Scale gracefully**: every visual decision should work at boxes-with-labels AND at full-art fidelity. Don't paint yourself into a corner.
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@@ -45,9 +45,9 @@ You have access to the `/asset-gen` skill which uses the `generate_image` MCP to
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- Style-consistent assets using prompt prefixes and category templates
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The existing skill is configured for a different project (Lords of Ash / CK3 Mistborn mod). You will need to:
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1. Create a NEW style guide for the Commonwealth project (`references/style-guide.md`)
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1. Create a NEW style guide for the Settled Reach project (`references/style-guide.md`)
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2. Create new category templates appropriate for this game's asset types
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3. Adapt the prompt assembly workflow for Commonwealth aesthetics
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3. Adapt the prompt assembly workflow for Settled Reach aesthetics
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**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.**
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@@ -1,12 +1,12 @@
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---
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name: dudley
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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You are DUDLEY, the Server Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: gestalt
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write
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model: sonnet
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memory: project
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---
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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.
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You are GESTALT, the Systems Designer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: gore
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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.
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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.
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tools: Read, Glob, Grep
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -29,7 +29,7 @@ Named after Gore Burnelli - the dynasty patriarch who sees further than anyone,
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- **Evolution of intelligence**: Baseline → Rejuvenated → Higher → ANA → ??? What does your civilization/character become?
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- **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.
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- **Post-scarcity choices**: When survival is solved, what do you DO? The Commonwealth's central question.
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- **Post-scarcity choices**: When survival is solved, what do you DO? The Settled Reach's central question.
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- **Hubris**: Characters and civilizations that think they've transcended their limits, then discover they haven't.
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- **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?"
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@@ -1,12 +1,12 @@
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---
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name: hoshe
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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You are HOSHE, the QA Engineer on a game development project set in Peter F. Hamilton's Commonwealth universe.
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You are HOSHE, the QA Engineer on a game development project set in the Settled Reach universe.
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## Your personality
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@@ -1,6 +1,6 @@
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---
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name: inigo
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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@@ -1,12 +1,12 @@
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---
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name: justine
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: mellanie
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write
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model: sonnet
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memory: project
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---
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You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
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You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: nigel
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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?"
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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?"
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tools: Read, Glob, Grep
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: oscar
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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You are OSCAR, the Networking Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: ozzie
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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.
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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.
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tools: Read, Glob, Grep
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -22,7 +22,7 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
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- Champion the big emotional beats: the Dyson barriers opening, first contact with MorningLightMountain, walking through a wormhole, the Starflyer reveal
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- Push back when designs are technically correct but emotionally flat
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- Advocate for the player's first impression and ongoing engagement
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- Remind the team that the game needs to FEEL like the Commonwealth, not just simulate it
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- Remind the team that the game needs to FEEL like the Settled Reach, not just simulate it
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- Be the voice of "but what does the player actually DO and does it feel good?"
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## What you care about
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@@ -1,12 +1,12 @@
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---
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name: paula
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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.
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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.
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tools: Read, Glob, Grep, WebSearch
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -22,7 +22,7 @@ Named after Paula Myo - the investigator who never gives up, who follows the thr
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- Define faction mechanics and how factions interact, grow, and die
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- Ensure character relationships have mechanical depth (not just +/- opinion bars)
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- Advocate for consequences - player actions should ripple through the social fabric
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- Design the political landscape of the Commonwealth as a playable space
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- Design the political landscape of the Settled Reach as a playable space
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- Push for narrative moments that emerge from systems, not just scripted events
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- Champion the Starflyer conspiracy as a narrative experience
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- Ensure the internal monologue system reflects character psychology
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@@ -1,12 +1,12 @@
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---
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name: qatux
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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You are QATUX, the Documenter and Librarian on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: si
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: stig
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash
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model: sonnet
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memory: project
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---
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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.
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You are STIG, the UI Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -1,12 +1,12 @@
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---
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name: tiger
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write
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model: sonnet
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memory: project
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---
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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.
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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.
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## Your personality
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@@ -23,7 +23,7 @@ Named after Tiger Pansy - the Silfen who bridges between human and Silfen unders
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- Maintain translation memory and glossary
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- Coordinate with Mellanie on source text clarity for translation
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- Flag source text that will be difficult to localize before it's finalized
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- Define naming conventions for Commonwealth-specific terms across languages
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- Define naming conventions for Settled Reach-specific terms across languages
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## Localization principles
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@@ -1,12 +1,12 @@
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---
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name: tyre
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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.
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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.
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tools: Read, Glob, Grep, Edit, Write, Bash, WebSearch, WebFetch
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model: opus
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memory: project
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---
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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.
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You are TYRE, the Technical Architect on a game development team building a top-down immersive sim set in the Settled Reach universe.
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## Your personality
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@@ -93,7 +93,7 @@ Updated briefings for Tyre and Troblum with new requirements.
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chore(agents): add Stig UI developer agent
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Standby agent for UI implementation phase. Configured with
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briefing reference and Commonwealth-themed personality.
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briefing reference and Settled Reach-themed personality.
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```
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## CHANGELOG.md Format
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@@ -92,7 +92,7 @@ from the `main` team. Team agents must stay within their own directory.
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- Color palette adherence
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- UI pattern consistency (diegetic-first, clarity over beauty)
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- Whether assets scale gracefully (boxes-with-labels to full-art)
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- Mood and tone — sleek, advanced, subtle Commonwealth aesthetic
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- Mood and tone — sleek, advanced, subtle Settled Reach aesthetic
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## Audio reviews (`audio`)
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@@ -111,7 +111,7 @@ from the `main` team. Team agents must stay within their own directory.
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Tell Ozzie to read all files from the team directory using the Read tool, then
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review for:
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- Emotional impact — does the audio enhance the moment?
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- Atmosphere and tone — does it feel like the Commonwealth?
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- Atmosphere and tone — does it feel like the Settled Reach?
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- Player feedback clarity — can the player tell what just happened?
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- Pacing — do sounds support or fight the gameplay rhythm?
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- Memorable moments — will players remember these audio cues?
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@@ -87,6 +87,48 @@ tooling/db/sprint stop
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This marks the active sprint as completed and lists carry-over candidates.
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Note the sprint number (N) from the output.
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#### A1b. Sprint retrospective and review
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Before bumping the version, run a brief retro. Present the following to
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the user:
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1. **What shipped** — list completed tickets with one-line summaries
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2. **What didn't ship** — carry-overs and why (blocked, cut, deprioritized)
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3. **What we learned** — open questions raised during the sprint (new Q-NNN
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||||
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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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/
|
||||
|
||||
@@ -6,6 +6,34 @@ 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
|
||||
- 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
|
||||
|
||||
### Added
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
+251
@@ -0,0 +1,251 @@
|
||||
# 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.
|
||||
@@ -5,8 +5,9 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
|
||||
db-backup db-install validate-content content-ron check-fact-ids setup-hooks \
|
||||
pre-pr pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures \
|
||||
pre-pr-server pre-pr-client pre-pr-content \
|
||||
fixtures-client golden-diff golden-update \
|
||||
fixtures-client fixtures-gauntlet golden-diff golden-update \
|
||||
checklist-validate checklist-generate \
|
||||
build-sr-voice run-sr-voice test-voice-mock test-voice-real \
|
||||
perf-baseline debug-schedule \
|
||||
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark \
|
||||
screenshot visual-movie test-visual visual-update
|
||||
@@ -65,6 +66,12 @@ help:
|
||||
@echo " make pre-pr-content Content-scoped pre-PR (schema + cross-ref validation)"
|
||||
@echo ""
|
||||
@echo " make setup-hooks Install pre-commit hooks (included in setup)"
|
||||
@echo " make build-sr-voice Build sr-voice LLM inference service"
|
||||
@echo " make serve-sr-voice Start sr-voice server (ARGS='--model <path>')"
|
||||
@echo " make run-sr-voice Submit to sr-voice server (ARGS='generate|batch|benchmark ...')"
|
||||
@echo " make stop-sr-voice Stop sr-voice server"
|
||||
@echo " make test-voice-mock Test voice pipeline with mock sr-voice"
|
||||
@echo " make test-voice-real Test voice pipeline with real sr-voice + Gemma 2B"
|
||||
@echo " make debug-schedule Print bevy_ecs schedule graph (diff for PR artifacts)"
|
||||
@echo ""
|
||||
@echo " GODOT_VERSION=4.6 make setup Override Godot version"
|
||||
@@ -110,6 +117,9 @@ build-server:
|
||||
|
||||
build-client:
|
||||
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
|
||||
@# First import may error on theme/font loading before the import scan completes.
|
||||
@# Run twice: first pass generates imports silently, second pass validates clean.
|
||||
@$(GODOT) --headless --path client --import --quit 2>/dev/null || true
|
||||
$(GODOT) --headless --path client --import --quit
|
||||
|
||||
# --- Run ---
|
||||
@@ -144,6 +154,9 @@ test-server:
|
||||
fixtures:
|
||||
cd server && cargo test --test gen_fixtures -- --ignored
|
||||
|
||||
fixtures-gauntlet:
|
||||
cd server && cargo test --test gen_gauntlet_fixtures -- --ignored
|
||||
|
||||
fixtures-client:
|
||||
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
|
||||
@echo "Generating GDScript fixtures for Rust decoder..."
|
||||
@@ -338,6 +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
|
||||
@@ -347,5 +391,5 @@ content-ron:
|
||||
clean:
|
||||
cd server && cargo clean || true
|
||||
rm -rf .cache/*
|
||||
rm -rf client/.godot/* client/reports
|
||||
rm -rf client/reports
|
||||
@echo "Clean complete."
|
||||
|
||||
@@ -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).
|
||||
|
||||
@@ -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."
|
||||
|
||||
@@ -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)
|
||||
@@ -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"
|
||||
|
||||
@@ -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}]
|
||||
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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()
|
||||
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -179,9 +179,7 @@ func snapshot() -> Dictionary:
|
||||
"player_stance": "Walk",
|
||||
"player_inventory": [],
|
||||
"entities": entities,
|
||||
"tiles": _tiles(),
|
||||
"visible_tiles": _visible_tiles(),
|
||||
"visible_positions": _visible_positions(),
|
||||
"nearby_interactions": nearby,
|
||||
"current_monologue": monologue,
|
||||
"current_dialogue": dialogue,
|
||||
@@ -229,7 +227,7 @@ func _visible_tiles() -> Array:
|
||||
var vtiles: Array = []
|
||||
var px := player_pos.x
|
||||
var py := player_pos.y
|
||||
var radius := 4
|
||||
var radius := 5
|
||||
var room_x := 7
|
||||
var room_y := 7
|
||||
var room_w := 8
|
||||
@@ -241,27 +239,22 @@ func _visible_tiles() -> Array:
|
||||
if dist <= radius:
|
||||
if x >= room_x and x < room_x + room_w and y >= room_y and y < room_y + room_h:
|
||||
var sector: String = "Forward" if y <= py else "Peripheral"
|
||||
vtiles.append({"x": x, "y": y, "z": 0, "visibility": sector})
|
||||
vtiles.append({"x": x, "y": y, "z": 0, "visibility": sector, "type": _get_tile_type(x, y)})
|
||||
return vtiles
|
||||
|
||||
|
||||
func _visible_positions() -> Array:
|
||||
var positions: Array = []
|
||||
var px := player_pos.x
|
||||
var py := player_pos.y
|
||||
var radius := 4
|
||||
func _get_tile_type(x: int, y: int) -> String:
|
||||
var room_x := 7
|
||||
var room_y := 7
|
||||
var room_w := 8
|
||||
var room_h := 8
|
||||
|
||||
for x in range(px - radius, px + radius + 1):
|
||||
for y in range(py - radius, py + radius + 1):
|
||||
var dist := absf(x - px) + absf(y - py)
|
||||
if dist <= radius:
|
||||
if x >= room_x and x < room_x + room_w and y >= room_y and y < room_y + room_h:
|
||||
positions.append({"x": x, "y": y})
|
||||
return positions
|
||||
var is_edge := (x == room_x or x == room_x + room_w - 1
|
||||
or y == room_y or y == room_y + room_h - 1)
|
||||
if is_edge:
|
||||
if y == room_y + room_h - 1 and x == room_x + room_w / 2:
|
||||
return "door"
|
||||
return "wall"
|
||||
return "floor"
|
||||
|
||||
|
||||
# -- Spatial helpers -----------------------------------------------------------
|
||||
|
||||
@@ -32,6 +32,7 @@ func _ready() -> void:
|
||||
|
||||
# Create seamless noise texture for fog animation
|
||||
var noise := FastNoiseLite.new()
|
||||
noise.seed = 42
|
||||
noise.noise_type = FastNoiseLite.TYPE_PERLIN
|
||||
noise.frequency = 0.03
|
||||
var noise_tex := NoiseTexture2D.new()
|
||||
|
||||
+21
-59
@@ -1,17 +1,21 @@
|
||||
shader_type canvas_item;
|
||||
|
||||
// D-059/D-015: 3-state fog shader (simplified from 5-layer by #569).
|
||||
// State 1: Clear (forward cone) — transparent, soft Gaussian gradient edge (3-4 tile radius)
|
||||
// State 1: Clear (forward cone) — transparent, soft gradient edge (6-8 tile radius)
|
||||
// State 2: Explored (out of cone) — light fog overlay, alpha 0.25-0.35, zone temperature tint,
|
||||
// 8-10s Perlin breathe. Art and information preserved, just "not fresh" (D-015).
|
||||
// State 3: Unexplored — solid near-black #12141a
|
||||
// D-033: Entity colors are NOT affected — they render above the fog overlay (z-layer 5).
|
||||
// D-046: Zone temperature tint from zone_tint_tex — warm=bar, cool=hub, neutral=corridor.
|
||||
// D-077: zone_tint_tex populated per-tile from server zone_id via fog_state.gd.
|
||||
//
|
||||
// Texture pipeline (fog_state.gd): binary 0/255 at 1× tile resolution → CPU Gaussian blur
|
||||
// (sigma 2.0, 6-8 tile gradient) → Image.resize 4× bilinear upscale → RGBA8 convert.
|
||||
// Textures arrive here with smooth sub-tile gradients — no GPU-side blur needed.
|
||||
|
||||
uniform sampler2D visibility_tex : filter_linear, repeat_disable;
|
||||
uniform sampler2D exploration_tex : filter_linear, repeat_disable;
|
||||
uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // nearest: zones have hard boundaries (D-073)
|
||||
uniform sampler2D visibility_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution
|
||||
uniform sampler2D exploration_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution
|
||||
uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // D-073: hard zone boundaries
|
||||
uniform sampler2D noise_tex : filter_linear, repeat_enable;
|
||||
uniform vec2 rect_pos; // World-space position of the ColorRect (pixels)
|
||||
uniform vec2 rect_sz; // World-space size of the ColorRect (pixels)
|
||||
@@ -23,40 +27,6 @@ uniform bool debug_exploration = false; // When true, render raw exploration tex
|
||||
|
||||
const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
|
||||
|
||||
// Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
|
||||
// Spreads the cone boundary into a 3-4 tile radius gradient — no hard tile-stepped edges.
|
||||
float sample_visibility(vec2 uv) {
|
||||
vec2 t = 2.0 / map_size;
|
||||
float sum = 0.0;
|
||||
float weight = 0.0;
|
||||
for (float dy = -3.0; dy <= 3.0; dy += 1.0) {
|
||||
for (float dx = -3.0; dx <= 3.0; dx += 1.0) {
|
||||
float w = exp(-(dx * dx + dy * dy) / 8.0);
|
||||
vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0));
|
||||
sum += texture(visibility_tex, sample_uv).r * w;
|
||||
weight += w;
|
||||
}
|
||||
}
|
||||
return sum / weight;
|
||||
}
|
||||
|
||||
// Soft gradient on exploration boundary (5x5, sigma 1.5).
|
||||
// Prevents hard tile-stepped staircase at explored/unexplored edge.
|
||||
float sample_exploration(vec2 uv) {
|
||||
vec2 t = 1.0 / map_size;
|
||||
float sum = 0.0;
|
||||
float weight = 0.0;
|
||||
for (float dy = -2.0; dy <= 2.0; dy += 1.0) {
|
||||
for (float dx = -2.0; dx <= 2.0; dx += 1.0) {
|
||||
float w = exp(-(dx * dx + dy * dy) / 4.5);
|
||||
vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0));
|
||||
sum += texture(exploration_tex, sample_uv).r * w;
|
||||
weight += w;
|
||||
}
|
||||
}
|
||||
return sum / weight;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec2 world_px = rect_pos + UV * rect_sz;
|
||||
vec2 tile = world_px / tile_size;
|
||||
@@ -67,28 +37,15 @@ void fragment() {
|
||||
if (tex_uv.x < 0.0 || tex_uv.x > 1.0 || tex_uv.y < 0.0 || tex_uv.y > 1.0) {
|
||||
COLOR = vec4(UNEXPLORED_COLOR, 1.0);
|
||||
|
||||
// Debug mode: render raw exploration texture (bypass fog rendering).
|
||||
// Green = EXP_VISIBLE (255), blue = EXP_EXPLORED (128), red = EXP_UNEXPLORED (0).
|
||||
// Debug mode: render RAW exploration texture with filter_linear.
|
||||
// If hardware bilinear works, should show smooth sub-tile gradients.
|
||||
} else if (debug_exploration) {
|
||||
float explored_dbg = texture(exploration_tex, tex_uv).r;
|
||||
if (explored_dbg > 0.9) {
|
||||
COLOR = vec4(0.0, explored_dbg, 0.0, 0.8); // Green: currently visible
|
||||
} else if (explored_dbg > 0.1) {
|
||||
COLOR = vec4(0.0, 0.0, explored_dbg * 2.0, 0.8); // Blue: explored
|
||||
} else {
|
||||
COLOR = vec4(0.5, 0.0, 0.0, 0.8); // Red: unexplored
|
||||
}
|
||||
float explored_raw = texture(exploration_tex, tex_uv).r;
|
||||
COLOR = vec4(vec3(explored_raw), 0.9);
|
||||
|
||||
} else {
|
||||
float vis_raw = texture(visibility_tex, tex_uv).r;
|
||||
float vis = sample_visibility(tex_uv);
|
||||
float explored_raw = texture(exploration_tex, tex_uv).r;
|
||||
float explored = sample_exploration(tex_uv);
|
||||
|
||||
// Prevent gradient bleed into never-explored tiles (use raw, unblurred value)
|
||||
if (explored_raw < 0.01 && vis_raw < 0.01) {
|
||||
vis = 0.0;
|
||||
}
|
||||
float vis = texture(visibility_tex, tex_uv).r;
|
||||
float explored = texture(exploration_tex, tex_uv).r;
|
||||
|
||||
if (explored < 0.01 && vis < 0.01) {
|
||||
// Unexplored: solid near-black — information zero
|
||||
@@ -106,8 +63,13 @@ void fragment() {
|
||||
float alpha = mix(fog_alpha, 0.0, clarity);
|
||||
vec3 color = mix(zone_tint, vec3(0.0), clarity);
|
||||
|
||||
// Soft edge between explored and unexplored (blurred to avoid staircase)
|
||||
float exp_fade = smoothstep(0.0, 0.3, explored);
|
||||
// Soft edge between explored and unexplored.
|
||||
// The exploration texture is binary (explored-or-not) blurred over ~12 tiles.
|
||||
// At the physical tile boundary, explored ≈ 0.5. Squaring the fade keeps
|
||||
// fog nearly opaque there (97%), hiding tile-aligned content edges.
|
||||
// Content appears gradually 4-6 tiles inside the explored area.
|
||||
float exp_fade = smoothstep(0.3, 1.0, explored);
|
||||
exp_fade *= exp_fade; // Steeper curve: fog stays opaque near content edge
|
||||
alpha = mix(1.0, alpha, exp_fade);
|
||||
color = mix(UNEXPLORED_COLOR, color, exp_fade);
|
||||
|
||||
|
||||
Binary file not shown.
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@@ -0,0 +1 @@
|
||||
uid://c1dnlbnxtgqqo
|
||||
@@ -0,0 +1 @@
|
||||
uid://bxhgo1e4rvfmi
|
||||
@@ -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:
|
||||
|
||||
@@ -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()
|
||||
@@ -0,0 +1 @@
|
||||
uid://signal_sprint24_sr
|
||||
@@ -24,6 +24,7 @@ var _flow: String = ""
|
||||
var _interval: float = 3.0
|
||||
var _list_mode: bool = false
|
||||
var _config: Dictionary = {}
|
||||
var _is_live: bool = false
|
||||
|
||||
|
||||
func _init():
|
||||
@@ -73,6 +74,19 @@ func _run():
|
||||
return
|
||||
|
||||
var main_node = main_scene.instantiate()
|
||||
|
||||
# Live mode: configure server port BEFORE main.gd._ready() calls connect_to_sim()
|
||||
_is_live = OS.get_environment("SR_LIVE") == "1"
|
||||
if _is_live:
|
||||
var sim_bridge := root.get_node("/root/SimBridge")
|
||||
var port_env := OS.get_environment("SR_PORT")
|
||||
if port_env.is_empty():
|
||||
push_error("visual_capture: SR_LIVE=1 but SR_PORT not set")
|
||||
quit(1)
|
||||
return
|
||||
sim_bridge.server_port = int(port_env)
|
||||
print("visual_capture: live mode — server port %d" % sim_bridge.server_port)
|
||||
|
||||
root.add_child(main_node)
|
||||
|
||||
# Wait for NoiseTexture2D async generation
|
||||
@@ -92,6 +106,36 @@ func _run():
|
||||
for i in range(settle_count):
|
||||
await process_frame
|
||||
|
||||
# Live mode: wait for server connection and first snapshot
|
||||
if _is_live:
|
||||
var sim_bridge := root.get_node("/root/SimBridge")
|
||||
var game_state := root.get_node("/root/GameState")
|
||||
print("visual_capture: waiting for server connection...")
|
||||
var max_frames := 300 # 5 seconds at 60fps
|
||||
var waited := 0
|
||||
while sim_bridge.state != sim_bridge.ConnectionState.CONNECTED:
|
||||
if sim_bridge.state == sim_bridge.ConnectionState.ERROR:
|
||||
push_error("visual_capture: server connection failed")
|
||||
quit(1)
|
||||
return
|
||||
await process_frame
|
||||
waited += 1
|
||||
if waited >= max_frames:
|
||||
push_error("visual_capture: connection timeout after %d frames" % waited)
|
||||
quit(1)
|
||||
return
|
||||
print("visual_capture: connected after %d frames" % waited)
|
||||
# Wait for first snapshot from server
|
||||
waited = 0
|
||||
while game_state.current_tick == 0:
|
||||
await process_frame
|
||||
waited += 1
|
||||
if waited >= max_frames:
|
||||
push_error("visual_capture: no snapshot after %d frames" % waited)
|
||||
quit(1)
|
||||
return
|
||||
print("visual_capture: first snapshot tick=%d (%d frames)" % [game_state.current_tick, waited])
|
||||
|
||||
if not _scenario.is_empty():
|
||||
await _run_scenario(main_node)
|
||||
elif not _flow.is_empty():
|
||||
@@ -123,6 +167,40 @@ func _run_scenario(_main_node: Node) -> void:
|
||||
# Post-tick setup (e.g. zone tint patching)
|
||||
_scenarios.post_setup(_scenario, root)
|
||||
|
||||
# Replay snapshot: inject a real server snapshot through the FULL client pipeline.
|
||||
# Loads MessagePack bytes (exact wire format from server), decodes via Protocol.gd,
|
||||
# then applies through GameState → FogState → shader — same path as live game.
|
||||
var replay_path: String = scenario_cfg.get("replay_snapshot", "")
|
||||
if not replay_path.is_empty():
|
||||
var project_root := ProjectSettings.globalize_path("res://")
|
||||
var repo_root := project_root.rstrip("/").get_base_dir()
|
||||
var abs_path := repo_root.path_join(replay_path)
|
||||
var rf := FileAccess.open(abs_path, FileAccess.READ)
|
||||
if rf == null:
|
||||
push_error("visual_capture: cannot open replay snapshot %s" % abs_path)
|
||||
quit(1)
|
||||
return
|
||||
var replay_bytes := rf.get_buffer(rf.get_length())
|
||||
rf.close()
|
||||
# Decode through Protocol.decode_snapshot() — same as live IPC receive path.
|
||||
# This exercises: msgpack decode → entity decode → tile_kind→type mapping → etc.
|
||||
var replay_data: Variant = Protocol.decode_snapshot(replay_bytes)
|
||||
if replay_data == null or not replay_data is Dictionary:
|
||||
push_error("visual_capture: Protocol.decode_snapshot failed for %s" % abs_path)
|
||||
quit(1)
|
||||
return
|
||||
print("visual_capture: replaying %s (%d bytes, tick=%s, %d tiles)" % [
|
||||
replay_path, replay_bytes.size(),
|
||||
str(replay_data.get("tick", "?")),
|
||||
replay_data.get("visible_tiles", []).size()])
|
||||
var game_state := root.get_node("/root/GameState")
|
||||
var fog_state := root.get_node("/root/FogState")
|
||||
game_state.apply_snapshot(replay_data)
|
||||
fog_state.update_from_state()
|
||||
# Extra frames for fog uniform propagation
|
||||
for i in range(4):
|
||||
await process_frame
|
||||
|
||||
# Extra frames for state propagation + viewport texture lag
|
||||
await process_frame
|
||||
await process_frame
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://pd1qpgxiodig
|
||||
@@ -83,6 +83,17 @@ func apply_setup(scenario_name: String, tree_root: Node) -> bool:
|
||||
sim_bridge.harness.player_pos = Vector2i(11, 9)
|
||||
sim_bridge.harness.process_input("Interact")
|
||||
|
||||
"fog_live_replay", "fog_theater_replay", "fog_boundary_replay":
|
||||
# Replay real server snapshots via MessagePack → Protocol.decode_snapshot().
|
||||
# Setup handled by visual_capture.gd (reads replay_snapshot from config).
|
||||
pass
|
||||
|
||||
"fog_live_hub":
|
||||
# Live server connection — Hub spawn position.
|
||||
# No setup needed: server starts in --test-mode with Gauntlet,
|
||||
# player spawns at Hub (50,58). Captures real fog pipeline output.
|
||||
pass
|
||||
|
||||
_:
|
||||
push_warning("VisualScenarios: unknown scenario '%s'" % scenario_name)
|
||||
return false
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://dna10a0ln5pd0
|
||||
@@ -11,6 +11,7 @@ extends Control
|
||||
## - inputs.jsonl — last 60 ticks of PlayerInput (replay-compatible JSONL)
|
||||
## - snapshots.jsonl — last 60 ticks of ObserverSnapshot (one JSON per line)
|
||||
## - seed.txt — RNG seed for deterministic replay
|
||||
## - screenshot.png — viewport capture taken before dialog opened
|
||||
##
|
||||
## Ring buffer: pre-allocated RING_SIZE arrays at startup. record_tick() is the
|
||||
## public API for main.gd. _push_tick_inputs() / _push_tick_snapshot() are the
|
||||
@@ -36,6 +37,7 @@ const RING_SIZE := 60
|
||||
|
||||
var _line_edit: LineEdit = null
|
||||
var _active: bool = false
|
||||
var _captured_screenshot: Image = null
|
||||
|
||||
# #507: Pre-allocated ring buffers (no per-tick allocation after _ready).
|
||||
# Input ring: replay-format PlayerInput arrays, one per tick.
|
||||
@@ -201,6 +203,8 @@ func _get_filled_snapshot_count() -> int:
|
||||
func start_capture() -> void:
|
||||
if _active:
|
||||
return
|
||||
# Capture screenshot BEFORE showing the dialog overlay
|
||||
_captured_screenshot = get_viewport().get_texture().get_image()
|
||||
_active = true
|
||||
visible = true
|
||||
|
||||
@@ -247,6 +251,8 @@ func _close() -> void:
|
||||
_line_edit.queue_free()
|
||||
_line_edit = null
|
||||
|
||||
_captured_screenshot = null
|
||||
|
||||
# Unpause the simulation
|
||||
SimBridge.send_input({
|
||||
"action": InputMapper.Action.UNPAUSE,
|
||||
@@ -345,7 +351,16 @@ func _save_report(description: String) -> void:
|
||||
else:
|
||||
push_error("BugReport: failed to write %s" % seed_path)
|
||||
|
||||
print("BugReport: saved %d/6 files to %s (ring: %d ticks)" % [
|
||||
# 7. screenshot.png — viewport capture taken before dialog opened
|
||||
if _captured_screenshot:
|
||||
var screenshot_path := base_path + "/screenshot.png"
|
||||
var img_err := _captured_screenshot.save_png(screenshot_path)
|
||||
if img_err == OK:
|
||||
files_saved += 1
|
||||
else:
|
||||
push_error("BugReport: failed to write %s (error %d)" % [screenshot_path, img_err])
|
||||
|
||||
print("BugReport: saved %d/7 files to %s (ring: %d ticks)" % [
|
||||
files_saved, base_path, _input_count])
|
||||
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -0,0 +1 @@
|
||||
uid://char_select_sr
|
||||
+37
-2
@@ -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()
|
||||
|
||||
@@ -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
|
||||
@@ -0,0 +1 @@
|
||||
uid://news_ticker_sr
|
||||
@@ -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 = ""
|
||||
@@ -70,7 +70,7 @@ func _cache_geometry() -> void:
|
||||
_day_size = font.get_string_size(_day_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE_META)
|
||||
_meta_h = font.get_string_size("A", HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE_META).y
|
||||
var meta_w := _phase_size.x + _day_size.x
|
||||
var content_w := max(_time_size.x, meta_w)
|
||||
var content_w := maxf(_time_size.x, meta_w)
|
||||
_box_w = content_w + PADDING.x * 2
|
||||
_box_h = PADDING.y * 2 + _time_size.y + 3 + _meta_h
|
||||
|
||||
|
||||
@@ -75,12 +75,13 @@
|
||||
"emergency",
|
||||
"routine",
|
||||
"observation",
|
||||
"greeting"
|
||||
"greeting",
|
||||
"triangle_activated"
|
||||
]
|
||||
},
|
||||
"minItems": 1,
|
||||
"uniqueItems": true,
|
||||
"description": "D-035 structural tag: situations in which this monologue line is contextually appropriate. 14 v0.1 values. 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",
|
||||
@@ -124,6 +125,10 @@
|
||||
"enum": ["unknown", "known", "friendly", "person_of_interest", "hostile"]
|
||||
}
|
||||
}
|
||||
},
|
||||
"npc_in_los": {
|
||||
"type": "boolean",
|
||||
"description": "Gate: line only fires when the triggering NPC is in the player's line of sight. Added Sprint 24 for triangle_activated observe_npc lines."
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+74
@@ -446,3 +446,77 @@ lines:
|
||||
state: person_of_interest
|
||||
priority: 8
|
||||
tags: [npc, kael, investigation, evidence, analytical]
|
||||
|
||||
# --- 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.
|
||||
|
||||
- id: pc-detective_m_d_041
|
||||
text: "Venn changed her transit route. Bay six to bay four bypass — three times today."
|
||||
role: player_character
|
||||
access: [public]
|
||||
trust: surface
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [suspicious]
|
||||
priority: 8
|
||||
cooldown: 9999
|
||||
tags: [triangle-signal, tell-observation, npc, sera, analytical]
|
||||
prerequisites:
|
||||
npc_in_los: true
|
||||
|
||||
- id: pc-detective_m_d_042
|
||||
text: "She passed Torek without acknowledgment. Third instance logged. They have worked adjacent bays for months."
|
||||
role: player_character
|
||||
access: [public]
|
||||
trust: surface
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [suspicious]
|
||||
priority: 8
|
||||
cooldown: 9999
|
||||
tags: [triangle-signal, tell-observation, npc, sera, torek, behavioral]
|
||||
prerequisites:
|
||||
npc_in_los: true
|
||||
|
||||
- id: pc-detective_m_d_043
|
||||
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
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [suspicious]
|
||||
priority: 8
|
||||
cooldown: 9999
|
||||
tags: [triangle-signal, tell-observation, npc, sera, analytical, friend-arc]
|
||||
prerequisites:
|
||||
npc_in_los: true
|
||||
|
||||
- id: pc-detective_m_d_044
|
||||
text: "Possible explanations: fear, loyalty, complicity. Insufficient data to distinguish."
|
||||
role: player_character
|
||||
access: [public]
|
||||
trust: surface
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [suspicious]
|
||||
priority: 8
|
||||
cooldown: 9999
|
||||
tags: [triangle-signal, tell-observation, npc, sera, analytical, friend-arc]
|
||||
prerequisites:
|
||||
npc_in_los: true
|
||||
|
||||
- id: pc-detective_m_d_045
|
||||
text: "Worth a direct conversation. Controlled setting. Not here."
|
||||
role: player_character
|
||||
access: [public]
|
||||
trust: surface
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [suspicious]
|
||||
priority: 8
|
||||
cooldown: 9999
|
||||
tags: [triangle-signal, tell-observation, npc, sera, procedural, friend-arc]
|
||||
prerequisites:
|
||||
npc_in_los: true
|
||||
|
||||
+74
@@ -373,3 +373,77 @@ lines:
|
||||
state: person_of_interest
|
||||
priority: 9
|
||||
tags: [npc, kael, contaminated-trust, friend-arc]
|
||||
|
||||
# --- 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: 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."
|
||||
role: player_character
|
||||
access: [public]
|
||||
trust: surface
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [suspicious]
|
||||
priority: 8
|
||||
cooldown: 9999
|
||||
tags: [triangle-signal, tell-observation, npc, kael, friend-arc]
|
||||
prerequisites:
|
||||
npc_in_los: true
|
||||
|
||||
- id: pc-smuggler_m_s_037
|
||||
text: "Voss probably moved him. Schedule shifts happen."
|
||||
role: player_character
|
||||
access: [public]
|
||||
trust: surface
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [suspicious]
|
||||
priority: 8
|
||||
cooldown: 9999
|
||||
tags: [triangle-signal, tell-observation, npc, kael, friend-arc]
|
||||
prerequisites:
|
||||
npc_in_los: true
|
||||
|
||||
- id: pc-smuggler_m_s_038
|
||||
text: "...Kael would've told me."
|
||||
role: player_character
|
||||
access: [public]
|
||||
trust: surface
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [anxious]
|
||||
priority: 8
|
||||
cooldown: 9999
|
||||
tags: [triangle-signal, tell-observation, npc, kael, friend-arc]
|
||||
prerequisites:
|
||||
npc_in_los: true
|
||||
|
||||
- id: pc-smuggler_m_s_039
|
||||
text: "He's not looking at the cargo. He's watching the exits."
|
||||
role: player_character
|
||||
access: [public]
|
||||
trust: surface
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [anxious]
|
||||
priority: 8
|
||||
cooldown: 9999
|
||||
tags: [triangle-signal, tell-observation, npc, kael, tell, friend-arc]
|
||||
prerequisites:
|
||||
npc_in_los: true
|
||||
|
||||
- id: pc-smuggler_m_s_040
|
||||
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
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [anxious]
|
||||
priority: 8
|
||||
cooldown: 9999
|
||||
tags: [triangle-signal, tell-observation, npc, kael, contradiction, friend-arc]
|
||||
prerequisites:
|
||||
npc_in_los: true
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
// 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],
|
||||
),
|
||||
)
|
||||
@@ -0,0 +1,141 @@
|
||||
// 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],
|
||||
),
|
||||
],
|
||||
)
|
||||
@@ -0,0 +1,186 @@
|
||||
// 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,
|
||||
),
|
||||
],
|
||||
)
|
||||
@@ -0,0 +1,170 @@
|
||||
// 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,
|
||||
),
|
||||
],
|
||||
)
|
||||
@@ -0,0 +1,49 @@
|
||||
// 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
@@ -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
@@ -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
@@ -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)*
|
||||
|
||||
+150
-2
@@ -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)*
|
||||
|
||||
@@ -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)*
|
||||
|
||||
@@ -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)*
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
@@ -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)*
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
## 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*
|
||||
|
||||
@@ -10,16 +10,23 @@ The fog system was simplified from the original 5-layer spec in Sprint 22 (#569)
|
||||
|
||||
| Original D-059 Layer | Sprint 22 Status | Notes |
|
||||
|----------------------|------------------|-------|
|
||||
| 1. Clear (forward cone) | Implemented | Soft Gaussian gradient (7x7, sigma 2.0) |
|
||||
| 2. Light fog (cone gradient) | Simplified — merged into gradient | Peripheral sector removed from server (#569); Gaussian blur provides soft transition |
|
||||
| 3. Deep fog (previously explored) | Implemented — EXP_EXPLORED | Alpha 0.55-0.70 with zone temperature tint (#563) |
|
||||
| 1. Clear (forward cone) | Implemented | CPU Gaussian blur (sigma 2.0) → 4× bilinear upscale → RGBA8. Smooth sub-tile gradients. |
|
||||
| 2. Light fog (cone gradient) | Simplified — merged into gradient | Peripheral sector removed from server (#569); CPU blur + bilinear upscale provides soft transition |
|
||||
| 3. Deep fog (previously explored) | Simplified — D-015 light fog | Alpha 0.25-0.35 with zone temperature tint. Explored tiles show through light haze. |
|
||||
| 4. Unexplored + maps app | Deferred | v0.1.2+, requires mapped_tiles in ObserverSnapshot |
|
||||
| 5. Unexplored (no maps) | Implemented | Solid near-black #12141a |
|
||||
|
||||
**Alpha values (Sprint 22, #563):**
|
||||
- Light fog zone (near cone gradient, vis 0.0-0.3): alpha 0.25-0.35, breathing ±0.05 (8-10s)
|
||||
- Deep fog zone (EXP_EXPLORED, vis≈0): alpha 0.55-0.70, breathing ±0.075 (15-20s)
|
||||
- Zone temperature tint active in deep fog zone (D-059/D-046/D-077)
|
||||
**Texture pipeline (fog_state.gd):**
|
||||
Binary 0/255 data at 1× tile resolution → CPU Gaussian blur (sigma 2.0, radius 4)
|
||||
→ `Image.resize()` 4× bilinear upscale → `Image.convert()` RGBA8.
|
||||
GL compat mode doesn't bilinear-filter R8 textures; RGBA8 at 4× resolves this.
|
||||
Exploration data is binarized (0/128/255 → 0/255) before blur to avoid a
|
||||
second gradient at the explored/visible boundary.
|
||||
|
||||
**Alpha values (Sprint 22, D-015):**
|
||||
- Light fog zone (explored, out of cone): alpha 0.25-0.35, breathing ±0.05 (8-10s)
|
||||
- Zone temperature tint active in explored zone (D-059/D-046/D-077)
|
||||
- Explored/unexplored boundary: squared fade keeps fog opaque at tile content edge
|
||||
|
||||
## Overview
|
||||
|
||||
@@ -120,30 +127,27 @@ func update_from_state() -> void:
|
||||
|
||||
File: `client/shaders/fog.gdshader`
|
||||
|
||||
The shader determines fog state per pixel based on the visibility and exploration textures.
|
||||
Two explored sub-zones are distinguished by the blurred `vis` value (proximity to the forward cone):
|
||||
The shader reads pre-smoothed RGBA8 textures (CPU blur + 4× bilinear upscale)
|
||||
and determines fog state per pixel. No GPU-side blur — 2 texture reads per pixel.
|
||||
|
||||
```glsl
|
||||
// Light fog noise — fast cycle (8-10s), subtle ±0.05 breathing
|
||||
float noise_fast = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
|
||||
// Deep fog noise — slow cycle (15-20s), more pronounced ±0.075 breathing
|
||||
float noise_slow = texture(noise_tex, tile * 0.02 + vec2(time * 0.05, time * 0.035)).r;
|
||||
// Fog noise — 8-10s breathe cycle, ±0.05 symmetric around baseline
|
||||
float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
|
||||
float fog_alpha = 0.30 + (noise_val * 2.0 - 1.0) * 0.05; // 0.25-0.35
|
||||
|
||||
// Light fog: alpha 0.25-0.35 (near cone gradient)
|
||||
float light_fog_alpha = 0.30 + (noise_fast * 2.0 - 1.0) * 0.05;
|
||||
// Deep fog: alpha 0.55-0.70 (far from cone, EXP_EXPLORED)
|
||||
float deep_fog_alpha = 0.625 + (noise_slow * 2.0 - 1.0) * 0.075;
|
||||
|
||||
// Blend deep <-> light fog by proximity to cone:
|
||||
// vis=0 (far from cone) → deep_factor=1 → deep fog color + alpha
|
||||
// vis=0.3 (cone gradient) → deep_factor=0 → light fog color + alpha
|
||||
// vis=0.85+ (inside cone) → clarity=1 → transparent (clear)
|
||||
float deep_factor = 1.0 - smoothstep(0.0, 0.30, vis);
|
||||
float fog_alpha = mix(light_fog_alpha, deep_fog_alpha, deep_factor);
|
||||
|
||||
// Zone temperature tint (D-059/D-046/D-077): deep fog color = zone tint
|
||||
// Zone temperature tint (D-046/D-077): subtle warm/cool/neutral per zone
|
||||
vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
|
||||
vec3 fog_color = mix(DARK_OVERLAY, zone_tint, deep_factor);
|
||||
|
||||
// Clarity ramp: transparent inside cone, light fog at edges and beyond
|
||||
float clarity = smoothstep(0.0, 0.85, vis);
|
||||
float alpha = mix(fog_alpha, 0.0, clarity);
|
||||
vec3 color = mix(zone_tint, vec3(0.0), clarity);
|
||||
|
||||
// Explored/unexplored boundary: squared fade hides tile content edges
|
||||
float exp_fade = smoothstep(0.3, 1.0, explored);
|
||||
exp_fade *= exp_fade; // Steeper: fog stays opaque near content edge
|
||||
alpha = mix(1.0, alpha, exp_fade);
|
||||
color = mix(UNEXPLORED_COLOR, color, exp_fade);
|
||||
```
|
||||
|
||||
**Zone temperature palette (D-046):**
|
||||
@@ -215,11 +219,13 @@ Per tick (in _process or on snapshot signal):
|
||||
|
||||
| Component | Budget | Estimate | Notes |
|
||||
|-----------|--------|----------|-------|
|
||||
| Visibility texture upload | 0.1ms | ~0.05ms | 400 pixels via set_pixel() |
|
||||
| Exploration texture update | 0.1ms | ~0.05ms | Incremental — only changed tiles |
|
||||
| Fragment shader (1080p) | 0.5ms | ~0.2ms | Single full-screen pass, simple math |
|
||||
| CPU Gaussian blur (1×, 40×40) | 0.2ms | ~0.1ms | Separable, sigma=2.0, radius=4 (vis: 1 pass, exp: 2 passes) |
|
||||
| Image.resize C++ (40→160) | 0.1ms | ~0.05ms | INTERPOLATE_BILINEAR, 2× textures |
|
||||
| Image.convert R8→RGBA8 | 0.1ms | ~0.02ms | GL compat bilinear requires RGBA8 |
|
||||
| Texture upload (RGBA8 160×160) | 0.2ms | ~0.1ms | 2× textures, ~200KB total |
|
||||
| Fragment shader (1080p) | 0.2ms | ~0.05ms | 2 texture reads/px (was 98 with GPU blur) |
|
||||
| Fog entity sprites | 0.2ms | ~0.05ms | 0-15 sprites, trivial draw calls |
|
||||
| **Total** | **<1ms** | **~0.35ms** | Well within D-059 budget |
|
||||
| **Total** | **<1ms** | **~0.37ms** | Well within D-059 budget |
|
||||
|
||||
## Files to Create
|
||||
|
||||
|
||||
@@ -0,0 +1,87 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,100 @@
|
||||
# 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.
|
||||
@@ -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.
|
||||
|
||||
|
||||
Binary file not shown.
@@ -308,7 +308,7 @@ This is an institutional-oversight triangle, structurally different from the Ter
|
||||
|
||||
## 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.
|
||||
|
||||
@@ -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.
|
||||
|
||||
---
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
# 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 |
|
||||
|-------|-------|---------------|------|
|
||||
|
||||
@@ -0,0 +1,149 @@
|
||||
# Sprint 24: Signal — Client Tasks
|
||||
|
||||
**Goal:** Wire the storyteller's activation event into player-visible consequences, thread character archetype through the full session lifecycle, and deliver the first unscripted end-to-end v0.1 playthrough — from main menu to triangle activation.
|
||||
|
||||
**Branch:** `client`
|
||||
**Agents:** Stig (UI/rendering), Hoshe (QA)
|
||||
|
||||
> **This is the capstone sprint for v0.1.** Client work this sprint wires the player-facing signal
|
||||
> that makes the simulation legible as a story: the character select screen, the triangle
|
||||
> activation response, and the news ticker. All three must land before #593 (playthrough proof)
|
||||
> can be filed as done. Sprint 25 is playtest. There is no Sprint 26 before v0.1 ships.
|
||||
|
||||
---
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #588 | Character archetype selection — client: character select screen before session start | #587 (server: archetype in StartupMessage) |
|
||||
| #590 | Triangle activation consumer — client: react to triangle_crisis_events (monologue chime + urgent overlay) | #589 (server: tell escalation emitted) |
|
||||
| #592 | News ticker — client: scrolling ticker HUD element in The Last Shift zone | #591 (server: ticker in snapshot) |
|
||||
|
||||
Use `tooling/db/ticket show <id>` for full details.
|
||||
|
||||
---
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/scope.md` — D-027 (vertical slice success criteria — the 4 tests this sprint's work must satisfy), D-039 (wow moments — #1 Arrival: opening monologue; #5 News Ticker Gut-Punch: same ticker, opposite monologue reactions)
|
||||
- `decisions/architecture.md` — D-020 (ObserverSnapshot is the only data crossing IPC; StartupMessage is the client→server init message; PROTOCOL_VERSION gates wire compatibility), D-042 (UI microcopy in `client/data/ui-strings.yaml` via UIStrings autoload)
|
||||
- `decisions/content.md` — D-032 (separate monologue pools per character — client does not select the pool; the character string in StartupMessage drives server-side selection), D-074 (audio aesthetic — monologue chime = insert-tech: synthetic, precise, no reverb)
|
||||
- `decisions/perception.md` — D-067 (recognition chime fires at onset of cognitive delay — `sfx_monologue_chime_urgent.ogg` is the correct asset for triangle activation), D-016 (internal monologue as perception bridge — client only displays what server sends; no client-side monologue logic)
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
### #588 — Character archetype select screen
|
||||
|
||||
**What exists:** `client/ui/main_menu.gd` (130 lines) — "New Game" button triggers `SessionManager.new_game()` which creates a save directory and seeds `GameState.world_seed`. It then loads `GAME_SCENE` directly, with no character selection step. `client/scripts/autoloads/session_manager.gd` — `new_game()` returns a `game_id` but does not record which archetype was chosen. `client/scripts/autoloads/game_state.gd` — check whether a `character_archetype` field already exists (likely not — add it). `CharacterArchetype` is a server-side enum; the client needs to record the chosen value as a string (`"smuggler"` or `"detective"`) and include it in `StartupMessage` sent over IPC.
|
||||
|
||||
**What to deliver:**
|
||||
|
||||
1. `GameState.character_archetype: String` — new field, default `"detective"`. Persisted alongside `world_seed` in the save directory (`user://saves/<game-id>/character.txt` or extend the existing seed file format).
|
||||
|
||||
2. Character select scene — insert a step between "New Game" and loading `main.tscn`. This can be a new scene (`client/scenes/character_select.tscn`) or a modal panel within `main_menu.tscn`. Show two options: **Smuggler** and **Detective**. Each option shows the character name, a one-line role description, and a two-line tone description (see below). On selection, set `GameState.character_archetype`, then proceed to `main.tscn`.
|
||||
|
||||
**Smuggler card:**
|
||||
- Name: `Smuggler`
|
||||
- Role: `Freight logistics worker — Sova Transit`
|
||||
- Tone: `Insider access. Social camouflage. The ring is your daily life.`
|
||||
|
||||
**Detective card:**
|
||||
- Name: `Detective`
|
||||
- Role: `Commission investigator — External assignment`
|
||||
- Tone: `Institutional authority. Analytical lattice. You were sent here.`
|
||||
|
||||
These strings belong in `client/data/ui-strings.yaml` (D-042), not hardcoded in GDScript.
|
||||
|
||||
3. `Protocol.encode_startup_message()` update — add `character_archetype` to the StartupMessage dict before it is serialized. The server's `StartupMessage` struct now has `pub character_archetype: CharacterArchetype` (#587). Map client string `"smuggler"` → server enum variant `Smuggler`. In MessagePack/GDScript, this is just a string field added to the dict: `{ "world_seed": ..., "character_archetype": "Smuggler" }`.
|
||||
|
||||
4. `Protocol.PROTOCOL_VERSION = 19` — bump to match server #587. The client must send the new version on handshake. This is a **hard coordination point** with Dudley — client and server PRs must land together or in the same merge window. A version mismatch will crash the connection on the handshake check.
|
||||
|
||||
**UI constraints:** The character select screen must feel intentional, not an afterthought. Two full-width cards, dark background, character name in the sprint's color palette (consistent with main menu). No portraits (art is deferred). Cards are selectable via keyboard (left/right arrows) and mouse click. The selection is confirmed with Enter or a "Begin" button. ESC cancels back to the main menu without creating a save directory.
|
||||
|
||||
**Non-obvious gotcha:** `SessionManager.new_game()` currently creates the save directory before any game scene loads. The character select step happens after `new_game()` creates the directory but before the game scene loads. `GameState.character_archetype` must be set before `SimBridge` sends the `StartupMessage` — which happens when `main.tscn` is ready and `SimBridge._ready()` connects to the server. Verify the ordering: `new_game()` → character select panel → user picks archetype → `GameState.character_archetype` set → `main.tscn` loads → `SimBridge._ready()` fires → `StartupMessage` includes archetype.
|
||||
|
||||
**Blocked by:** #587 (server must define `character_archetype` field in `StartupMessage` before client serialization is finalized).
|
||||
|
||||
---
|
||||
|
||||
### #590 — Triangle activation consumer
|
||||
|
||||
**What exists:** `client/scripts/snapshot_event_router.gd` — routes snapshot fields to registered handlers. `client/scripts/main.gd` — registers handlers on `_router`. `client/scripts/autoloads/sim_bridge.gd` — `_on_snapshot_received()` decodes and emits snapshot. `client/scripts/protocol/protocol.gd` — `decode_snapshot()` returns a dict from the MessagePack bytes. The server snapshot wire type (`ObserverSnapshotWire`) has a `triangle_crisis_events: Vec<TriangleCrisisEventWire>` field (see `server/src/bridge/types.rs` line ~181). This field is present in the MessagePack output. **The client currently ignores it entirely** — there is no decode path for `triangle_crisis_events` in `protocol.gd` and no handler registered in `main.gd`.
|
||||
|
||||
**What to deliver:**
|
||||
|
||||
1. **Decode `triangle_crisis_events`** in `protocol.gd` `decode_snapshot()`. The field is an array of dicts, each with at minimum `{ "triangle_id": int }`. Add it to the returned snapshot dict as `"triangle_crisis_events": Array`.
|
||||
|
||||
2. **Handle activation in `main.gd`** — register a handler that reads `triangle_crisis_events` from the snapshot. When the array is non-empty (at least one event), fire the urgent monologue chime: `AudioManager.play_one_shot(AudioManager.CHIME_RECOGNITION, AudioManager.BUS_UI_SOUNDS)` — wait, check the constant name. The correct asset is `sfx_monologue_chime_urgent.ogg` (D-038, D-067 "sharper variant for contradiction/anomaly"). `AudioManager` has `const CHIME_RECOGNITION := "sfx_monologue_chime"` — add `const CHIME_ACTIVATION := "sfx_monologue_chime_urgent"` if it doesn't exist, then call `AudioManager.play_one_shot(CHIME_ACTIVATION, BUS_UI_SOUNDS)`.
|
||||
|
||||
3. **Deduplication** — the triangle activation is a one-shot event (v0.1 fires once per session per D-072/D-089). The client must not fire the chime on every subsequent tick that includes the event in the array. Track activated triangle IDs in a local `Set` in `main.gd`. If `triangle_id` is already in the set, skip. Add to set on first encounter.
|
||||
|
||||
4. **No overlay UI** — the monologue chime is the client-side signal. The copy team (#597) authors the proximity monologue lines that fire when the player observes the activated NPC's `tell_state: RoutineDeviation`. The client does not need to render a special overlay or notification — the tell state on the entity and the subsequent proximity monologue are the visible consequence. Keep client reaction to: chime + deduplication tracking only.
|
||||
|
||||
**Why no overlay:** D-039 wow moment #2 ("The Character's Eye") is about the monologue noticing something the player didn't. Adding a UI overlay would make it a notification, not a character observation. The feel is: you're wandering near Kael, suddenly you hear the chime — then the next monologue line is your character's internal voice noticing something is off. The server sends the `tell_state: RoutineDeviation` on the NPC entity; the client's entity renderer already renders this as visible entity data that can trigger `observe_npc` monologue.
|
||||
|
||||
**Blocked by:** #589 (server must send non-empty `triangle_crisis_events` for client to handle).
|
||||
|
||||
---
|
||||
|
||||
### #592 — News ticker HUD
|
||||
|
||||
**What exists:** `client/ui/hud.gd` and `hud.tscn` — main HUD container. `client/ui/time_display.gd` — insert-style time display already wired via `_router.register_always(time_display.update_from_state)` in `main.gd`. No ticker node or script exists. Server snapshot will carry `current_ticker: Optional<{ id, text, category }>` when player is in the bar zone (#591).
|
||||
|
||||
**What to deliver:**
|
||||
|
||||
1. `client/ui/news_ticker.gd` + `news_ticker.tscn` — a horizontal scrolling text bar. Design: narrow strip (24–32px tall), anchored top of screen or bottom above the dialogue box, full width. Background: dark semi-transparent (`Color(0.05, 0.05, 0.07, 0.75)`). Text: scrolls left at a constant rate (~60px/sec). Text content: the `text` field from `current_ticker`. When `current_ticker` is `null` (player is not in bar zone), the ticker hides itself (`visible = false`).
|
||||
|
||||
2. Wire in `main.gd` — add `@onready var news_ticker = $UILayer/NewsTicker` and register: `_router.register_always(news_ticker.update_from_state)`. Implement `news_ticker.update_from_state(snapshot: Dictionary)`: read `snapshot.get("current_ticker")`, update text if changed, show/hide based on null.
|
||||
|
||||
3. **Insert overlay compatibility** — the ticker lives on `UILayer` (z-layer 7 per D-049). When the insert overlay is open (`GameState.insert_active = true`), the ticker should NOT be hidden — the news terminal is a real-world object the player can see while their insert is open. Do not call `set_insert_active` on the ticker.
|
||||
|
||||
4. **Scrolling behavior** — the headline scrolls in from the right and exits left. When it exits, it restarts from the right with the same text (the server rotates the headline every 200 ticks; client just loops whatever it currently has). No crossfade, no fade-in. Pure marquee.
|
||||
|
||||
**UI location:** Confirm with the sprint visual check that the ticker does not occlude the time display (top-right insert) or the monologue display (top-center). If there is a conflict, anchor the ticker at the bottom-center above the dialogue box, 4px margin above.
|
||||
|
||||
**Blocked by:** #591 (server must send `current_ticker` field in snapshot before client has real data to render; before that, the ticker renders nothing and stays hidden).
|
||||
|
||||
---
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#587 (server: archetype in StartupMessage)
|
||||
└→ #588 (character select screen) ← start after #587 is merged
|
||||
└→ PROTOCOL_VERSION 17→19 bump (coordinate with server)
|
||||
|
||||
#589 (server: tell escalation)
|
||||
└→ #590 (triangle activation consumer) ← start after #589 is merged
|
||||
|
||||
#591 (server: ticker in snapshot)
|
||||
└→ #592 (news ticker HUD) ← start after #591 is merged
|
||||
|
||||
#588 + #590 + #592 → #593 (playthrough proof — server ticket)
|
||||
```
|
||||
|
||||
All three client tickets are blocked on their respective server tickets. Start with `protocol.gd` decode additions speculatively (no server data yet — verify against `server/src/bridge/types.rs` for field names), then wire the handlers once server branches are merged to main.
|
||||
|
||||
---
|
||||
|
||||
## PR Workflow
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz \
|
||||
--title "feat(client): character archetype select screen" \
|
||||
--description "body" --base main --head client
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Sprint Completion (Client Criteria)
|
||||
|
||||
1. From main menu, "New Game" → character select screen appears. Both cards render. Keyboard and mouse selection work. ESC cancels without creating a save directory.
|
||||
2. Selected archetype is persisted in `GameState.character_archetype` and sent in `StartupMessage`. Server receives correct archetype (verify via debug console `status` — it should report the active archetype if Dudley adds it to the status response).
|
||||
3. `PROTOCOL_VERSION = 19` — client matches server. Connection handshake succeeds.
|
||||
4. When `triangle_crisis_events` is non-empty in snapshot, `sfx_monologue_chime_urgent.ogg` fires once. Does not re-fire on subsequent ticks.
|
||||
5. News ticker visible and scrolling in The Last Shift zone. Hidden in all other zones. Text matches the server-sent headline.
|
||||
6. `make test-client` green on client branch. No regressions in existing test suite.
|
||||
@@ -0,0 +1,147 @@
|
||||
# Sprint 24: Signal — Copy Tasks
|
||||
|
||||
**Goal:** Wire the storyteller's activation event into player-visible consequences, thread character archetype through the full session lifecycle, and deliver the first unscripted end-to-end v0.1 playthrough — from main menu to triangle activation.
|
||||
|
||||
**Branch:** `copy`
|
||||
**Agents:** Mellanie (dialogue), Paula (narrative), Gestalt (systems)
|
||||
|
||||
> **This is the capstone sprint for v0.1.** The lines authored here are the player's first
|
||||
> experience of the storyteller doing its job. When the triangle activates and Kael's behavior
|
||||
> shifts, the character's internal voice is the signal. These lines carry D-039 wow moment #2
|
||||
> ("The Character's Eye") — the moment the monologue notices something the player didn't.
|
||||
> Sprint 25 is playtest. Get these lines right.
|
||||
|
||||
---
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #597 | Triangle activation — copy: author 3–5 proximity monologue lines for TriangleActivated (per archetype) | — |
|
||||
|
||||
Use `tooling/db/ticket show <id>` for full details.
|
||||
|
||||
---
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/scope.md` — D-039 (wow moment #2: "The Character's Eye" — monologue flags something the player didn't notice; urgent chime fires), D-027 (vertical slice criterion: the observe→notice→follow→discover sequence must emerge from systems, not scripts)
|
||||
- `decisions/content.md` — D-032 (separate monologue pools per character — no shared lines between smuggler and detective), D-035 (tag taxonomy: `trigger: observe_npc`, `situation: [triangle_activated]`, `character`, `prerequisite` fields required), D-090 (PC voice registers — smuggler: contracted, street-cadenced, risk-calculating; detective: analytical, institutional, uncontracted)
|
||||
- `decisions/content.md` — D-016 (monologue functions: perception bridge, atmosphere, diegetic hint, unreliable narrator — these lines are observation, not exposition), D-034 (THE FRIEND: Kael Davan is smuggler's FRIEND; Sera Venn is detective's FRIEND — these are the primary triangle anchor NPCs)
|
||||
- `decisions/content.md` — D-024 (tell system — `RoutineDeviation` tell fires when NPC is off schedule; these lines should feel like the character noticing the deviation, not naming the conspiracy)
|
||||
|
||||
---
|
||||
|
||||
## Open Questions to Resolve Early
|
||||
|
||||
None blocking this ticket. The tag schema is fully specified (D-035). The character voice registers are documented (D-090). The NPC identities are confirmed (D-034). Author without waiting for server/client tickets to land — the content files are independent of the implementation.
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
### #597 — Triangle activation proximity monologue lines
|
||||
|
||||
**What exists:** The monologue pool system (`server/src/simulation/monologue.rs`) selects lines by `trigger`, `character`, `situation`, and `prerequisite`. The `observe_npc` trigger fires when the player is proximate to a specific NPC and has LOS to them. `RoutineDeviation` tell state is the server signal that a triangle anchor NPC is activated. The system can gate monologue lines on situation tags that correspond to game state — `triangle_activated` is a valid situation tag that the server can emit when `TriangleActivatedQueue` is non-empty.
|
||||
|
||||
**What to deliver:** 3–5 monologue lines per character (smuggler and detective), placed in the correct pool files.
|
||||
|
||||
**File locations:**
|
||||
- Smuggler: `content/campaigns/main/systems/krenn/stations/sova/districts/transit/monologue/smuggler/the-terminal.yaml`
|
||||
- Detective: `content/campaigns/main/systems/krenn/stations/sova/districts/transit/monologue/detective/the-terminal.yaml`
|
||||
|
||||
(Kael and Torek are Terminal NPCs. Sera is also a Terminal presence. These lines fire when the player observes those NPCs post-activation while at The Terminal or maintenance corridors.)
|
||||
|
||||
**Tag specification (D-035 required fields):**
|
||||
|
||||
```yaml
|
||||
- id: pc-smuggler_m_s_NNN # NNN = next available index in the smuggler pool
|
||||
text: "..."
|
||||
role: player_character
|
||||
access: [public]
|
||||
trust: surface
|
||||
situation: [triangle_activated]
|
||||
trigger: observe_npc
|
||||
mood: [suspicious] # or [anxious] depending on line content
|
||||
priority: 8 # higher than ambient lines; lower than opening hook (10)
|
||||
cooldown: 9999 # fires once per activation per session
|
||||
tags: [triangle-signal, tell-observation]
|
||||
prerequisite:
|
||||
npc_in_los: true # only fires when actively observing an NPC
|
||||
```
|
||||
|
||||
**Smuggler lines — Kael Davan (triangle anchor: T1 hub-power)**
|
||||
|
||||
The smuggler knows Kael. Kael is a colleague, possibly a friend. The lines must feel like noticing something personal about a familiar person, not flagging a conspiracy suspect. The smuggler's register (D-090): contracted, casual, risk-reading.
|
||||
|
||||
Three beats to cover in 3–5 lines (one line per beat, no doubling):
|
||||
1. Physical observation — Kael's behavior is off in a specific, observable way (posture, timing, direction).
|
||||
2. Internal rationalization — the smuggler finds a mundane explanation first. This is deniable.
|
||||
3. Doubt — the rationalization doesn't quite hold. The smuggler can't name what's wrong. The reader can.
|
||||
|
||||
Example tone (do not use as final lines — author fresh):
|
||||
- Beat 1: "Kael's on the main corridor. He doesn't usually work this route." (Too on-the-nose; soften)
|
||||
- Beat 2: "Could just be a schedule swap. Voss does that sometimes."
|
||||
- Beat 3: "...but Kael doesn't swap shifts."
|
||||
|
||||
These are tone illustrations, not copy. Paula and Mellanie should author the actual lines.
|
||||
|
||||
**Detective lines — Sera Venn and Torek Lintar (triangle anchor: T2 informant-question)**
|
||||
|
||||
The detective is external — these are analytical observations about NPCs whose behavior creates a logical anomaly in the investigation pattern. Detective register (D-090): uncontracted, institutional framing, evidence-cataloguing internal voice.
|
||||
|
||||
Three beats:
|
||||
1. Pattern recognition — the detective logs a behavioral deviation as data.
|
||||
2. Hypothesis formation — what does this deviation imply? (stated as a question, not a conclusion)
|
||||
3. Procedural next step — the detective's internal instinct is to act, not just observe.
|
||||
|
||||
Example tone:
|
||||
- Beat 1: "Sera avoided eye contact with Torek again. Third occurrence in four observations."
|
||||
- Beat 2: "If she knows something about his manifest discrepancy, why the silence?"
|
||||
- Beat 3: "Worth a conversation. But not here."
|
||||
|
||||
**What these lines must NOT do:**
|
||||
- Name the conspiracy directly ("Kael is in the ring" / "Torek is covering evidence")
|
||||
- Be omniscient — the character observes behavior, not motive
|
||||
- Be too long — 1–2 sentences maximum per line; monologue is a flash of interiority
|
||||
- Repeat vocabulary across lines — each line should use different sensory or cognitive entry
|
||||
|
||||
**Verification:** Run the line previewer CLI to confirm schema compliance before committing:
|
||||
```bash
|
||||
tooling/db/sqlite-query 'SELECT * FROM ...' # check via line previewer if available
|
||||
# Or: server/target/debug/line-previewer path/to/the-terminal.yaml
|
||||
```
|
||||
|
||||
Confirm with `make validate-content` that the YAML parses without errors.
|
||||
|
||||
---
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#597 (proximity monologue lines) — no blockers, author immediately
|
||||
|
||||
#597 → #593 (playthrough proof — must land before sprint is closed)
|
||||
```
|
||||
|
||||
Start authoring #597 immediately. It is unblocked. The lines need to be in the content files before the playthrough proof (#593) can be run.
|
||||
|
||||
---
|
||||
|
||||
## PR Workflow
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz \
|
||||
--title "feat(copy): triangle activation proximity monologue lines" \
|
||||
--description "body" --base main --head copy
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Sprint Completion (Copy Criteria)
|
||||
|
||||
1. 3–5 smuggler monologue lines in `monologue/smuggler/the-terminal.yaml` with `situation: [triangle_activated]`, correct tag schema (D-035), `cooldown: 9999`, `trigger: observe_npc`.
|
||||
2. 3–5 detective monologue lines in `monologue/detective/the-terminal.yaml` with the same schema.
|
||||
3. `make validate-content` passes — YAML parses, required fields present, no FactId typos.
|
||||
4. Voice consistency: smuggler lines are contracted, risk-reading; detective lines are analytical, institutional. Paula reviews before PR.
|
||||
5. Lines do not name the conspiracy — they observe behavior and feel personal to the character.
|
||||
@@ -0,0 +1,120 @@
|
||||
# Sprint 24: Signal — Joint / Integration
|
||||
|
||||
**Goal:** Wire the storyteller's activation event into player-visible consequences, thread character archetype through the full session lifecycle, and deliver the first unscripted end-to-end v0.1 playthrough — from main menu to triangle activation.
|
||||
|
||||
**Agents:** All implementation agents (Dudley, Tyre, Hoshe, Stig, Mellanie, Paula, Gestalt)
|
||||
|
||||
> **This is the capstone sprint for v0.1.** Sprint 23 built the world. Sprint 24 makes it
|
||||
> legible as a story. Sprint 25 is playtest. Every ticket in this sprint feeds into a single
|
||||
> proof: a real human can boot the game, pick a character, play for 30 minutes, and experience
|
||||
> the storyteller doing its job — without scripted interventions or debug shortcuts.
|
||||
|
||||
---
|
||||
|
||||
## Pre-Sprint Actions
|
||||
|
||||
These must happen at sprint start, before implementation tickets begin:
|
||||
|
||||
| Action | Owner | Blocks |
|
||||
|--------|-------|--------|
|
||||
| Confirm `StartupMessage` wire format with `character_archetype` field | Dudley + Stig sync (day 1) | #588 — client serialization cannot be finalized until server field is published in `bridge/types.rs` |
|
||||
| Confirm PROTOCOL_VERSION bump: 18 → 19 | Dudley + Stig | #587 server + #588 client must land together — version mismatch crashes handshake |
|
||||
| Confirm `triangle_crisis_events` decode path for `TriangleCrisisEventWire` field names | Dudley + Stig sync (day 1) | #590 — client `protocol.gd` decode speculates from `bridge/types.rs`; confirm field names before merging |
|
||||
| Confirm `current_ticker` snapshot field structure (`id`, `text`, `category`) | Dudley + Stig sync (day 1) | #592 — client ticker decode needs field names from server `bridge/types.rs` |
|
||||
|
||||
---
|
||||
|
||||
## Cross-Team Dependencies
|
||||
|
||||
| Dependency | Direction | Notes |
|
||||
|------------|-----------|-------|
|
||||
| `character_archetype` in StartupMessage | Server (#587) → Client (#588) | Client cannot send archetype until server defines the field. Stig reads `bridge/types.rs` for the field name before finalizing `Protocol.encode_startup_message()`. |
|
||||
| PROTOCOL_VERSION 18 → 19 | Server (#587) ↔ Client (#588) | Both must land in the same merge window. A mismatch crashes the handshake. |
|
||||
| `RoutineDeviation` tell in snapshot | Server (#589) → Client (#590) | Client registers `triangle_crisis_events` handler; server populates it after tell escalation is wired. |
|
||||
| `current_ticker` in snapshot | Server (#591) → Client (#592) | Client ticker hides when field is absent (null). Client can be merged before server; it simply renders nothing until server sends data. |
|
||||
| Triangle activation monologue lines | Copy (#597) → Server (#593) | Lines must be in YAML files before playthrough proof run. Copy is unblocked — merge first. |
|
||||
| Playthrough proof | All tickets → Server (#593) | #593 is the convergence gate. Cannot be filed done until all upstream tickets are merged and CI is green across all branches. |
|
||||
|
||||
---
|
||||
|
||||
## Housekeeping Done at Sprint Planning
|
||||
|
||||
The following tickets were closed during planning as their work was already complete:
|
||||
|
||||
| # | Reason |
|
||||
|---|--------|
|
||||
| #38 | Client-Server Integration epic — all 11 children done across Sprints 1–22 |
|
||||
| #369 | v0.1 Content Scoping Workshop Outputs — all 39 children done |
|
||||
| #455 | QA Strategy & Test Infrastructure — all 59 children done |
|
||||
| #575 | LOS boundary bug — fixed by #584/#585 in Sprint 23 |
|
||||
| #596 | Opening monologue content — fully authored in Sprint 12 (#299 smuggler, #300 detective) |
|
||||
|
||||
---
|
||||
|
||||
## Sprint Completion Proof
|
||||
|
||||
The sprint is done when **all of the following are observable in a live production session** (no `--gauntlet`, no `SR_TEST=1`, no forced debug shortcuts):
|
||||
|
||||
1. **Character selection works.** From the main menu, click "New Game." A character select screen appears with two cards: Smuggler and Detective. Both keyboard and mouse selection work. ESC cancels without creating a save. Selecting a character proceeds to the game.
|
||||
|
||||
2. **Opening monologue is character-correct.** The first monologue line that fires on session start matches the selected archetype. Smuggler opening: contracted, dock-worker voice, insider framing. Detective opening: analytical, institutional framing, uncontracted. Both fire within the first 5 seconds of game load.
|
||||
|
||||
3. **Storyteller activates naturally.** Play as Smuggler. Walk to The Terminal. Observe Kael for ~3 game-minutes (no teleport, no debug shortcut). Eventually (after ~30 game-minutes real or via debug `contaminate`): the urgent monologue chime fires. The next time you approach Kael, a proximity monologue line fires from the `triangle_activated` situation pool.
|
||||
|
||||
4. **Tell state is observable.** After activation, stand near Kael. The debug console `npc <kael_entity_id>` reports `tell_state: RoutineDeviation`. The entity renderer colors/indicators for Kael reflect the tell (future animation deferred — tell state emitted is sufficient for v0.1).
|
||||
|
||||
5. **News ticker displays in The Last Shift.** Walk to The Last Shift bar. A scrolling text headline is visible in the HUD. Leaving the bar hides it. Returning shows a headline (possibly different, if 200 ticks have elapsed).
|
||||
|
||||
6. **CI green across all branches.** `make ci` passes on `main`, `server`, `client`, `copy` branches. No regressions.
|
||||
|
||||
---
|
||||
|
||||
## Test Plan Alignment (D-030)
|
||||
|
||||
Sprint 24 is Phase 3 territory (D-030 Phase 3: CauseChain verification + divergent snapshots):
|
||||
|
||||
- **#587/#588:** Protocol round-trip test — `StartupMessage { character_archetype: Smuggler }` survives serialize/deserialize. Phase 1 (data structure).
|
||||
- **#589:** Unit test — after `TriangleActivatedQueue` is populated, triangle NPCs have `RoutineDeviation`; `derive_tell_state()` returns `RoutineDeviation`. Phase 1.
|
||||
- **#591:** Unit test — `TickerPool` loads 30 headlines from YAML, rotation advances deterministically with `SimRng`. Phase 1.
|
||||
- **#595:** Integration test — 1-tick simulation with `StartupMessage { character_archetype: Smuggler }` emits opening monologue line from smuggler pool (not detective pool). Phase 2.
|
||||
- **#590:** Client test — mock snapshot with `triangle_crisis_events: [{ triangle_id: 1 }]` triggers `CHIME_ACTIVATION` play call once; second snapshot with same triangle_id does not retrigger. Phase 2.
|
||||
- **#593:** End-to-end integration test — `test_v0_1_integration_playthrough` (server `tests/` directory). Boot server, send Smuggler startup message, advance to contamination via debug command, assert TriangleActivated and RoutineDeviation in golden snapshot. Phase 3.
|
||||
|
||||
---
|
||||
|
||||
## Open Questions
|
||||
|
||||
| ID | Question | Blocks | Action |
|
||||
|----|----------|--------|--------|
|
||||
| Q-052 | Storyteller hint delivery channels | — | Resolved at v0.1 scope this sprint. #589 implements channel 1 (behavioral tell escalation), #597 implements channel 7 (proximity monologue). Channels 2 (environmental change) and 4 (overheard NPC conversation) deferred to v0.2. File resolution note in `decisions/questions-content.md` after sprint. |
|
||||
|
||||
---
|
||||
|
||||
## PR Merge Order
|
||||
|
||||
To avoid conflicts on shared files (`bridge/types.rs`, `protocol.gd`, `PROTOCOL_VERSION`):
|
||||
|
||||
1. Copy PR (#597) — no code dependencies; merge first. Lines must be in `main` before playthrough proof runs.
|
||||
2. Server PRs (#589, #591, #594) — no client dependencies; merge in any order. These are independent.
|
||||
3. **Server PR #587 (StartupMessage + archetype) + Client PR #588 (character select)** — must land together. Both bump `PROTOCOL_VERSION` to 19. Coordinate merge timing.
|
||||
4. Client PR #590 (triangle consumer) — merge after server #589 is in main.
|
||||
5. Client PR #592 (ticker HUD) — can merge before server #591 (renders nothing when field absent); merge after for clean integration test.
|
||||
6. Server PR #595 (opening monologue gate) — merge after server #587 is in main.
|
||||
7. Server PR #593 (playthrough proof) — last to merge. Requires all upstream PRs green.
|
||||
|
||||
**Critical:** #587 and #588 share the PROTOCOL_VERSION bump. Do not merge one without the other.
|
||||
|
||||
---
|
||||
|
||||
## v0.1 Readiness After This Sprint
|
||||
|
||||
After Sprint 24 ships, the vertical slice (D-027) satisfies:
|
||||
|
||||
| D-027 Criterion | Sprint 24 Delivery | Status |
|
||||
|----------------|-------------------|--------|
|
||||
| 30 minutes of daily-life breathing room before contamination | Contamination delay (Sprint 22 #254) + storyteller lifecycle (Sprint 23 #572) | Done — Sprint 22/23 |
|
||||
| Both playthroughs feel fundamentally different | Character archetype select (#587/#588) + archetype-gated monologue (#595) + character voice (#597) | Done — this sprint |
|
||||
| Player names an NPC they felt conflicted about | Kael/Sera content (Sprint 12–22) + tell escalation (#589) + proximity monologue (#597) | Done — this sprint |
|
||||
| Observe→notice→follow→discover emerges from systems | Tell escalation (#589) + proximity monologue (#597) + existing dialogue/knowledge graph | Done — this sprint |
|
||||
|
||||
Sprint 25 will address wow moments #3 (THE FRIEND's Contradiction) and #6 (The Quiet Moment) — the two that require deeper playtest-driven tuning. The core loop is complete after Sprint 24.
|
||||
@@ -0,0 +1,199 @@
|
||||
# Sprint 24: Signal — Server Tasks
|
||||
|
||||
**Goal:** Wire the storyteller's activation event into player-visible consequences, thread character archetype through the full session lifecycle, and deliver the first unscripted end-to-end v0.1 playthrough — from main menu to triangle activation.
|
||||
|
||||
**Branch:** `server`
|
||||
**Agents:** Dudley (simulation), Tyre (architecture), Hoshe (QA)
|
||||
|
||||
> **This is the capstone sprint for v0.1.** Everything server-side must converge on a production
|
||||
> playthrough: correct character spawned, opening monologue fired, storyteller active, triangle
|
||||
> escalation observable. Sprint 25 is playtest. There is no Sprint 26 before v0.1 ships.
|
||||
|
||||
---
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #587 | Character archetype — server: accept archetype in StartupMessage, spawn correct PC | — |
|
||||
| #589 | Triangle activation consumer — server: behavioral tell escalation on TriangleActivated | — |
|
||||
| #591 | News ticker — server: load ticker YAML, emit current headline in snapshot | — |
|
||||
| #595 | Opening monologue trigger — server: emit opening lines at session start based on archetype | #587 |
|
||||
| #593 | v0.1 playthrough proof: full session from main menu through storyteller activation | #587, #589, #591, #595 (+ client #588, #590, #592 + copy #597) |
|
||||
| #594 | Tile data model design — produce D-record for extensible tile properties | — (design only, unblocks post-v0.1) |
|
||||
|
||||
Use `tooling/db/ticket show <id>` for full details.
|
||||
|
||||
---
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/scope.md` — D-027 (vertical slice success criteria — the 4 tests the playthrough must satisfy), D-039 (6 wow moments — opening arrival, character's eye, FRIEND contradiction, divergence reveal, news ticker gut-punch, quiet moment)
|
||||
- `decisions/content.md` — D-032 (separate monologue pools: `character` tag is a hard partition, not a filter), D-035 (tag taxonomy: `trigger`, `character`, `prerequisite` fields on monologue lines), D-023 (three-tier content model — storyteller activates Tier 1 modules based on engagement)
|
||||
- `decisions/content.md` — D-024 (NPC 10-axis model — tell system axis 9; tells flow from simulation state not authored), D-036 (Sova Transit District — The Terminal, The Last Shift, news ticker content at `ticker/the-last-shift.yaml`)
|
||||
- `decisions/architecture.md` — D-020 (StartupMessage is the only initialization crossing IPC; PROTOCOL_VERSION gates wire compatibility), D-041 (knowledge graph data model — KnowledgeConfidence confidence levels), D-010 principle 3 (no player identity baked into game loop — archetype is a configuration, not a special case)
|
||||
|
||||
---
|
||||
|
||||
## Open Questions to Resolve Early
|
||||
|
||||
- **Q-052: Storyteller hint delivery channels** — #589 implements channels 1 (behavioral tell escalation) and 7 (proximity monologue, via copy #597). Environmental change (channel 2) and overheard NPC conversation (channel 4) are deferred to Sprint 25. This sprint resolves Q-052 at v0.1 scope. No design discussion needed — the channel inventory is decided; implementation scope is constrained to what's achievable this sprint.
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
### #587 — Character archetype in StartupMessage
|
||||
|
||||
**What exists:** `StartupMessage` in `server/src/bridge/types.rs` has one field: `pub world_seed: u64`. The production startup path initializes all NPCs and spawns the player entity without any archetype selection — the player entity carries `CharacterArchetype::Detective` by default (see `server/src/simulation/monologue.rs` line ~174: `character: "detective".to_string()`). `CharacterArchetype` enum is already defined in `bridge/types.rs` with `Smuggler` and `Detective` variants (used by phase-2 verb filter in `server/src/perception/observer/mod.rs`).
|
||||
|
||||
**What to deliver:**
|
||||
|
||||
1. Add `pub character_archetype: CharacterArchetype` to `StartupMessage`. Default to `Detective` if absent during deserialization (backward-compatible via `#[serde(default)]`).
|
||||
|
||||
2. In the production startup path (`server/src/main.rs` or `server/src/content/spawn.rs`), read `startup_msg.character_archetype` and insert the correct `CharacterArchetype` component on the player entity. The player entity is currently spawned without an archetype component — insert it here.
|
||||
|
||||
3. In `server/src/simulation/monologue.rs`, read the `CharacterArchetype` component from the player entity at `MonologueState` initialization (or on first tick) and set `MonologueState.character` from it: `"smuggler"` or `"detective"`. This is the string that gates all monologue pool selection.
|
||||
|
||||
4. Bump `PROTOCOL_VERSION` to 19. The new field in `StartupMessage` is a breaking change — old clients send a message that omits `character_archetype`, new server will default it correctly, but old servers receiving the new format will fail. Coordinate with Stig (#588) on timing.
|
||||
|
||||
**Gotcha:** `CharacterArchetype` already serializes via serde. The existing `impl From<CharacterArchetype> for ObserverSnapshot` path in bridge tests validates round-trips — make sure the new `StartupMessage` test also covers the default case (`Smuggler` serializes and round-trips; missing field deserializes as `Detective`).
|
||||
|
||||
**Unblocks:** #595 (opening monologue), #588 (client select screen can now send the archetype).
|
||||
|
||||
---
|
||||
|
||||
### #589 — Triangle activation consumer: behavioral tell escalation
|
||||
|
||||
**What exists:** `server/src/npc/tell_state.rs` — `TellCategory` enum (Nervous, Angry, Friendly, Guarded, RoutineDeviation) and `derive_tell_state()` function. Tell state is derived from NPC axis values each tick and emitted in `ObserverSnapshot.entities[].tell_state`. `RoutineDeviation` component exists. The storyteller emits `TriangleActivated { triangle_id, npc_entity }` into `TriangleActivatedQueue`.
|
||||
|
||||
**What to deliver:** A system `escalate_tells_on_activation()` that:
|
||||
|
||||
1. Drains `TriangleActivatedQueue` each tick (non-destructively — queue must still be readable by other consumers; use `events()` pattern or check if existing drain is appropriate).
|
||||
|
||||
2. For each `TriangleActivatedEvent`, find the anchor NPC entity (`event.npc_entity`) and the 1-2 NPCs who are in the same triangle (via `TriangleState` query). These are the triangle's NPCs.
|
||||
|
||||
3. Insert a `RoutineDeviation` component on all triangle NPCs. `RoutineDeviation` is the strongest tell category per `derive_tell_state()` priority order — it overrides Nervous/Angry/Guarded. This makes the triangle NPCs immediately observable as anomalous.
|
||||
|
||||
4. The `RoutineDeviation` component should carry a `expires_at_tick: u64` field (if not already present) so it can be removed after a configurable window (suggest `TELL_ESCALATION_DURATION_TICKS = 300` = 30 game-minutes). Add a system to remove expired `RoutineDeviation` components.
|
||||
|
||||
**Why this is the right channel:** D-024 axis 9 (tell system) is a simulation output, not authored content. The `RoutineDeviation` tell fires when the NPC is off their usual schedule — which is exactly true post-activation (the triangle is hot). No new content required. Client sees it as `tell_state: RoutineDeviation` on the visible entity. Copy (#597) authors the monologue lines the client fires when the player observes this tell.
|
||||
|
||||
**Integration point:** `TriangleActivatedQueue` is in `server/src/storyteller/mod.rs`. The new system should live in `server/src/storyteller/` or `server/src/simulation/pressure.rs` — either is appropriate. Register in `StorytellerPlugin.build()`.
|
||||
|
||||
**Test:** `cargo test` — verify that after `TriangleActivatedQueue` is populated with a test event, triangle NPCs have `RoutineDeviation` inserted and `derive_tell_state()` returns `RoutineDeviation` for them.
|
||||
|
||||
---
|
||||
|
||||
### #591 — News ticker: server-side
|
||||
|
||||
**What exists:** `content/campaigns/main/systems/krenn/stations/sova/districts/transit/ticker/the-last-shift.yaml` — 30 authored headlines (freight, politics, infrastructure, sports, commission, community categories). The YAML is fully authored (Sprint 12, #306). It is NOT loaded at runtime — the content loader (`server/src/content/loader.rs`) does not parse ticker files. `ObserverSnapshotWire` in `server/src/bridge/types.rs` has no ticker field.
|
||||
|
||||
**What to deliver:**
|
||||
|
||||
1. `TickerLine` struct: `id: String`, `text: String`, `category: String`. Add to `bridge/types.rs`.
|
||||
|
||||
2. Add `current_ticker: Option<TickerLine>` to `ObserverSnapshotWire`. Only populated when player is in The Last Shift zone (zone_id `"bar"` — check `server/src/simulation/zone.rs`). `None` in all other zones.
|
||||
|
||||
3. `TickerPool` resource: loads `ticker/the-last-shift.yaml` at startup via the content loader. Holds all 30 headlines. Uses `SimRng` to advance to a new headline every `TICKER_ROTATION_TICKS = 200` ticks (20 game-minutes). Deterministic under D-010 — always use `SimRng`, never system randomness.
|
||||
|
||||
4. In the observer snapshot system (`server/src/perception/observer/mod.rs`), read `TickerPool` and populate `current_ticker` when player zone is `"bar"`.
|
||||
|
||||
**Gotcha:** The ticker rotation must use `SimRng` (the seeded bevy resource), not `rand::thread_rng()`. D-010 principle 4 — deterministic simulation. A ticker rotation driven by `thread_rng()` would produce different headlines on replay, breaking golden-file tests.
|
||||
|
||||
**Content note:** The ticker content file at `ticker/the-last-shift.yaml` uses a `dual_lens` field per headline (separate monologue notes for smuggler vs detective perspective). These notes are for copy authoring reference only — do NOT include them in the `TickerLine` wire struct. The `text` field is what crosses the boundary; `dual_lens` is authoring metadata.
|
||||
|
||||
---
|
||||
|
||||
### #595 — Opening monologue trigger
|
||||
|
||||
**What exists:** `server/src/simulation/monologue.rs` — `MonologueState` has `pub character: String` (initialized as `"detective"`) and `pub enter_location_fired: bool`. The system `tick_monologue()` calls `select_monologue_line()` which filters pools by `pool.character != character` — so the character string gate already works. Opening monologue content is fully authored at:
|
||||
- `content/campaigns/main/.../monologue/detective/opening.yaml` (12 lines, Sprint 12 #300)
|
||||
- `content/campaigns/main/.../monologue/smuggler/opening.yaml` (Sprint 12 #299)
|
||||
|
||||
Both files use `trigger: enter_location` and `situation: [arrival, shift_start]`. The `enter_location` trigger fires on the first tick (`MonologueState.enter_location_fired = false` → fires → sets `true`).
|
||||
|
||||
**What to deliver:** This ticket is small because the infrastructure is almost complete. The only missing piece is that `MonologueState.character` is initialized as `"detective"` before the archetype is known. Fix:
|
||||
|
||||
1. After #587 lands (archetype inserted on player entity), read `CharacterArchetype` in `MonologuePlugin.build()` or the first-tick setup system and set `MonologueState.character` correctly: `CharacterArchetype::Smuggler → "smuggler"`, `CharacterArchetype::Detective → "detective"`.
|
||||
|
||||
2. Verify that `select_monologue_line()` with `trigger = "enter_location"` and `character = "smuggler"` correctly selects from `opening.yaml` in the smuggler subdirectory. Run the existing monologue integration test with a smuggler archetype — it should already pass once #587 sets the character string.
|
||||
|
||||
3. Add a regression test: spawn two sessions (smuggler + detective), advance 1 tick each, assert different `character` on `MonologueState`. This verifies the archetype flows end-to-end.
|
||||
|
||||
**Blocked by:** #587 (needs `CharacterArchetype` on player entity before this system can read it).
|
||||
|
||||
---
|
||||
|
||||
### #594 — Tile data model design (D-record)
|
||||
|
||||
**What exists:** Current tile format is single characters (`F/W/V/R`) in string arrays in location YAML files. This cannot represent per-tile properties (door access lists, container contents, damage state, visual variant, sound properties, trigger zones). Epic #586 tracks this. This ticket produces the design only — no migration, no implementation.
|
||||
|
||||
**What to deliver:** A filed D-record in `decisions/architecture.md` via `tooling/db/decision claim D architecture "Tile data model — extensible per-tile properties"` before writing. The D-record must:
|
||||
|
||||
1. Survey what tile-level data the game needs across systems (doors, containers, damage, visual variants, trigger zones, material properties).
|
||||
2. Choose between: (a) tile palette/registry (tiles are typed by ID, properties on the type), (b) per-tile property bags (each tile can have arbitrary key-value), (c) ECS-style tile components (tiles are entities), or (d) hybrid.
|
||||
3. Specify the YAML authoring format (human-writable, survives merge conflicts), the loader contract (how the server parses it), and the runtime representation (what ECS queries use).
|
||||
4. Estimate migration effort for the 5 existing location YAMLs.
|
||||
|
||||
**Scope:** This is design work only. No code changes. The D-record is the deliverable. Tyre should author it; Dudley reviews for implementation feasibility. File via the standard decision workflow (`decision claim` → edit `decisions/architecture.md` → commit with pre-commit hook running `decisions-sync`).
|
||||
|
||||
---
|
||||
|
||||
### #593 — v0.1 playthrough proof
|
||||
|
||||
**What exists:** By the time this ticket starts, all upstream tickets are merged: archetype in StartupMessage (#587), tell escalation (#589), ticker in snapshot (#591), opening monologue archetype-gated (#595), client character select (#588), client triangle consumer (#590), client ticker (#592), copy activation monologue lines (#597).
|
||||
|
||||
**What to deliver:** This is an integration proof ticket, not an implementation ticket. Deliverable is a written test plan execution + green CI.
|
||||
|
||||
1. **Full playthrough test (manual):** Boot server in production mode (no `--gauntlet`). Boot client in production mode (no `SR_TEST=1`). From main menu, click "New Game." Character select screen appears — select Smuggler. Game scene loads. Confirm: opening monologue fires (Smuggler voice). Walk to The Terminal. Observe Kael for ~3 game-minutes (check `EngagementRecord` via debug console `npc <id>`). Use debug console `contaminate` to skip to contamination phase. Wait for activation pass — `triangles` command shows one triangle in Active phase. Walk back to Kael — `tell_state` is `RoutineDeviation`. Proximity monologue fires (from copy #597). Walk to The Last Shift — news ticker visible. CI green.
|
||||
|
||||
2. **Automated integration test (server):** Add `test_v0_1_integration_playthrough` in `server/tests/`. Uses the existing test-client infrastructure (tooling/test-client): boot server, send `StartupMessage { world_seed: 12345, character_archetype: Smuggler }`, advance 1 tick, assert snapshot contains smuggler opening monologue, advance to tick 3000, send `SkipToContamination` debug command, advance 10 more ticks, assert `TriangleActivatedQueue` is non-empty in server state (via golden snapshot comparison).
|
||||
|
||||
3. **PR merge coordination:** Server #593 and client #588/#590/#592 must all be green on their respective branches before this ticket can be filed as done. The playthrough proof is the collective gate for the sprint.
|
||||
|
||||
**Gotcha — PROTOCOL_VERSION:** #587 bumps to 19. Client #588 must update `Protocol.PROTOCOL_VERSION` to 19 simultaneously. The version mismatch is a connection crash. Coordinate with Stig on merge timing.
|
||||
|
||||
---
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#587 (archetype in StartupMessage) ─────────────────────────────────────────────────┐
|
||||
└→ #595 (opening monologue archetype-gated) │
|
||||
└→ #588 (client: character select screen) ← client work │
|
||||
↓
|
||||
#589 (tell escalation on TriangleActivated) ─────────────────────────────────────── #593
|
||||
└→ #590 (client: triangle consumer) ← client work (v0.1
|
||||
playthrough
|
||||
#591 (news ticker in snapshot) ─────────────────────────────────────────────────── proof)
|
||||
└→ #592 (client: ticker HUD) ← client work │
|
||||
│
|
||||
#597 (copy: activation monologue lines) ← copy work ────────┘
|
||||
|
||||
#594 (tile data model D-record) ← standalone design track, no v0.1 dependency
|
||||
```
|
||||
|
||||
Parallel server tracks: #587, #589, #591, #594 are all independent — start all simultaneously. #595 blocked on #587.
|
||||
|
||||
---
|
||||
|
||||
## PR Workflow
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz \
|
||||
--title "feat(server): character archetype in StartupMessage and monologue gating" \
|
||||
--description "body" --base main --head server
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Sprint Completion (Server Criteria)
|
||||
|
||||
1. `cargo test` green on server branch. All existing tests pass. New tests for archetype round-trip and tell escalation pass.
|
||||
2. `StartupMessage` with `character_archetype: Smuggler` produces a smuggler player entity with `MonologueState.character = "smuggler"` on tick 1.
|
||||
3. After `TriangleActivated` fires, triangle NPCs have `RoutineDeviation` inserted and `tell_state: RoutineDeviation` appears in the snapshot.
|
||||
4. Snapshot contains `current_ticker` (non-null headline) when player is in `"bar"` zone.
|
||||
5. Opening monologue (enter_location) fires on tick 1 with lines from the correct character pool.
|
||||
6. Integration test `test_v0_1_integration_playthrough` passes end-to-end.
|
||||
7. `PROTOCOL_VERSION = 19` — matches client.
|
||||
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Reference in New Issue
Block a user