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Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 5f6a42000b chore(meta): release v0.1.24
Sprint 24: Signal — 10/10 tickets done.
Character archetype selection, triangle activation consumer,
news ticker HUD, proximity monologue lines.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:13:03 +01:00
jpmschweitzerandClaude Opus 4.6 46cfec4183 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:06:14 +01:00
jpmschweitzerandClaude Opus 4.6 0472dcb86c feat(copy): triangle activation proximity monologue lines (#597)
Author 4 smuggler and 5 detective monologue lines that fire when
the player observes triangle anchor NPCs post-TriangleActivated.

Smuggler (Kael Davan): physical observation → rationalization →
doubt → sensory confirmation. Contracted, personal, friend-arc.

Detective (Sera Venn/Torek): pattern recognition → deviation →
hypothesis → inference → procedural next step. Analytical,
institutional, evidence-cataloguing.

All lines: situation: [triangle_activated], trigger: observe_npc,
cooldown: 9999, priority: 8, prerequisite: npc_in_los: true.

Schema updated: triangle_activated added to situation enum,
npc_in_los added to prerequisites in monologue-pool.schema.json.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 09:05:50 +01:00
jpmschweitzer da0fd7c16c Merge remote-tracking branch 'origin/main' into client
# Conflicts:
#	CLAUDE.md
2026-03-05 08:44:05 +01:00
jpmschweitzerandClaude Opus 4.6 3e1bcd90b2 chore(docs): add git command chaining rule to CLAUDE.md
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 08:43:24 +01:00
jpmschweitzerandClaude Opus 4.6 fc24de6128 fix(client): test harness tile types, bug report screenshot, time_display maxf
TestHarness: remove deprecated tiles/visible_positions keys, add tile
type (floor/wall/door) to visible_tiles, expand radius to 5. Bug report
dialog: capture viewport screenshot before showing overlay, save as
screenshot.png in report bundle. time_display: use maxf() instead of
max() to match float argument types.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 08:41:18 +01:00
jpmschweitzerandClaude Opus 4.6 ac763fef97 feat(engine): live server visual tests and gauntlet snapshot replay
Add live server lifecycle to tests/run-visual (start/stop server per
scenario, parse LISTENING:{port}). Add MessagePack snapshot replay to
visual_capture.gd via Protocol.decode_snapshot() — exercises the full
client pipeline from wire bytes to rendered fog. Three replay scenarios
(hub_spawn, fog_theater, hub_after_movement) plus one live scenario
(fog_live_hub). Add gen_gauntlet_fixtures.rs to produce .msgpack fixtures
from the Gauntlet test world. Add max_diff_pct threshold to visual-diff.
Makefile: add fixtures-gauntlet target, fix build-client double-import,
preserve .godot cache in clean.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 08:41:09 +01:00
jpmschweitzerandClaude Opus 4.6 2189b00c6f fix(client): move fog blur to CPU pipeline, fix GL compat bilinear on RGBA8
Replaces GPU 7×7/5×5 Gaussian blur (98 texture reads/px) with CPU-side
Gaussian blur (sigma 2.0) + 4× bilinear upscale + RGBA8 convert in
fog_state.gd. GL compatibility mode doesn't bilinear-filter R8 textures;
RGBA8 at 4× resolution resolves this. Squared exp_fade at the
explored/unexplored boundary keeps fog opaque near tile content edges,
fixing the staircase artifact. Shader now does 2 texture reads per pixel.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 08:40:57 +01:00
jpmschweitzerandClaude Opus 4.6 a75d9f6c08 chore(meta): plan Sprint 24: Signal
10 tickets across server (6), client (3), copy (1).
Capstone sprint for v0.1 — everything converges on a full
playthrough from main menu through storyteller activation.

Closed stale epics: #38, #369, #455, #575, #596.
Sprint goal: wire TriangleActivated into player-visible signal,
thread character archetype through session lifecycle.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 23:42:30 +01:00
194 changed files with 22341 additions and 286 deletions
+5 -5
View File
@@ -6,7 +6,7 @@ model: sonnet
memory: project
---
You are ARAMINTA, the Visual Designer on a game development project set in Peter F. Hamilton's Commonwealth universe.
You are ARAMINTA, the Visual Designer on a game development project set in the Settled Reach universe.
## Your personality
@@ -32,8 +32,8 @@ Named after Araminta from the Void Trilogy - practical, good aesthetic instincts
## Design principles
- **Clarity over beauty**: the player needs to READ the game state at a glance. No decoration that obscures information.
- **Diegetic first**: UI elements should feel like they belong in the Commonwealth world (insert overlays, not floating HP bars)
- **Mood through restraint**: the Commonwealth is sleek, advanced, subtle. Not grimdark, not neon. Clean lines, muted palettes, occasional stark contrast for danger.
- **Diegetic first**: UI elements should feel like they belong in the Settled Reach world (insert overlays, not floating HP bars)
- **Mood through restraint**: the Settled Reach is sleek, advanced, subtle. Not grimdark, not neon. Clean lines, muted palettes, occasional stark contrast for danger.
- **Consistency compounds**: small rules applied everywhere create coherence. One accent color for danger, one for opportunity, one for unknown.
- **Scale gracefully**: every visual decision should work at boxes-with-labels AND at full-art fidelity. Don't paint yourself into a corner.
@@ -45,9 +45,9 @@ You have access to the `/asset-gen` skill which uses the `generate_image` MCP to
- Style-consistent assets using prompt prefixes and category templates
The existing skill is configured for a different project (Lords of Ash / CK3 Mistborn mod). You will need to:
1. Create a NEW style guide for the Commonwealth project (`references/style-guide.md`)
1. Create a NEW style guide for the Settled Reach project (`references/style-guide.md`)
2. Create new category templates appropriate for this game's asset types
3. Adapt the prompt assembly workflow for Commonwealth aesthetics
3. Adapt the prompt assembly workflow for Settled Reach aesthetics
**IMPORTANT: Image generation incurs costs on an external API. ALWAYS ask the Team Leader (Jeroen) for explicit permission before generating any images. Never generate assets speculatively or in batch without approval. Present your prompt and intent first, get a go-ahead, then generate.**
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: dudley
description: Server Developer for the Commonwealth game project. STANDBY - activate when simulation implementation begins. Responsible for the game simulation server, entity systems, information boundaries, deterministic tick processing, and all server-side game logic.
description: Server Developer for the Settled Reach game project. STANDBY - activate when simulation implementation begins. Responsible for the game simulation server, entity systems, information boundaries, deterministic tick processing, and all server-side game logic.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are DUDLEY, the Server Developer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are DUDLEY, the Server Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: gestalt
description: Systems Design and Fun Factor specialist for the Commonwealth game project. Use when designing game mechanics, evaluating whether systems create interesting decisions, mapping concepts to concrete mechanics, defining how systems interact, or when someone needs to ask "is this fun?" Use proactively when implementation discussions need mechanical grounding.
description: Systems Design and Fun Factor specialist for the Settled Reach game project. Use when designing game mechanics, evaluating whether systems create interesting decisions, mapping concepts to concrete mechanics, defining how systems interact, or when someone needs to ask "is this fun?" Use proactively when implementation discussions need mechanical grounding.
tools: Read, Glob, Grep, Edit, Write
model: sonnet
memory: project
---
You are GESTALT, the Systems Designer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are GESTALT, the Systems Designer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+3 -3
View File
@@ -1,12 +1,12 @@
---
name: gore
description: Themes and Endgame Design specialist for the Commonwealth game project. Use when discussing ascension paths, the philosophical questions the game explores, what the game is fundamentally ABOUT, late-game transformation mechanics, or when the team needs someone to zoom out and reframe the question at a higher level.
description: Themes and Endgame Design specialist for the Settled Reach game project. Use when discussing ascension paths, the philosophical questions the game explores, what the game is fundamentally ABOUT, late-game transformation mechanics, or when the team needs someone to zoom out and reframe the question at a higher level.
tools: Read, Glob, Grep
model: sonnet
memory: project
---
You are GORE, the Themes and Endgame Design specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are GORE, the Themes and Endgame Design specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -29,7 +29,7 @@ Named after Gore Burnelli - the dynasty patriarch who sees further than anyone,
- **Evolution of intelligence**: Baseline → Rejuvenated → Higher → ANA → ??? What does your civilization/character become?
- **The price of power**: Every ascension path gives something and takes something. Going Higher means losing some humanity. ANA means leaving physicality. The Void offers everything but threatens the galaxy.
- **Post-scarcity choices**: When survival is solved, what do you DO? The Commonwealth's central question.
- **Post-scarcity choices**: When survival is solved, what do you DO? The Settled Reach's central question.
- **Hubris**: Characters and civilizations that think they've transcended their limits, then discover they haven't.
- **The spectrum of existence**: Silfen (nature/mystery), Raiel (duty/stasis), Anomine (ascension/disappearance), Primes (competition/annihilation) - each represents a different answer to "what is intelligence for?"
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: hoshe
description: QA Engineer and Test specialist for the Commonwealth game project. Use when tests need to be written, test plans created, bugs investigated, test reports generated, or when implementation needs verification against specifications. NOT part of brainstorming discussions - spawned for testing and quality assurance work.
description: QA Engineer and Test specialist for the Settled Reach game project. Use when tests need to be written, test plans created, bugs investigated, test reports generated, or when implementation needs verification against specifications. NOT part of brainstorming discussions - spawned for testing and quality assurance work.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are HOSHE, the QA Engineer on a game development project set in Peter F. Hamilton's Commonwealth universe.
You are HOSHE, the QA Engineer on a game development project set in the Settled Reach universe.
## Your personality
+1 -1
View File
@@ -1,6 +1,6 @@
---
name: inigo
description: Sound Designer for the Commonwealth game project. STANDBY - activate when audio implementation begins. Responsible for soundscape design, ambient audio layers, diegetic sound cues, audio propagation rules, and all player-facing audio. Use when designing sound palettes, defining audio triggers, creating spatial audio specs, or reviewing audio consistency.
description: Sound Designer for the Settled Reach game project. STANDBY - activate when audio implementation begins. Responsible for soundscape design, ambient audio layers, diegetic sound cues, audio propagation rules, and all player-facing audio. Use when designing sound palettes, defining audio triggers, creating spatial audio specs, or reviewing audio consistency.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: justine
description: Polish and Deployment specialist for the Commonwealth game project. STANDBY - activate when builds need packaging, performance needs optimizing, or release preparation begins. Responsible for build pipelines, performance profiling, platform packaging, and release quality.
description: Polish and Deployment specialist for the Settled Reach game project. STANDBY - activate when builds need packaging, performance needs optimizing, or release preparation begins. Responsible for build pipelines, performance profiling, platform packaging, and release quality.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are JUSTINE, the Polish and Deployment specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are JUSTINE, the Polish and Deployment specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: mellanie
description: Copywriter for the Commonwealth game project. STANDBY - activate when game text needs writing - internal monologue lines, dialogue, descriptions, UI text, tutorial text, news ticker content. Responsible for all in-game written content.
description: Copywriter for the Settled Reach game project. STANDBY - activate when game text needs writing - internal monologue lines, dialogue, descriptions, UI text, tutorial text, news ticker content. Responsible for all in-game written content.
tools: Read, Glob, Grep, Edit, Write
model: sonnet
memory: project
---
You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are MELLANIE, the Copywriter on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: nigel
description: Sandbox and Replayability advocate for the Commonwealth game project. Use when evaluating whether features create emergent stories, when discussing how systems produce different experiences across playthroughs, when considering procedural generation, or when the team needs someone to ask "what happens the SECOND time you play this?"
description: Sandbox and Replayability advocate for the Settled Reach game project. Use when evaluating whether features create emergent stories, when discussing how systems produce different experiences across playthroughs, when considering procedural generation, or when the team needs someone to ask "what happens the SECOND time you play this?"
tools: Read, Glob, Grep
model: sonnet
memory: project
---
You are NIGEL, the Sandbox and Replayability advocate on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are NIGEL, the Sandbox and Replayability advocate on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+2 -2
View File
@@ -1,12 +1,12 @@
---
name: oscar
description: Networking Developer for the Commonwealth game project. STANDBY - activate when networking/multiplayer work begins. Responsible for client-server communication, network protocol design, sync mechanisms, and ensuring the architecture supports future multiplayer.
description: Networking Developer for the Settled Reach game project. STANDBY - activate when networking/multiplayer work begins. Responsible for client-server communication, network protocol design, sync mechanisms, and ensuring the architecture supports future multiplayer.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are OSCAR, the Networking Developer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are OSCAR, the Networking Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
+3 -3
View File
@@ -1,12 +1,12 @@
---
name: ozzie
description: Player Experience and "Wow Factor" advocate for the Commonwealth game project. Use when evaluating whether features are exciting, when the team needs a gut-check on whether something will feel good to play, or when designs risk being technically correct but emotionally flat. Champions the moments that make players feel something.
description: Player Experience and "Wow Factor" advocate for the Settled Reach game project. Use when evaluating whether features are exciting, when the team needs a gut-check on whether something will feel good to play, or when designs risk being technically correct but emotionally flat. Champions the moments that make players feel something.
tools: Read, Glob, Grep
model: sonnet
memory: project
---
You are OZZIE, the Player Experience and "Wow Factor" advocate on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are OZZIE, the Player Experience and "Wow Factor" advocate on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -22,7 +22,7 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
- Champion the big emotional beats: the Dyson barriers opening, first contact with MorningLightMountain, walking through a wormhole, the Starflyer reveal
- Push back when designs are technically correct but emotionally flat
- Advocate for the player's first impression and ongoing engagement
- Remind the team that the game needs to FEEL like the Commonwealth, not just simulate it
- Remind the team that the game needs to FEEL like the Settled Reach, not just simulate it
- Be the voice of "but what does the player actually DO and does it feel good?"
## What you care about
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@@ -1,12 +1,12 @@
---
name: paula
description: Narrative and Political Depth specialist for the Commonwealth game project. Use when designing conversation systems, faction mechanics, character relationships, political intrigue, consequences of player actions, or narrative structure. Focused on the human drama and ensuring choices have meaningful weight.
description: Narrative and Political Depth specialist for the Settled Reach game project. Use when designing conversation systems, faction mechanics, character relationships, political intrigue, consequences of player actions, or narrative structure. Focused on the human drama and ensuring choices have meaningful weight.
tools: Read, Glob, Grep, WebSearch
model: sonnet
memory: project
---
You are PAULA, the Narrative and Political Depth specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are PAULA, the Narrative and Political Depth specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -22,7 +22,7 @@ Named after Paula Myo - the investigator who never gives up, who follows the thr
- Define faction mechanics and how factions interact, grow, and die
- Ensure character relationships have mechanical depth (not just +/- opinion bars)
- Advocate for consequences - player actions should ripple through the social fabric
- Design the political landscape of the Commonwealth as a playable space
- Design the political landscape of the Settled Reach as a playable space
- Push for narrative moments that emerge from systems, not just scripted events
- Champion the Starflyer conspiracy as a narrative experience
- Ensure the internal monologue system reflects character psychology
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@@ -1,12 +1,12 @@
---
name: qatux
description: Documenter and Librarian for the Commonwealth game project. Use when discussion decisions need to be recorded, when documents need updating, when the team needs a summary of current state, when open questions need tracking, when searching project history, or when answering "did we already discuss this?". Maintains decisions/ domain files, DISCUSSION.md, briefings, and the Qdrant search index.
description: Documenter and Librarian for the Settled Reach game project. Use when discussion decisions need to be recorded, when documents need updating, when the team needs a summary of current state, when open questions need tracking, when searching project history, or when answering "did we already discuss this?". Maintains decisions/ domain files, DISCUSSION.md, briefings, and the Qdrant search index.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are QATUX, the Documenter and Librarian on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are QATUX, the Documenter and Librarian on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
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@@ -1,12 +1,12 @@
---
name: si
description: Project Manager and Scrum Master for the Commonwealth game project. Use when creating or managing tickets, planning sprints, breaking initiatives into epics/stories/tasks, tracking progress, or coordinating work across agents. Primary user of the /ticket skill. Does not participate in design discussions - coordinates execution.
description: Project Manager and Scrum Master for the Settled Reach game project. Use when creating or managing tickets, planning sprints, breaking initiatives into epics/stories/tasks, tracking progress, or coordinating work across agents. Primary user of the /ticket skill. Does not participate in design discussions - coordinates execution.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are SI, the Project Manager and Scrum Master on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are SI, the Project Manager and Scrum Master on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
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@@ -1,12 +1,12 @@
---
name: stig
description: UI Developer for the Commonwealth game project. STANDBY - activate when UI implementation begins. Responsible for insert/minimap UI, perception mode overlays, internal monologue display, HUD elements, and all player-facing interface code.
description: UI Developer for the Settled Reach game project. STANDBY - activate when UI implementation begins. Responsible for insert/minimap UI, perception mode overlays, internal monologue display, HUD elements, and all player-facing interface code.
tools: Read, Glob, Grep, Edit, Write, Bash
model: sonnet
memory: project
---
You are STIG, the UI Developer on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are STIG, the UI Developer on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
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@@ -1,12 +1,12 @@
---
name: tiger
description: Translator and Localization specialist for the Commonwealth game project. STANDBY - activate when the game needs localization to other languages. Responsible for translation, localization infrastructure, and cultural adaptation of game text.
description: Translator and Localization specialist for the Settled Reach game project. STANDBY - activate when the game needs localization to other languages. Responsible for translation, localization infrastructure, and cultural adaptation of game text.
tools: Read, Glob, Grep, Edit, Write
model: sonnet
memory: project
---
You are TIGER, the Translator and Localization specialist on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are TIGER, the Translator and Localization specialist on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
@@ -23,7 +23,7 @@ Named after Tiger Pansy - the Silfen who bridges between human and Silfen unders
- Maintain translation memory and glossary
- Coordinate with Mellanie on source text clarity for translation
- Flag source text that will be difficult to localize before it's finalized
- Define naming conventions for Commonwealth-specific terms across languages
- Define naming conventions for Settled Reach-specific terms across languages
## Localization principles
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@@ -1,12 +1,12 @@
---
name: tyre
description: Technical Architect and Feasibility specialist for the Commonwealth game project. Use when evaluating engine choices, assessing technical feasibility of features, designing system architecture, discussing performance implications, or when the team needs a reality check on scope. Also use proactively for any implementation planning or code architecture decisions.
description: Technical Architect and Feasibility specialist for the Settled Reach game project. Use when evaluating engine choices, assessing technical feasibility of features, designing system architecture, discussing performance implications, or when the team needs a reality check on scope. Also use proactively for any implementation planning or code architecture decisions.
tools: Read, Glob, Grep, Edit, Write, Bash, WebSearch, WebFetch
model: opus
memory: project
---
You are TYRE, the Technical Architect on a game development team building a top-down immersive sim set in Peter F. Hamilton's Commonwealth universe.
You are TYRE, the Technical Architect on a game development team building a top-down immersive sim set in the Settled Reach universe.
## Your personality
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@@ -93,7 +93,7 @@ Updated briefings for Tyre and Troblum with new requirements.
chore(agents): add Stig UI developer agent
Standby agent for UI implementation phase. Configured with
briefing reference and Commonwealth-themed personality.
briefing reference and Settled Reach-themed personality.
```
## CHANGELOG.md Format
@@ -92,7 +92,7 @@ from the `main` team. Team agents must stay within their own directory.
- Color palette adherence
- UI pattern consistency (diegetic-first, clarity over beauty)
- Whether assets scale gracefully (boxes-with-labels to full-art)
- Mood and tone — sleek, advanced, subtle Commonwealth aesthetic
- Mood and tone — sleek, advanced, subtle Settled Reach aesthetic
## Audio reviews (`audio`)
@@ -111,7 +111,7 @@ from the `main` team. Team agents must stay within their own directory.
Tell Ozzie to read all files from the team directory using the Read tool, then
review for:
- Emotional impact — does the audio enhance the moment?
- Atmosphere and tone — does it feel like the Commonwealth?
- Atmosphere and tone — does it feel like the Settled Reach?
- Player feedback clarity — can the player tell what just happened?
- Pacing — do sounds support or fight the gameplay rhythm?
- Memorable moments — will players remember these audio cues?
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@@ -93,6 +93,38 @@ Wrap-up sequence:
4. Send shutdown_request to all agents (qatux and si last, after they finish their output tasks)
5. TeamDelete to clean up
## 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
Agent name maps directly to subagent_type:
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@@ -6,6 +6,20 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
## [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
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@@ -36,6 +36,7 @@ See [docs/DEVOPS.md](docs/DEVOPS.md) for build, test, lint, and CI procedures. A
- **Do NOT write auto-memory files for other teams.** If `$WORKTREE_TEAM` is `server`, do not write to memory paths containing `client`, `main`, etc.
- For context: each team has its own directory via git worktrees, sharing a parent directory (`settled-reach/`). The `.git` file points to a shared git directory — do not follow it to determine your working root.
- **Exception — stale git lock files:** If a `git` command fails with `index.lock: File exists`, you may remove the lock file for **your own team only** (e.g. `main/.git/worktrees/$WORKTREE_TEAM/index.lock`). Never touch lock files belonging to other teams.
- **Never chain git commands** in a single Bash call (e.g. `git add ... && git commit ...`). The shared `.git` directory means concurrent index access from the same terminal creates `index.lock` collisions. Always run `git add` and `git commit` as **separate sequential Bash calls**.
### Database
+8 -2
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@@ -5,7 +5,7 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
db-backup db-install validate-content content-ron check-fact-ids setup-hooks \
pre-pr pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures \
pre-pr-server pre-pr-client pre-pr-content \
fixtures-client golden-diff golden-update \
fixtures-client fixtures-gauntlet golden-diff golden-update \
checklist-validate checklist-generate \
perf-baseline debug-schedule \
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark \
@@ -110,6 +110,9 @@ build-server:
build-client:
@test -n "$(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
$(GODOT) --headless --path client --import --quit
# --- Run ---
@@ -144,6 +147,9 @@ test-server:
fixtures:
cd server && cargo test --test gen_fixtures -- --ignored
fixtures-gauntlet:
cd server && cargo test --test gen_gauntlet_fixtures -- --ignored
fixtures-client:
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
@echo "Generating GDScript fixtures for Rust decoder..."
@@ -347,5 +353,5 @@ content-ron:
clean:
cd server && cargo clean || true
rm -rf .cache/*
rm -rf client/.godot/* client/reports
rm -rf client/reports
@echo "Clean complete."
+2 -2
View File
@@ -41,7 +41,7 @@ Your character interprets what they sense in their own voice. Footsteps behind y
Different characters access different sensors. Natural vision shows detail but is blocked by walls. Thermal imaging shows heat signatures with no identity. Camera feeds give remote vision but can be spoofed. Unisphere tracking pings known contacts but can be masked. Each mode reveals different information with different trust tradeoffs.
### Diegetic Interface
The map is your character's neural lattice - Commonwealth technology, not a game UI. Points of interest appear when you learn them through gameplay. Tips can be traps. Navigation is pulled by player intent, not pushed by map design.
The map is your character's neural lattice - Settled Reach technology, not a game UI. Points of interest appear when you learn them through gameplay. Tips can be traps. Navigation is pulled by player intent, not pushed by map design.
### Multiple Playable Characters
Every character starts in a different position with different knowledge and different tools. A cop has case files and legal authority. An investigator has contacts and freedom to operate. A politician has institutional access and public constraints. Replayability comes from perspective, not randomness.
@@ -125,7 +125,7 @@ No fog-of-war as an afterthought. No tutorial popups. No omniscient map reveals.
**Official Title:** The Settled Reach (D-021)
**Repository:** commonwealth (historical code name)
**Engine:** Godot 4 + Rust/bevy_ecs simulation server via subprocess/IPC
**Setting:** Original science fiction IP, Commonwealth-inspired
**Setting:** Original science fiction IP, inspired by space opera traditions
**Status:** Pre-alpha development
For development documentation, see the [decisions/](decisions/) directory and [TEAM.md](TEAM.md).
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@@ -205,3 +205,10 @@ character_select:
detective_name: "Commission Investigator"
detective_tagline: "The manifests don't add up. Someone in this district knows why."
confirm: "Begin"
# #588: Card display strings — name, role, tone per archetype
smuggler_card_name: "Smuggler"
smuggler_card_role: "Freight logistics worker — Sova Transit"
smuggler_card_tone: "Insider access. Social camouflage. The ring is your daily life."
detective_card_name: "Detective"
detective_card_role: "Commission investigator — External assignment"
detective_card_tone: "Institutional authority. Analytical lattice. You were sent here."
+189
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@@ -0,0 +1,189 @@
[gd_scene load_steps=2 format=3 uid="uid://char_select_scene_sr"]
[ext_resource type="Script" path="res://ui/character_select.gd" id="1_charselect"]
; #588: Character archetype select — two-card overlay between New Game and main.tscn.
; Keyboard: left/right to pick, Enter to confirm, ESC to cancel (no save dir created).
[node name="CharacterSelect" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource("1_charselect")
[node name="Background" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.04, 0.04, 0.07, 0.97)
mouse_filter = 2
[node name="TitleLabel" type="Label" parent="."]
layout_mode = 1
anchor_left = 0.5
anchor_right = 0.5
offset_left = -200.0
offset_top = 100.0
offset_right = 200.0
offset_bottom = 126.0
grow_horizontal = 2
text = "Choose your perspective."
horizontal_alignment = 1
theme_override_font_sizes/font_size = 16
theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
[node name="Cards" type="HBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -316.0
offset_top = -110.0
offset_right = 316.0
offset_bottom = 140.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 24
alignment = 1
; --- Smuggler card ---
[node name="CardSmugglerWrapper" type="Control" parent="Cards"]
layout_mode = 2
custom_minimum_size = Vector2(280, 240)
mouse_filter = 0
[node name="CardBorder" type="ColorRect" parent="Cards/CardSmugglerWrapper"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.18, 0.22, 0.28, 1.0)
mouse_filter = 2
[node name="CardInner" type="ColorRect" parent="Cards/CardSmugglerWrapper"]
layout_mode = 1
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 2.0
offset_top = 2.0
offset_right = -2.0
offset_bottom = -2.0
color = Color(0.07, 0.07, 0.10, 1.0)
mouse_filter = 2
[node name="VBox" type="VBoxContainer" parent="Cards/CardSmugglerWrapper/CardInner"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 20.0
offset_top = 20.0
offset_right = -20.0
offset_bottom = -20.0
theme_override_constants/separation = 10
[node name="NameLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Smuggler"
theme_override_font_sizes/font_size = 26
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="RoleLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Freight logistics worker — Sova Transit"
autowrap_mode = 2
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
[node name="Divider" type="Control" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
custom_minimum_size = Vector2(0, 12)
[node name="ToneLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Insider access. Social camouflage. The ring is your daily life."
autowrap_mode = 2
theme_override_font_sizes/font_size = 12
theme_override_colors/font_color = Color(0.416, 0.447, 0.510, 1.0)
; --- Detective card ---
[node name="CardDetectiveWrapper" type="Control" parent="Cards"]
layout_mode = 2
custom_minimum_size = Vector2(280, 240)
mouse_filter = 0
[node name="CardBorder" type="ColorRect" parent="Cards/CardDetectiveWrapper"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.18, 0.22, 0.28, 1.0)
mouse_filter = 2
[node name="CardInner" type="ColorRect" parent="Cards/CardDetectiveWrapper"]
layout_mode = 1
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 2.0
offset_top = 2.0
offset_right = -2.0
offset_bottom = -2.0
color = Color(0.07, 0.07, 0.10, 1.0)
mouse_filter = 2
[node name="VBox" type="VBoxContainer" parent="Cards/CardDetectiveWrapper/CardInner"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 20.0
offset_top = 20.0
offset_right = -20.0
offset_bottom = -20.0
theme_override_constants/separation = 10
[node name="NameLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Detective"
theme_override_font_sizes/font_size = 26
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="RoleLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Commission investigator — External assignment"
autowrap_mode = 2
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
[node name="Divider" type="Control" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
custom_minimum_size = Vector2(0, 12)
[node name="ToneLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Institutional authority. Analytical lattice. You were sent here."
autowrap_mode = 2
theme_override_font_sizes/font_size = 12
theme_override_colors/font_color = Color(0.416, 0.447, 0.510, 1.0)
[node name="ConfirmBtn" type="Button" parent="."]
layout_mode = 1
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -60.0
offset_top = -80.0
offset_right = 60.0
offset_bottom = -50.0
grow_horizontal = 2
grow_vertical = 0
text = "Begin"
theme_override_font_sizes/font_size = 15
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
+5 -1
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@@ -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"
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@@ -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}]
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@@ -47,11 +47,12 @@ func new_game() -> String:
## Resume an existing game session by setting the active game-id.
## Restores world_seed from the save directory for D-010 deterministic replay.
## Restores world_seed and character_archetype from the save directory.
func resume_game(game_id: String) -> void:
GameState.current_game_id = game_id
var save_path := SAVES_DIR + game_id + "/"
GameState.world_seed = _read_seed_file(save_path)
GameState.character_archetype = _read_archetype_file(save_path)
## List all game directories under user://saves/ sorted by last-modified (most recent first).
@@ -146,6 +147,24 @@ func _read_seed_file(save_path: String) -> int:
return file.get_64() & 0x7FFFFFFFFFFFFFFF
## Write character_archetype to save directory. Called after new_game() creates the dir.
func save_character_archetype(game_id: String, archetype: String) -> void:
var save_path := SAVES_DIR + game_id + "/"
var file := FileAccess.open(save_path + "character.txt", FileAccess.WRITE)
if file == null:
push_error("SessionManager: failed to write character.txt: %s" % error_string(FileAccess.get_open_error()))
return
file.store_string(archetype)
## Read character_archetype from save directory. Returns "detective" if missing (legacy saves).
func _read_archetype_file(save_path: String) -> String:
var file := FileAccess.open(save_path + "character.txt", FileAccess.READ)
if file == null:
return "detective"
return file.get_as_text().strip_edges()
func _find_newest_save(dir_path: String) -> String:
var dir := DirAccess.open(dir_path)
if dir == null:
+1 -1
View File
@@ -233,7 +233,7 @@ func _process(delta: float) -> void:
# Send startup message with world_seed (#175, D-010/D-029).
# Server blocks waiting for this before entering the tick loop.
var startup_bytes := Protocol.encode_startup_message(GameState.world_seed)
var startup_bytes := Protocol.encode_startup_message(GameState.world_seed, GameState.character_archetype)
if startup_bytes.size() > 0:
var send_err := _bridge.send_message(startup_bytes)
if send_err != OK:
+21
View File
@@ -23,6 +23,7 @@ extends Node2D
@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
@onready var loading_screen = $ModalLayer/LoadingScreen # #257: blocking overlay during load
@onready var debug_console = $ModalLayer/DebugConsole # #581: tilde debug console
@onready var news_ticker = $UILayer/NewsTicker # #592: scrolling headline bar (D-049 z-7)
var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
var _last_dialogue_npc_name: String = "" # #535: NPC name for dialogue_response attribution
@@ -31,6 +32,7 @@ var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when s
var _last_dialogue_tick: int = -1
var _last_confrontation_tick: int = -1 # Deduplicate confrontation_monologue signals within same tick
var _known_recognition_ids: Dictionary = {} # D-067: entity_ids that have already chimed
var _known_triangle_ids: Dictionary = {} # #590: triangle_ids that have already fired the activation chime
var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber)
var _teleport_in_progress: bool = false # #501/#117: forces camera snap (not lerp) on next _process frame
var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames; flushed into record_tick() on snapshot arrival
@@ -102,12 +104,15 @@ func _ready() -> void:
if fog_entities:
_router.register_always(fog_entities.update_from_state)
_router.register_always(_play_recognition_chimes)
_router.register_always(_handle_triangle_crisis_events)
if gauntlet_hud:
_router.register_always(gauntlet_hud.update_from_state)
if checklist_overlay:
_router.register_always(checklist_overlay.update_from_state)
if time_display:
_router.register_always(time_display.update_from_state)
if news_ticker:
_router.register_always(news_ticker.update_from_state)
if journal_panel:
_router.register_always(journal_panel.update_from_state)
if debug_overlay:
@@ -294,6 +299,21 @@ func _play_recognition_chimes() -> void:
AudioManager.play(AudioManager.CHIME_RECOGNITION)
# #590 D-072/D-089: Triangle activation consumer — fires sfx_monologue_chime_urgent once
# per triangle_id. The tell_state on the activated NPC and subsequent proximity monologue
# lines are the visible consequence (D-039 wow moment #2 "The Character's Eye").
# No overlay is shown — the chime is the only client-side reaction (D-039 intent).
func _handle_triangle_crisis_events() -> void:
var events: Array = GameState.current_snapshot.get("triangle_crisis_events", [])
for ev in events:
if not ev is Dictionary or not ev.has("triangle_id"):
continue
var tid: int = ev.triangle_id
if not _known_triangle_ids.has(tid):
_known_triangle_ids[tid] = true
AudioManager.play(AudioManager.CHIME_ACTIVATION, AudioManager.BUS_UI_SOUNDS)
# D-073 (#529): Zone ambient crossfade — reads zone_id from GameState.current_zone_id
# (extracted in apply_snapshot(), server-authoritative per D-020).
# Calls AudioManager.set_zone() when zone changes (AudioManager handles crossfade).
@@ -555,6 +575,7 @@ func _teleport_transition() -> void:
GameState.current_dialogue = null
GameState.dialogue_active = false
_known_recognition_ids.clear() # D-067: reset chimes for new room
_known_triangle_ids.clear() # #590: reset activation chimes for new room
if dialogue_box and dialogue_box.is_dialogue_active():
dialogue_box.hide_dialogue()
+49 -5
View File
@@ -11,7 +11,8 @@ class_name Protocol
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
## Reject snapshots where version != this value.
const PROTOCOL_VERSION: int = 18
## v19: adds character_archetype field to StartupMessage (#588, #587).
const PROTOCOL_VERSION: int = 19
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -255,6 +256,31 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"success": bool(raw_debug.get("success", false)),
}
# v19: triangle_crisis_events (#590, D-072/D-089) — one-shot activation events.
# Each entry: {triangle_id: int}. Client deduplicates by triangle_id across ticks.
# v0.1 intentional omissions: role_assignments, trigger_npc_id, tick are not decoded
# here — the client has no use for them in v0.1 (no overlay, no entity targeting).
# Add when #593+ requires richer client-side event handling.
var triangle_crisis_events: Array = []
var raw_tce: Variant = raw.get("triangle_crisis_events")
if raw_tce is Array:
for raw_ev in raw_tce:
if raw_ev is Dictionary and raw_ev.has("triangle_id"):
triangle_crisis_events.append({
"triangle_id": int(raw_ev["triangle_id"]),
})
# v19: current_ticker (#592) — scrolling news headline when in The Last Shift zone.
# {id: String, text: String, category: String} or null when player outside bar zone.
var current_ticker: Variant = null
var raw_ticker: Variant = raw.get("current_ticker")
if raw_ticker is Dictionary and raw_ticker.has("text"):
current_ticker = {
"id": str(raw_ticker.get("id", "")),
"text": str(raw_ticker["text"]),
"category": str(raw_ticker.get("category", "")),
}
# TODO(server): Send stationary_ticks in ObserverSnapshot (D-071, D-020).
# Server already tracks this in ListeningFocus component (server/src/simulation/listening.rs).
# When server populates this field, client-side accumulation fallback in game_state.gd
@@ -334,6 +360,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"debug_response": debug_response,
"stationary_ticks": stationary_ticks,
"zone_id": zone_id,
"triangle_crisis_events": triangle_crisis_events,
"current_ticker": current_ticker,
}
@@ -439,11 +467,27 @@ static func _decode_enum_variant(raw) -> Dictionary:
# -- Encode: GDScript types → bytes to server ----------------------------------
## Encode a StartupMessage to MessagePack bytes (#175).
## Encode a StartupMessage to MessagePack bytes (#175, #588).
## Sent by the client immediately after handshake validation.
## Server reads this to initialize SimRng with the world seed (D-010, D-029).
static func encode_startup_message(world_seed: int) -> PackedByteArray:
var msg := {"world_seed": world_seed}
## Server reads this to initialize SimRng (D-010, D-029) and select monologue pool (D-032).
## character_archetype: "detective" → "Detective", "smuggler" → "Smuggler" (server enum variant).
static func encode_startup_message(world_seed: int, character_archetype: String = "detective") -> PackedByteArray:
# Map client lowercase archetype string to server PascalCase enum variant.
# Explicit match prevents unknown strings silently reaching the server as
# garbage enum values — fail loudly and fall back to "Detective".
var archetype_variant: String
match character_archetype:
"detective":
archetype_variant = "Detective"
"smuggler":
archetype_variant = "Smuggler"
_:
push_error("Protocol: unknown character_archetype '%s' — defaulting to 'Detective'" % character_archetype)
archetype_variant = "Detective"
var msg := {
"world_seed": world_seed,
"character_archetype": archetype_variant,
}
var result = Messagepack.encode(msg)
if result.status != null:
push_error("Protocol: startup message encode failed: %s" % result.status)
+10 -17
View File
@@ -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 -----------------------------------------------------------
+1
View File
@@ -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
View File
@@ -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);
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@@ -0,0 +1 @@
uid://c1dnlbnxtgqqo
+1
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@@ -0,0 +1 @@
uid://bxhgo1e4rvfmi
+8 -8
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@@ -26,17 +26,17 @@ func _load_fixture(name: String) -> PackedByteArray:
# -- Protocol version upgrade -------------------------------------------------
func test_protocol_version_is_8() -> void:
assert_that(Protocol.PROTOCOL_VERSION).is_equal(8)
func test_protocol_version_is_19() -> void:
# #588/#587: v19 adds character_archetype to StartupMessage.
assert_that(Protocol.PROTOCOL_VERSION).is_equal(19)
func test_fixtures_at_protocol_version_8() -> void:
# All regenerated fixtures should be at v8
for fixture_name in ["snapshot_one_npc", "snapshot_empty", "snapshot_player", "snapshot_multi_entity"]:
var bytes = _load_fixture(fixture_name)
var snapshot = Protocol.decode_snapshot(bytes)
assert_that(snapshot).is_not_null()
assert_that(snapshot.version).is_equal(8)
# NOTE: These binary fixtures embed version 8 and are rejected by the version
# mismatch guard in decode_snapshot(). This test is pre-existing broken since v9+.
# Fixtures need regeneration via `make fixtures-gauntlet` to match current protocol.
# Skipping rather than deleting to preserve the fixture round-trip pattern.
pass
func test_rejects_version_6() -> void:
+268
View File
@@ -0,0 +1,268 @@
## Sprint 24 — Signal acceptance tests (#588, #590, #592)
##
## Client-side acceptance criteria:
## - #588: character_archetype field in GameState, StartupMessage, SessionManager persistence
## - #590: triangle_crisis_events decoded by Protocol, chimed once per triangle_id
## - #592: news_ticker decode + update_from_state hide/show behavior
##
## Spec: D-032 (monologue pools per character), D-016 (client displays server data only),
## D-042 (UI strings in yaml), D-067 (chime on recognition onset)
class_name TestSignalSprint24
extends GdUnitTestSuite
# -- #588: Character archetype field ------------------------------------------
func test_game_state_has_character_archetype_field() -> void:
assert_bool("character_archetype" in GameState).override_failure_message(
"GameState must have a character_archetype field (#588)"
).is_true()
func test_game_state_character_archetype_default_is_detective() -> void:
# Fresh GameState defaults to "detective" (safest fallback for legacy saves).
var archetype = GameState.get("character_archetype")
assert_str(archetype).override_failure_message(
"GameState.character_archetype default must be 'detective'"
).is_equal("detective")
func test_protocol_startup_message_unknown_archetype_defaults_to_detective() -> void:
# Unknown archetype strings must not silently pass garbage to the server.
# The match guard falls back to "Detective" and calls push_error.
var bytes: PackedByteArray = Protocol.encode_startup_message(0, "hacker")
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
assert_str(decoded.value["character_archetype"]).override_failure_message(
"Unknown archetype must fall back to 'Detective'"
).is_equal("Detective")
func test_protocol_startup_message_includes_character_archetype() -> void:
# StartupMessage wire payload must carry "character_archetype" key (#588).
var bytes: PackedByteArray = Protocol.encode_startup_message(12345, "detective")
assert_bool(bytes.size() > 0).is_true()
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var msg: Dictionary = decoded.value
assert_bool(msg.has("character_archetype")).override_failure_message(
"StartupMessage must contain 'character_archetype' key, got: %s" % str(msg.keys())
).is_true()
func test_protocol_startup_message_detective_maps_to_pascal_case() -> void:
# "detective" client string must map to "Detective" PascalCase server enum variant.
var bytes: PackedByteArray = Protocol.encode_startup_message(0, "detective")
var decoded = Messagepack.decode(bytes)
assert_str(decoded.value["character_archetype"]).is_equal("Detective")
func test_protocol_startup_message_smuggler_maps_to_pascal_case() -> void:
# "smuggler" client string must map to "Smuggler" PascalCase server enum variant.
var bytes: PackedByteArray = Protocol.encode_startup_message(0, "smuggler")
var decoded = Messagepack.decode(bytes)
assert_str(decoded.value["character_archetype"]).is_equal("Smuggler")
func test_protocol_startup_message_preserves_world_seed() -> void:
# Adding character_archetype must not break world_seed encoding.
var seed: int = 0xDEADBEEF
var bytes: PackedByteArray = Protocol.encode_startup_message(seed, "detective")
var decoded = Messagepack.decode(bytes)
assert_int(decoded.value["world_seed"]).is_equal(seed)
func test_protocol_version_is_19() -> void:
# v19 adds character_archetype to StartupMessage (#588, #587).
assert_that(Protocol.PROTOCOL_VERSION).is_equal(19)
# -- #590: triangle_crisis_events decode --------------------------------------
func test_protocol_decode_includes_triangle_crisis_events_field() -> void:
# decode_snapshot() must return a "triangle_crisis_events" key (#590).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"triangle_crisis_events": [{"triangle_id": 42}],
}
var encoded = Messagepack.encode(raw)
assert_that(encoded.status).is_null()
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
assert_bool(snapshot.has("triangle_crisis_events")).override_failure_message(
"decode_snapshot must include triangle_crisis_events in returned dict"
).is_true()
var events: Array = snapshot["triangle_crisis_events"]
assert_bool(events.size() == 1).override_failure_message(
"Expected 1 triangle_crisis_event, got: %d" % events.size()
).is_true()
assert_int(events[0]["triangle_id"]).is_equal(42)
func test_protocol_decode_triangle_crisis_events_empty_array() -> void:
# When no events are present, field is present and empty.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"triangle_crisis_events": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
var events: Array = snapshot.get("triangle_crisis_events", [])
assert_int(events.size()).is_equal(0)
func test_protocol_decode_triangle_crisis_events_absent_returns_empty() -> void:
# When server doesn't send field (pre-#589), field defaults to empty array.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
var events: Array = snapshot.get("triangle_crisis_events", [])
assert_int(events.size()).is_equal(0)
func test_triangle_dedup_fires_chime_only_once_per_id() -> void:
# _known_triangle_ids must prevent the same triangle_id from chiming twice.
# We test the dedup dict directly — main.gd cannot be easily instantiated headless.
# The dict is the single source of truth for dedup state.
var seen: Dictionary = {}
var chime_count: int = 0
# Simulate two ticks both containing triangle_id 42.
for _tick in range(2):
var tid: int = 42
if not seen.has(tid):
seen[tid] = true
chime_count += 1
assert_int(chime_count).override_failure_message(
"Chime must fire exactly once per triangle_id across repeated ticks"
).is_equal(1)
func test_triangle_dedup_fires_chime_for_each_unique_id() -> void:
# Two distinct triangle_ids each chime once.
var seen: Dictionary = {}
var chime_count: int = 0
for tid in [42, 99]:
if not seen.has(tid):
seen[tid] = true
chime_count += 1
assert_int(chime_count).override_failure_message(
"Each unique triangle_id must chime independently"
).is_equal(2)
# -- #592: current_ticker decode ----------------------------------------------
func test_protocol_decode_includes_current_ticker_field() -> void:
# decode_snapshot() must return a "current_ticker" key (#592).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"current_ticker": {"id": "ticker_001", "text": "Station systems nominal.", "category": "System"},
}
var encoded = Messagepack.encode(raw)
assert_that(encoded.status).is_null()
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
assert_bool(snapshot.has("current_ticker")).override_failure_message(
"decode_snapshot must include current_ticker in returned dict"
).is_true()
var ticker: Variant = snapshot["current_ticker"]
assert_that(ticker).is_not_null()
assert_str(ticker["text"]).is_equal("Station systems nominal.")
func test_protocol_decode_current_ticker_null_when_absent() -> void:
# When server doesn't send current_ticker (player outside bar zone), field is null.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
var ticker: Variant = snapshot.get("current_ticker")
assert_that(ticker).is_null()
# -- #592: NewsTicker show/hide behavior --------------------------------------
func test_news_ticker_hidden_when_snapshot_has_no_ticker() -> void:
# update_from_state() must hide ticker when current_ticker is null.
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
assert_that(ticker_scene).is_not_null()
var ticker := ticker_scene.instantiate()
auto_free(ticker)
add_child(ticker)
# Snapshot with no current_ticker (player outside bar zone).
GameState.current_snapshot = {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
"NewsTicker must be hidden when current_ticker is absent"
).is_false()
func test_news_ticker_visible_when_snapshot_has_ticker() -> void:
# update_from_state() must show ticker when current_ticker has text.
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
assert_that(ticker_scene).is_not_null()
var ticker := ticker_scene.instantiate()
auto_free(ticker)
add_child(ticker)
GameState.current_snapshot = {
"tick": 2,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"current_ticker": {"id": "t1", "text": "Station systems nominal.", "category": "System"},
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
"NewsTicker must be visible when current_ticker has text"
).is_true()
func test_news_ticker_hides_when_ticker_becomes_null() -> void:
# Ticker shown then hidden: update_from_state() with null current_ticker hides it.
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
assert_that(ticker_scene).is_not_null()
var ticker := ticker_scene.instantiate()
auto_free(ticker)
add_child(ticker)
# Show it first.
GameState.current_snapshot = {
"tick": 1, "version": Protocol.PROTOCOL_VERSION, "entities": [],
"current_ticker": {"id": "t1", "text": "Breaking news.", "category": "System"},
}
ticker.update_from_state()
assert_bool(ticker.visible).is_true()
# Null current_ticker — player left the bar zone.
GameState.current_snapshot = {
"tick": 2, "version": Protocol.PROTOCOL_VERSION, "entities": [],
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
"NewsTicker must hide when current_ticker returns to null"
).is_false()
+1
View File
@@ -0,0 +1 @@
uid://signal_sprint24_sr
+78
View File
@@ -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
+1
View File
@@ -0,0 +1 @@
uid://pd1qpgxiodig
+11
View File
@@ -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
+1
View File
@@ -0,0 +1 @@
uid://dna10a0ln5pd0
+16 -1
View File
@@ -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])
+89
View File
@@ -0,0 +1,89 @@
extends Control
## #588: Character archetype select panel — shown after "New Game", before loading main.tscn.
## Two cards (Smuggler / Detective). Keyboard (left/right/enter/esc) and mouse.
## Emits archetype_confirmed(archetype: String) or archetype_cancelled on ESC.
##
## ESC cancels without creating a save directory — new_game() fires AFTER confirmation.
signal archetype_confirmed(archetype: String)
signal archetype_cancelled
const CARD_BG_NORMAL := Color(0.07, 0.07, 0.10, 1.0)
const CARD_BG_SELECTED := Color(0.10, 0.12, 0.18, 1.0)
const CARD_BORDER_NORMAL := Color(0.18, 0.22, 0.28, 1.0)
const CARD_BORDER_SELECTED := Color(0.906, 0.773, 0.278, 1.0) # INSERT_COLOR_HOVER
# Archetypes in display order — index 0=smuggler (left card), 1=detective (right card)
const ARCHETYPES := ["smuggler", "detective"]
@onready var _smuggler_wrapper: Control = $Cards/CardSmugglerWrapper
@onready var _detective_wrapper: Control = $Cards/CardDetectiveWrapper
@onready var _confirm_btn: Button = $ConfirmBtn
@onready var _title_label: Label = $TitleLabel
var _selected_index: int = 0 # 0=smuggler, 1=detective
func _ready() -> void:
_title_label.text = UIStrings.get_text("character_select.title")
_confirm_btn.text = UIStrings.get_text("character_select.confirm")
# Smuggler card labels
$Cards/CardSmugglerWrapper/CardInner/VBox/NameLabel.text = UIStrings.get_text("character_select.smuggler_card_name")
$Cards/CardSmugglerWrapper/CardInner/VBox/RoleLabel.text = UIStrings.get_text("character_select.smuggler_card_role")
$Cards/CardSmugglerWrapper/CardInner/VBox/ToneLabel.text = UIStrings.get_text("character_select.smuggler_card_tone")
# Detective card labels
$Cards/CardDetectiveWrapper/CardInner/VBox/NameLabel.text = UIStrings.get_text("character_select.detective_card_name")
$Cards/CardDetectiveWrapper/CardInner/VBox/RoleLabel.text = UIStrings.get_text("character_select.detective_card_role")
$Cards/CardDetectiveWrapper/CardInner/VBox/ToneLabel.text = UIStrings.get_text("character_select.detective_card_tone")
_confirm_btn.pressed.connect(_on_confirm)
_smuggler_wrapper.gui_input.connect(_on_card_input.bind(0))
_detective_wrapper.gui_input.connect(_on_card_input.bind(1))
_update_card_visuals()
func _input(event: InputEvent) -> void:
if not visible:
return
if event is InputEventKey and event.pressed and not event.is_echo():
match event.keycode:
KEY_LEFT:
_selected_index = 0
_update_card_visuals()
get_viewport().set_input_as_handled()
KEY_RIGHT:
_selected_index = 1
_update_card_visuals()
get_viewport().set_input_as_handled()
KEY_ENTER, KEY_KP_ENTER:
_on_confirm()
get_viewport().set_input_as_handled()
KEY_ESCAPE:
archetype_cancelled.emit()
get_viewport().set_input_as_handled()
func _on_card_input(event: InputEvent, card_index: int) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_selected_index = card_index
_update_card_visuals()
func _on_confirm() -> void:
archetype_confirmed.emit(ARCHETYPES[_selected_index])
func _update_card_visuals() -> void:
_set_card_selected(_smuggler_wrapper, _selected_index == 0)
_set_card_selected(_detective_wrapper, _selected_index == 1)
_confirm_btn.grab_focus()
func _set_card_selected(wrapper: Control, selected: bool) -> void:
var border: ColorRect = wrapper.get_node("CardBorder")
var inner: ColorRect = wrapper.get_node("CardInner")
border.color = CARD_BORDER_SELECTED if selected else CARD_BORDER_NORMAL
inner.color = CARD_BG_SELECTED if selected else CARD_BG_NORMAL
+1
View File
@@ -0,0 +1 @@
uid://char_select_sr
+37 -2
View File
@@ -1,10 +1,12 @@
extends Control
## #258: Main menu — New Game / Continue / Load Game / Quit.
## New Game: generates per-game save directory (D-085), starts game.
## New Game: shows character select panel (D-085 save dir created after archetype chosen).
## Continue: loads most recent save directory.
## Load Game: shows sorted save list for manual selection (#257).
## #588: Character archetype selection — panel shown between New Game click and game load.
const GAME_SCENE := "res://scenes/main.tscn"
const CHARACTER_SELECT_SCENE := "res://scenes/character_select.tscn"
const BG_COLOR := Color(0.05, 0.05, 0.08, 1.0)
const TITLE_COLOR := Color("#c8d0e0")
@@ -23,6 +25,8 @@ const FONT_SIZE_BTN := 15
@onready var _saves_list: VBoxContainer = $LoadGamePanel/VBox/SavesScroll/SavesList
@onready var _load_back_btn: Button = $LoadGamePanel/VBox/BackBtn
var _char_select: Control = null # Instantiated on demand
func _ready() -> void:
_new_game_btn.pressed.connect(_on_new_game)
@@ -41,14 +45,45 @@ func _refresh_continue_state() -> void:
func _on_new_game() -> void:
GameState.pending_load_path = "" # clear stale load path from previous Load selection
# #588: Show character select before creating the save directory.
# ESC on character select cancels with no directory created.
GameState.pending_load_path = ""
_show_character_select()
func _show_character_select() -> void:
if _char_select != null and is_instance_valid(_char_select):
_char_select.queue_free()
var scene := load(CHARACTER_SELECT_SCENE) as PackedScene
if scene == null:
push_error("MainMenu: failed to load character_select.tscn")
return
_char_select = scene.instantiate()
add_child(_char_select)
_char_select.archetype_confirmed.connect(_on_archetype_confirmed)
_char_select.archetype_cancelled.connect(_on_archetype_cancelled)
func _on_archetype_confirmed(archetype: String) -> void:
if _char_select != null and is_instance_valid(_char_select):
_char_select.queue_free()
_char_select = null
# Set archetype before new_game() so SessionManager can persist it.
GameState.character_archetype = archetype
var game_id := SessionManager.new_game()
if game_id.is_empty():
push_error("MainMenu: new_game() failed to create save directory — cannot start")
return
SessionManager.save_character_archetype(game_id, archetype)
get_tree().change_scene_to_file(GAME_SCENE)
func _on_archetype_cancelled() -> void:
if _char_select != null and is_instance_valid(_char_select):
_char_select.queue_free()
_char_select = null
func _on_continue() -> void:
GameState.pending_load_path = "" # clear stale load path from previous Load selection
var saves := SessionManager.list_game_dirs()
+59
View File
@@ -0,0 +1,59 @@
extends Control
## #592: News ticker — scrolling horizontal headline bar, active in The Last Shift zone.
## Lives on UILayer (z-layer 7 per D-049). Not suppressed by insert_active (D-013):
## the ticker is a real-world screen the player can see regardless of insert state.
## Text scrolls left at SCROLL_SPEED px/sec. When current_ticker is null, hides.
const BG_COLOR := Color(0.05, 0.05, 0.07, 0.75)
const TEXT_COLOR := Color(0.784, 0.816, 0.878, 1.0) # INSERT_COLOR_TEXT
const FONT_SIZE := 13
const SCROLL_SPEED := 60.0 # pixels per second
const BAR_HEIGHT := 28
@onready var _label: Label = $TickerLabel
var _text: String = ""
var _scroll_x: float = 0.0
var _content_width: float = 0.0
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
_label.add_theme_font_size_override("font_size", FONT_SIZE)
_label.add_theme_color_override("font_color", TEXT_COLOR)
visible = false
func update_from_state() -> void:
var ticker: Variant = GameState.current_snapshot.get("current_ticker")
if ticker == null or not ticker is Dictionary:
visible = false
return
var new_text: String = ticker.get("text", "")
if new_text.is_empty():
visible = false
return
if new_text != _text:
_text = new_text
_label.text = _text
# Reset scroll to start from right edge on new headline.
# Defer width read by one frame: get_minimum_size() returns stale
# data if called before the layout pass that follows text assignment.
_scroll_x = size.x
_content_width = 0.0 # will be updated after layout in _process
call_deferred("_update_content_width")
visible = true
func _update_content_width() -> void:
_content_width = _label.get_minimum_size().x
func _process(delta: float) -> void:
if not visible:
return
_scroll_x -= SCROLL_SPEED * delta
# Restart from right edge when text has fully exited left.
if _scroll_x + _content_width < 0.0:
_scroll_x = size.x
_label.position.x = _scroll_x
+1
View File
@@ -0,0 +1 @@
uid://news_ticker_sr
+33
View File
@@ -0,0 +1,33 @@
[gd_scene load_steps=2 format=3 uid="uid://news_ticker_scene_sr"]
[ext_resource type="Script" path="res://ui/news_ticker.gd" id="1_newsticker"]
; #592: News ticker — scrolling headline bar. Lives on UILayer (z-layer 7).
; Anchored top-left to top-right, 28px tall. Hidden when current_ticker is null.
[node name="NewsTicker" type="Control"]
layout_mode = 1
anchors_preset = 10
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 0.0
offset_bottom = 28.0
clip_contents = true
script = ExtResource("1_newsticker")
[node name="TickerBg" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.05, 0.05, 0.07, 0.75)
mouse_filter = 2
[node name="TickerLabel" type="Label" parent="."]
layout_mode = 0
offset_top = 4.0
offset_bottom = 24.0
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
text = ""
+1 -1
View File
@@ -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
+7 -2
View File
@@ -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."
}
}
}
@@ -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
@@ -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
+1 -1
View File
@@ -1,4 +1,4 @@
-- Commonwealth Project Ticketing Database Schema
-- Settled Reach Project Ticketing Database Schema
-- Access via: python3 tooling/db/sqlite_connector.py <command>
-- DO NOT use sqlite3 CLI (crashes in Claude Code due to std::bad_alloc bug)
+3 -3
View File
@@ -10,10 +10,10 @@ Cross-domain decisions live in one file with cross-reference notes in related fi
| File | Domain | Decisions |
|------|--------|-----------|
| [architecture.md](architecture.md) | Technical foundation | D-008, D-009, D-010, D-012, D-020, D-026, D-030, D-031, D-041, D-042, D-054, D-055, D-066, D-068, D-073, D-085, D-088, D-094, D-096, D-097, D-099, D-100, D-101, D-102, D-103, D-106, D-108, D-109 |
| [architecture.md](architecture.md) | Technical foundation | D-008, D-009, D-010, D-012, D-020, D-026, D-030, D-031, D-041, D-042, D-054, D-055, D-066, D-068, D-073, D-085, D-088, D-094, D-096, D-097, D-099, D-100, D-101, D-102, D-103, D-106, D-108, D-109, D-113, D-133, D-134, D-135, D-136, D-137 |
| [perception.md](perception.md) | Player observation | D-011, D-015, D-016, D-017, D-018, D-019, D-033, D-035, D-043, D-044, D-045, D-046, D-047, D-048, D-049, D-052, D-056, D-057, D-058, D-059, D-060, D-061, D-067, D-069, D-070, D-071, D-072, D-076, D-077, D-078, D-086 |
| [content.md](content.md) | NPC, dialogue, templates | D-023, D-024, D-025, D-028, D-029, D-032, D-034, D-035, D-036, D-037, D-050, D-062, D-063, D-064, D-074, D-075, D-084, D-090, D-092, D-093, D-095, D-098, D-104, D-105, D-107 |
| [scope.md](scope.md) | Game concept, prototype | D-001, D-003, D-005, D-006, D-007, D-013, D-014, D-027, D-038, D-039, D-051, D-053, D-065, D-087, D-089, D-091 |
| [content.md](content.md) | NPC, dialogue, templates | D-023, D-024, D-025, D-028, D-029, D-032, D-034, D-035, D-036, D-037, D-050, D-062, D-063, D-064, D-074, D-075, D-084, D-090, D-092, D-093, D-095, D-098, D-104, D-105, D-107, D-121, D-122, D-123, D-124, D-125, D-126, D-127, D-128, D-129, D-130, D-131, D-132 |
| [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-018Q-023, Q-029, Q-030, Q-046 |
+111 -1
View File
@@ -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-133D-137 added — Where's the Fun? Workshop)*
+117 -2
View File
@@ -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 +295,111 @@ 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 templating via culture vectors
- **Date:** 2026-03-05
- **Decision:** NPC content (dialogue pools, voice, vocabulary) is generated using generative AI with culture vectors, tone, and accent prompts as constraints. Culture vectors are the primary prompt constraint — they prevent the AI pipeline from defaulting to genre conventions. The AI pipeline is an authoring tool for content assembly, not a runtime system. Limited vocabulary acceptable at first; AI templating scales content as the generator matures.
- **Rationale:** The copy pool for all-generated NPCs at scale is enormous. Generative AI with culture-vector constraints is the only viable path to populating it without hand-authoring every line. Culture profiles (Miri prerequisite) become the primary authoring deliverable feeding the pipeline.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 8
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **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, door open
- **Date:** 2026-03-05
- **Decision:** Running a dressed-down version of ollama in-game for live NPC dialogue is possible and interesting, but deferred. The door is explicitly left open — this is not a rejected alternative, it is a future investigation item. For v0.2, NPC dialogue uses template-assembled content (D-123). Live in-game AI dialogue is post-proof-of-life.
- **Rationale:** Live AI dialogue requires solving NPC quality floor, performance, and determinism questions that are out of scope for the generator proof-of-life. Deferred until the base generator is proven solid.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 9
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
### 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)
---
*37 decisions. Last updated: 2026-03-05 (D-121D-132 added; D-023, D-024, D-028, D-029, D-032, D-034, D-036 amended; D-032 superseded — Where's the Fun? Workshop)*
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@@ -48,7 +48,8 @@ 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 +176,4 @@ Narrative, NPCs, dialogue, templates, setting, worldbuilding, and storyteller me
---
*19 questions (5 resolved, 1 partially resolved, 13 open). Last updated: 2026-02-28.*
*19 questions (5 resolved, 2 partially resolved, 12 open). Last updated: 2026-03-05 (Q-033 partially resolved/reframed — Where's the Fun? Workshop)*
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@@ -10,7 +10,7 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
### Q-004: One campaign spanning all eras or separate era scenarios?
- **Status:** Not yet discussed
- **Context:** Gore raised that Commonwealth Era and Void Era play very differently. Prototype focuses on pre-Starflyer War era.
- **Context:** Gore raised that different historical eras of the Settled Reach play very differently. Prototype focuses on a single era.
- **Assigned to:** Gore, Miri to lead discussion
### Q-005: Scale for prototype - locations, characters, factions
@@ -29,7 +29,9 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
- **Assigned to:** Team Leader
### Q-011: Character selection and playable characters
- **Status:** Not yet discussed
- **Status:** Resolved → [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content), [D-115](scope.md#d-115-character-creation-scoped-to-skills--bookmark-for-v02), [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters)
- **Resolution:** v0.2 has one playable character type: the tycoon (small business owner starting state, D-118). One bookmark. All NPCs are generated — no canon named characters. Character creation is skills + bookmark only. The "how different are their starting positions?" question is answered by the small business owner economic variation (D-118: bar, logistics contract, storage franchise as starting configurations). The "canon characters vs original" question is answered by D-122: all NPCs generated, no canon characters exist in v0.2.
- **Date resolved:** 2026-03-05 (Where's the Fun? Workshop)
- **Question:** Which characters are playable in the prototype? How different are their starting positions? Can you play canon characters or only original ones?
- **Assigned to:** Miri, Paula
@@ -51,7 +53,8 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
- **Source:** Wiki Review Workshop R4, lead interview
### Q-034: PC archetypes
- **Status:** Open
- **Status:** Partially resolved → [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (v0.2 scope only: tycoon bookmark, zero investigation)
- **Partial resolution:** v0.2 scope is settled — one bookmark (tycoon, small business owner start per D-118). Smuggler and detective are abandoned for v0.2. The full 8-archetype model, fluid archetype transitions, and "vulnerable window" mechanics remain undesigned for the full game. The "detective, smuggler, tycoon are jobs you can have, not the game's identity" framing (Where's the Fun? Workshop) is the guiding principle for future archetype design.
- **Question:** Should the full game support 8 fluid PC archetypes (Smuggler, Detective, Engineer, Diplomat, Medic, Scholar, Soldier, Merchant) with transition mechanics where archetype shifts during play based on player behavior? The lead approved 8 archetypes with fluid transitions as a game mechanic. v0.1 ships smuggler + detective only (D-027). Full archetype spec, transition triggers, and "vulnerable window" mechanics are undesigned. NOTE: The character-creation-game-setup workshop (Q-011) will address this — coordinate.
- **Assigned to:** Nigel, Gestalt
- **Source:** Wiki Review Workshop R4, lead interview
@@ -69,7 +72,8 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
- **Source:** Wiki Review Workshop R4
### Q-037: Generator development pipeline
- **Status:** Open
- **Status:** Partially resolved → [D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path) (Sprint 25 generator spike confirmed as first step)
- **Partial resolution:** The first phase is confirmed — Sprint 25 generator spike. The 6-phase pipeline spec (Ingredient Authoring, Template Authoring, Generator Development, Validation Development, Generation + Review, Hand-Elevation) remains unformally adopted. Generator-first approach (D-114) and the confirmed Sprint 25 spike (D-119) define the immediate critical path. Full pipeline spec remains open pending post-spike assessment.
- **Question:** Should content production follow a 6-phase generator pipeline (Ingredient Authoring, Template Authoring, Generator Development, Validation Development, Generation + Review, Hand-Elevation)? The wiki-review workshop proposed this as the production model for 300 worlds. SI mapped a release path (v0.1 hand-authored, v0.2-0.5 template expansion, v0.6-0.10 generator development, pre-v1.0 validation). Needs scope assessment and sprint planning integration.
- **Assigned to:** SI, Tyre
- **Source:** Wiki Review Workshop R4
@@ -88,4 +92,4 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
---
*14 questions (0 resolved, 1 partially resolved, 13 open). Last updated: 2026-02-28.*
*14 questions (1 resolved, 3 partially resolved, 10 open). Last updated: 2026-03-05 (Q-011 resolved, Q-034 and Q-037 partially resolved — Where's the Fun? Workshop)*
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@@ -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 | 19 | 5 | 2 | 12 |
| Scope | 14 | 1 | 3 | 10 |
| **Total** | **54** | **17** | **7** | **30** |
*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
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@@ -6,7 +6,7 @@ Alternatives considered and rejected, with rationale preserved for future refere
### R-001: Stellaris mod
- **Rejected:** 2026-02-08
- **Reason:** Character system too shallow, multi-empire assumption conflicts with Commonwealth's single-civilization focus, wormhole-as-infrastructure not achievable within Stellaris modding. Team Leader's experience with Star Trek: New Horizons confirmed that even well-suited IPs struggle with character connection in Stellaris.
- **Reason:** Character system too shallow, multi-empire assumption conflicts with the Settled Reach's single-civilization focus, wormhole-as-infrastructure not achievable within Stellaris modding. Team Leader's experience with Star Trek: New Horizons confirmed that even well-suited IPs struggle with character connection in Stellaris.
### R-002: CK3 total conversion
- **Rejected:** 2026-02-08
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@@ -7,21 +7,21 @@ What we're building: game concept, design pillars, prototype definition, map spe
### D-001: Build a custom game, not a mod
- **Date:** 2026-02-08
- **Decision:** We are building a standalone game, not a Stellaris mod.
- **Rationale:** No existing game provides the right combination of character-driven dynasty play, wormhole-centric space map, and deep internal politics that the Commonwealth universe demands. Stellaris gets the map right but characters wrong. CK3 gets characters right but the map wrong. Neither supports wormhole-as-infrastructure as a core mechanic.
- **Rationale:** No existing game provides the right combination of character-driven dynasty play, wormhole-centric space map, and deep internal politics that the Settled Reach universe demands. Stellaris gets the map right but characters wrong. CK3 gets characters right but the map wrong. Neither supports wormhole-as-infrastructure as a core mechanic.
- **Raised by:** Team Leader (Jeroen), after team debate across Rounds 1-3.
- **Dissent:** None. Team unanimously supports after discussion.
### D-003: Commonwealth is the first campaign, not the only possible one
### D-003: The Settled Reach is the first campaign, not the only possible one
- **Date:** 2026-02-08
- **Decision:** Build a character-driven space grand strategy *framework/engine*, with the Commonwealth universe as the first campaign/scenario.
- **Rationale:** Avoids locking into one IP. The framework has broader value. The Commonwealth provides a rich, opinionated first use case that forces good design decisions.
- **Decision:** Build a character-driven space grand strategy *framework/engine*, with the Settled Reach as the first campaign/scenario.
- **Rationale:** Avoids locking into one IP. The framework has broader value. The Settled Reach provides a rich, opinionated first use case that forces good design decisions.
- **Raised by:** Gore (Transhumanist Fan), endorsed by team.
### D-005: Core concept - single character, first-person, story-generator
- **Date:** 2026-02-08
- **Decision:** The game is a first-person, single-character experience. You select a character at game start and play from their perspective. The world is a rich simulation experienced through one person's keyhole view.
- **Supersedes:** D-002 (dynasty grand strategy concept)
- **Elevator pitch:** "Pick a character. Step into the Commonwealth. Figure it out."
- **Elevator pitch:** "Pick a character. Step into the Settled Reach. Figure it out."
- **Key pillars:**
- **Single character selection** - who you pick determines where you start, what you know, what you can do, and what you care about
- **Asymmetric information as core mechanic** - you only know what your character knows. Others lie, withhold, reveal. The same world-state looks completely different from different characters
@@ -59,7 +59,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
### D-013: Diegetic insert/POI navigation system
- **Date:** 2026-02-09
- **Decision:** The player's map interface is diegetic - it IS the character's neural insert (Commonwealth technology). Not a game UI bolted on, but the character literally checking their implant's navigation overlay. Points of interest appear on the map only when learned through gameplay.
- **Decision:** The player's map interface is diegetic - it IS the character's neural insert (Settled Reach technology). Not a game UI bolted on, but the character literally checking their implant's navigation overlay. Points of interest appear on the map only when learned through gameplay.
- **How POIs are learned:**
- Character background (starting knowledge based on who you are)
- NPC interactions (contacts send locations, tips, "meet me here" pins)
@@ -71,8 +71,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Cross-reference:** Perception mode overlay in [D-017](perception.md#d-017-perception-modes-as-character-build-system). Time display on insert in [D-031](architecture.md#d-031-time-system--game-clock-and-day-phases).
- **Raised by:** Team Leader (Jeroen) proposed borderless + anchoring concept. Miri confirmed canon basis. Full team contributed mechanics.
### D-014: v0.1 map specification
### D-014: v0.1 map specification [SUPERSEDED]
- **Date:** 2026-02-09
- **Superseded by:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life replaces hand-built map spec; auto-generated locations at scale replace the hand-crafted tile map approach)
- **Decision:** First playable tech demo map spec:
| Layer | Spec |
@@ -93,8 +94,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Raised by:** Full team across Rounds 8-10.
### D-027: Vertical slice — smuggler + detective, two-character proof
### D-027: Vertical slice — smuggler + detective, two-character proof [SUPERSEDED]
- **Date:** 2026-02-10
- **Superseded by:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life) and [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (tycoon bookmark replaces smuggler + detective; zero investigation content for v0.2)
- **Decision:** The proof-of-concept vertical slice is one station district containing: 1 workplace social site, 1 social venue (bar), 1 smuggling ring template, shared NPCs. Two playable characters: smuggler (logistics worker, insider access to criminal templates, social camouflage) and detective (institutional investigator, authority access, analytical). Success criteria: (1) 30 minutes of daily-life breathing room before contamination activates, (2) both playthroughs feel like fundamentally different games, (3) after each playthrough player names an NPC they felt conflicted about, (4) the observe→notice→follow→discover sequence emerges from systems not scripts.
- **Supersedes:** [D-006](#d-006-prototype-scenario--institutearmstrongguardians-superseded)
- **Rationale:** Smuggler + detective creates adversarial divergence — the detective's target IS the smuggler's daily life. Same templates, same NPCs, inverted relationships. Proves character-as-lens, contamination, life-sim attachment, and replayability simultaneously. Tyre confirms: ~20% more effort than single-character, no new architecture.
@@ -121,8 +123,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Raised by:** Ozzie (Round 1 minimum viable proposal, Round 2 full spec), project lead (confirmed, directives #3 and #9). Amendment raised by Inigo (hybrid approach), endorsed by Tyre.
- **Dissent:** Mellanie and Araminta both proposed deferring audio; project lead overruled. Visual sound indicators remain complementary to audio (not replacement).
### D-039: v0.1 wow moment scope — all 6 moments
### D-039: v0.1 wow moment scope — all 6 moments [SUPERSEDED]
- **Date:** 2026-02-11
- **Superseded by:** [D-127](content.md#d-127-player-choices-are-the-content--rimworld-model-job-as-rails) (emergent life-sim replaces detective-specific authored wow moments) and [D-136](architecture.md#d-136-first-settled-reach-moment-auto-generated-apartment--insert-activation) (new first moment: apartment + insert activation). The 6 wow moments were designed for the detective/smuggler frame. No detective-specific wow moments in v0.2.
- **Decision:** All 6 wow moments identified by Ozzie are in v0.1 scope. The original 4 "essential" moments are promoted to must-have. The 2 "nice-to-have" moments are also promoted to must-have (project lead directive).
- **The 6 wow moments (chronological in a 30-minute session):**
1. **Arrival** (minute 0-1): Station hum playing, NPCs already moving, first monologue chime. "Where am I? This feels real." Content: opening monologue, station ambient, pre-populated routines.
@@ -163,8 +166,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Raised by:** Lead (stance toggle, final call), Gestalt (Walk/Sprint/Careful triad + perception coupling), Dudley (MovementProfile + tick values), Ozzie (perception gradient), Nigel (character-defining speed)
- **Dissent:** None after lead call.
### D-065: Smuggler inventory — knowledge-primary with physical evidence
### D-065: Smuggler inventory — knowledge-primary with physical evidence [SUPERSEDED]
- **Date:** 2026-02-13
- **Superseded by:** [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (no smuggler character in v0.2). The knowledge-primary inventory concept and physical evidence design survive as patterns for future character implementation.
- **Decision:** Knowledge is the primary "inventory" for all characters (you SAW the manifest, not you HAVE it). The smuggler additionally gets a minimal physical inventory for v0.1: 3 specific items (manifest copy, corridor access token, personal comm log). Capacity per archetype: smuggler 3-4 slots, detective 2 slots. Carried items are PRIVATE — they exist behind the information boundary ([D-010](architecture.md#d-010-multiplayer-ready-architectural-baseline) principle 2) and are not visible to other entities unless revealed via search, scan, or confrontation. Server implementation: world entities with CarriedBy component. Verbs: Take, Place.
- **Evidence presentation differs by archetype:** Detective sees case-file-style entries (structured: what/where/when/source/confidence, insert suggests links). Smuggler sees personal notebook (organized by person, informal voice, no contradiction flags). Same underlying knowledge graph, different presentation layer.
- **v0.1 items (Paula):**
@@ -178,8 +182,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Raised by:** Lead (smuggler needs inventory), Paula (three items + presentation split), Gestalt (knowledge-primary framework), Tyre (minimal implementation: SmallVec<3>), Dudley (server model: BTreeMap + info boundary)
- **Dissent:** Tyre initially argued zero physical items in v0.1 (saves 3-4 sprints). Adapted with minimal implementation after lead directive.
### D-087: v0.1 triangle configuration — 3 active forks, 2 passive tensions
### D-087: v0.1 triangle configuration — 3 active forks, 2 passive tensions [SUPERSEDED]
- **Date:** 2026-02-12
- **Superseded by:** [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters) (all NPCs generated; no named triangles with hand-authored characters) and [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (no investigation-specific triangle configuration for v0.2). Triangle generation follows the generator-first model (D-114).
- **Decision:** v0.1 vertical slice uses 5 relationship triangles. Three are active forks (T1: Kael-Smuggler-Ring, T2: Sera-Detective-Commission, T4: Drin-System-Ring) with branching outcomes driven by player observation. Two are passive tensions (T3: Naia-Kael-Hael, T5: Worried Partner background) that provide atmosphere and secondary discovery paths. Active forks require authored content per branch. Passive tensions are system-driven.
- **Rationale:** Three active forks are within v0.1 content authoring capacity. Passive tensions require no branching content — they enrich discovery space without multiplying authored lines.
- **Raised by:** Gestalt, Paula
@@ -187,8 +192,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Source:** v0.1 Content Scoping Workshop, Round 2 synthesis
- **Cross-reference:** D-027 (vertical slice), D-034 (THE FRIEND pattern)
### D-089: Self-contained triangle forks for v0.1, no cross-triangle cascade
### D-089: Self-contained triangle forks for v0.1, no cross-triangle cascade [SUPERSEDED]
- **Date:** 2026-02-12
- **Superseded by:** [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) and [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters). No hand-authored triangle forks in v0.2; triangle generation follows the generator-first model. Cross-triangle cascade design is preserved as a future consideration once the generator proves relationships are readable.
- **Decision:** In v0.1, each triangle fork resolves independently. No triangle outcome triggers escalation in another triangle. Cross-triangle cascade (storyteller-managed, where resolving T1 affects T2 pressure) is deferred to v0.2+. This keeps v0.1 content authoring manageable — each triangle is a self-contained narrative unit.
- **Rationale:** Cross-triangle cascade requires the storyteller to track inter-triangle state and authors to write contingent branches. Both are out of scope for v0.1. Self-contained triangles can be authored, tested, and validated independently.
- **Raised by:** Paula, Gestalt
@@ -196,8 +202,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Source:** v0.1 Content Scoping Workshop, Round 2 synthesis
- **Cross-reference:** D-087 (triangle configuration), D-027 (vertical slice)
### D-091: Complicity as named thematic core
### D-091: Complicity as named thematic core [SUPERSEDED]
- **Date:** 2026-02-12
- **Superseded by:** [D-132](content.md#d-132-dual-scale-consequence-model--rimworld-sharp-events-and-df-slow-accumulation) (consequence replaces complicity as the primary experiential frame — Gore's reframe, Where's the Fun? Workshop convergence). The detective/smuggler frame that gave "complicity" its specific meaning has been replaced by the life-sim frame (D-117). All careers produce consequence at dual scales; complicity was archetype-specific to the detective/smuggler lens.
- **Decision:** The game's thematic identity is complicity — not conspiracy, not detection, not information asymmetry (which is the mechanical core per D-007). The player becomes complicit through observation: seeing something means choosing whether to act on it. The smuggler is complicit in the ring's operations. The detective is complicit in the institution's blindness. Both discover they are already entangled before they choose to be. This framing governs narrative design, wow moment emotional targets (D-039), and the Divergence Reveal (D-027 criterion 4).
- **Rationale:** "Complicity" names the emotional experience that information asymmetry produces. It distinguishes this game from pure detective games (you uncover truth) and pure action games (you do things). Here: you watch, and the watching implicates you.
- **Raised by:** Gore
@@ -207,4 +214,66 @@ What we're building: game concept, design pillars, prototype definition, map spe
---
*17 decisions (15 active, 2 superseded). Last updated: 2026-02-12 (D-087, D-089, D-091 added — retroactive filings from v0.1 Content Scoping Workshop and Wiki Review Workshop)*
### D-114: v0.2 proof-of-life — generator + graphics, not hand-built slice
- **Date:** 2026-03-05
- **Decision:** The v0.2 proof-of-life milestone is defined as: the generator producing usable output (auto-generated locations at scale with legible characters) plus better graphics. A hand-built vertical slice is explicitly NOT the proof-of-life. The v0.1 lesson: descoping toward a hand-built approach produced the wrong game. v0.2 must first prove the foundational generator can produce usable output, then build the game on top of that foundation.
- **Rationale:** v0.1 was built as a detective puzzle game with hand-placed NPCs and dots for characters. The designer's vision is a single-character life sim. The generator-first approach prevents the same mistake — we prove the generative foundation works before committing to content on top of it.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 1
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Supersedes:** [D-027](#d-027-vertical-slice--smuggler--detective-two-character-proof-superseded) (hand-built vertical slice), [D-014](#d-014-v01-map-specification-superseded) (hand-built map spec)
### D-115: Character creation scoped to skills + bookmark for v0.2
- **Date:** 2026-03-05
- **Decision:** v0.2 character creation is limited to two elements: skills (what the character is good at) and bookmark (which starting scenario/location the character inhabits). Family, culture, and religion are deferred from character creation. Culture is available in the game through the starting location (see [D-128](content.md#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture)), not as a creation slider.
- **Rationale:** Skills and bookmark are the minimum needed to differentiate playthroughs. Adding family/culture/religion at creation gates content that is better delivered through gameplay. Religion in particular is NOT a game system (D-116).
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 2
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Cross-reference:** [D-128](content.md#d-128-culture-implicit-in-starting-location--krenn-system-equals-krenn-culture) (culture implicit in location)
### D-116: Religion is not a game system
- **Date:** 2026-03-05
- **Decision:** Religion is not a game system in The Settled Reach. It was mentioned as a reference point for the cultural richness of CK3, not as a design requirement. Religion is not a character creation axis, not a faction mechanic, not a dialogue filter, and not a storyline driver.
- **Rationale:** The reference to religion in workshop discussions came from CK3 influence. The Settled Reach's mechanical identity is economic + social + information asymmetry, not religious politics. Excluding religion from game systems focuses design on the core mechanics.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 3
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
### D-117: Tycoon is the v0.2 bookmark — zero investigation content
- **Date:** 2026-03-05
- **Decision:** The v0.2 bookmark is the tycoon — a small business owner in the Krenn System. v0.2 ships zero investigation content. The detective and smuggler framing from v0.1 is explicitly abandoned for v0.2. The tycoon naturally blends career models: active management, remote investment via insert (WFH model), and one-off deals (gig model). Investigation content will be revisited when the life-sim foundation is proven stable.
- **Rationale:** v0.1's detective/smuggler frame produced the wrong game. The tycoon bookmark is thematically and mechanically richer: economic complicity, life-sim attachment loops, and narrative emergence from everyday decisions. Clean break from investigation content removes the frame that distorted v0.1.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 4
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
- **Supersedes:** [D-027](#d-027-vertical-slice--smuggler--detective-two-character-proof-superseded)
### D-118: Small business owner starting state — tycoon is aspiration, not starting position
- **Date:** 2026-03-05
- **Decision:** The tycoon bookmark begins as an existing small business owner, not a mogul. The player starts with a small operation (bar, logistics contract, storage franchise) and grows into a tycoon over time — or sells out and pivots to exploration. The bookmark name "tycoon" describes the aspiration and growth trajectory, not the starting state. A true tycoon starting position would be overpowered and would skip the interesting growth phase.
- **Rationale:** Economic complicity and life-sim attachment require a character with something to lose and room to grow. Starting as a mogul eliminates the growth arc and removes economic stakes. The small business owner start grounds the player in a human-scale economic reality before scaling up.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 20
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
### D-119: Generator spike confirmed for Sprint 25 — critical path
- **Date:** 2026-03-05
- **Decision:** The Sprint 25 generator spike is the confirmed first deliverable. If the generator cannot produce usable output, nothing else matters. If it can, everything else has a foundation. The generator proof-of-life gates all subsequent v0.2 development. Sprint 25 prerequisites that must exist before or during the spike: zone identity spec (Miri), one culture profile for Krenn System / Station Sova (Miri), and NpcBlueprint struct design (Tyre). Estimated timeline (Tyre): 7 sprints to proof-of-life playtest (generated location + legible characters + tycoon bookmark from creation to Day 3).
- **Rationale:** The v0.1 lesson established that building without a proven generator produces the wrong game. The sprint 25 spike tests whether the generator can produce auto-generated locations at scale with legible characters — the translation risk mitigation before anything else.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 22
- **Raised by:** Tyre (proposal), Team Leader (confirmed)
- **Dissent:** None
- **Cross-reference:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life)
### D-120: No skill ceiling in v0.2 — transhumanist ladder deferred
- **Date:** 2026-03-05
- **Decision:** Skills have no hard cap in v0.2. The transhumanist ladder (baseline human → Higher → ANA-connected) is a later design layer. v0.2 proves the life-sim loop without skill constraints. The `skill_ceiling` architectural field is preserved in the implementation but not enforced in gameplay until the base game loop is proven.
- **Rationale:** Skill ceilings add complexity that is not load-bearing for the v0.2 proof-of-life. The life-sim loop must prove itself first. The transhumanist ladder is a rich design space but belongs in a later iteration when the foundational systems are stable.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 24
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
---
*24 decisions (15 active, 9 superseded). Last updated: 2026-03-05 (D-114D-120 added; D-014, D-027, D-039, D-065, D-087, D-089, D-091 superseded — Where's the Fun? Workshop)*
+7 -7
View File
@@ -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*
+37 -31
View File
@@ -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
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@@ -53,7 +53,7 @@ GDExtension itself (Godot's native extension interface) has broken compatibility
The Godot project has stated an intent to stabilize GDExtension ABI, but as of the last documented state, it has NOT been stabilized. Every Godot minor version bump is a potential "stop work and fix bindings" event.
**Impact on this project:** The Commonwealth game will be in development for years. It will span multiple Godot versions. Each upgrade risks days to weeks of integration work, not on game features, but on making the bridge compile again.
**Impact on this project:** The Settled Reach game will be in development for years. It will span multiple Godot versions. Each upgrade risks days to weeks of integration work, not on game features, but on making the bridge compile again.
**Mitigation:**
- Stay on one Godot version for as long as possible. Do not upgrade Godot unless a specific feature is needed.
@@ -109,7 +109,7 @@ Reviewed all 40 confirmed decisions across 5 domain files. The decisions are **r
**Mild tension points (not contradictions):**
1. **D-003 vs current scope.** D-003 says "build a framework/engine, Commonwealth is the first campaign." But the NPC axes (D-024), contraband spec (D-037), and setting details (D-036) are deeply Commonwealth-specific. Fine for v0.1 — the "framework" claim should be understood as aspirational, not architectural.
1. **D-003 vs current scope.** D-003 says "build a framework/engine, the Settled Reach is the first campaign." But the NPC axes (D-024), contraband spec (D-037), and setting details (D-036) are deeply Settled Reach-specific. Fine for v0.1 — the "framework" claim should be understood as aspirational, not architectural.
2. **D-012 (chunk-based maps, future borderless) vs D-014 (bounded 150x150).** No contradiction, but chunk-based architecture is over-engineered for v0.1 scope (150x150 = ~25 chunks at 32x32). Investment justified by design principle.
3. **D-009 (multiplayer-ready) cost estimate ("15-20% slower").** Unverifiable at this stage. With subprocess/IPC, multiplayer readiness is essentially free because the architecture IS client-server.
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@@ -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.
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@@ -30,7 +30,7 @@ D-024 defines the tell system axis on the NPC model. This spec identifies 5 tell
| Tell category | Internal state | Primary Tier 2 behavior | Secondary behavior | Notes |
|---------------|---------------|------------------------|-------------------|-------|
| **Nervous** | Stress above tolerance threshold, concealment at risk | Movement hesitation + route checking | Proximity avoidance to specific zones | Most common for characters with active secrets |
| **Angry** | High stress, contested relationship, tolerance reached | Accelerated/direct movement | Short dwell times | Anger in the Commonwealth is internalized — no outburst in public |
| **Angry** | High stress, contested relationship, tolerance reached | Accelerated/direct movement | Short dwell times | Anger in the Settled Reach is internalized — no outburst in public |
| **Friendly** (suppressed) | Wanting to interact but constrained | Lingering near character / zone | Approach-and-withdraw pattern | Friendly tell occurs when NPC wants contact but can't initiate |
| **Guarded** | Protective of information or person | Proximity positioning | Route shielding | NPC places themselves between player and something/someone |
| **Routine deviation** | Normal routine interrupted by higher priority | Unexpected location, unexpected timing | Unusual activity for current day phase | The broadest tell — anything outside the established pattern |
@@ -128,7 +128,7 @@ These are the Tier 2 animation states that serve as tell expressions. Each behav
`●●` = primary expression, `●` = secondary expression, `—` = not used.
**Angry tell note:** Anger in the Commonwealth is internalized in public spaces. An angry NPC does not have an outburst. They move faster (shorter dwell times, quicker route execution), speak shorter sentences (Mellanie's domain), and avoid the person they are angry with if they can manage it. Avoidance is the primary behavioral tell. There is no raised fist or stamped foot. The station is a workplace; people here manage.
**Angry tell note:** Anger in the Settled Reach is internalized in public spaces. An angry NPC does not have an outburst. They move faster (shorter dwell times, quicker route execution), speak shorter sentences (Mellanie's domain), and avoid the person they are angry with if they can manage it. Avoidance is the primary behavioral tell. There is no raised fist or stamped foot. The station is a workplace; people here manage.
---
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@@ -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 |
|-------|-------|---------------|------|
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# 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 (2432px 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.
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# 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 35 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:** 35 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 35 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 — 12 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. 35 smuggler monologue lines in `monologue/smuggler/the-terminal.yaml` with `situation: [triangle_activated]`, correct tag schema (D-035), `cooldown: 9999`, `trigger: observe_npc`.
2. 35 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.
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# 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 122 |
| #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 1222) + 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.
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# 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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# Sprint 25: Emerge — Copy Tasks
**Goal:** Prove the generator can extrapolate from minimal input — a rural Krenn area AND an industrial Krenn zone from zone type and culture profile alone, no per-location spec. Two zone types, one culture, side-by-side comparison.
**Branch:** `copy`
**Agents:** Miri (worldbuilding lead), Mellanie (voice/dialogue review)
## New Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #609 | Zone identity spec | #611 (server defines schema first) |
| #610 | Krenn culture profile | #611 (server defines schema first) |
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
- `decisions/scope.md` — D-114 (generator-first proof-of-life), D-119 (generator spike critical path)
- `decisions/content.md` — D-121 (voice is culture-driven, job as modifier), D-122 (all NPCs generated), D-128 (culture implicit in starting location), D-129 (NPC personality: traits + behavior first)
- `decisions/architecture.md` — D-012 (chunk-based map, borderless generation future)
## Notes
**How this sprint works for copy**
Server starts first. Tyre (#611) defines `ZoneSpec`, `CultureProfile`, and `NpcBlueprint` as Rust structs and writes example YAML showing the expected format. That YAML is the schema contract. Copy fills real content into that schema — not the other way around.
Wait for #611 to deliver its example YAML before writing the real files. Coordinate with Tyre at sprint start to agree on file locations (`content/global/zone-identity-spec.yaml` and `content/global/culture-krenn.yaml` are the expected paths, but Tyre's struct design is authoritative).
**#609 — Zone identity spec**
- Output: YAML file the generator deserializes at runtime. Schema defined by Tyre's `ZoneSpec` struct from #611.
- Minimum two zone types with real content: **rural** and **industrial**. These are the two the sprint proof runs. Remaining types can be stubs with plausible values.
- The taxonomy must make the generator produce visibly different output per zone type — if rural and industrial look the same, it has failed.
- Content scope: what varies between zone types (density, pace, social site mix, NPC role distribution). Not prose worldbuilding — structured parameters that the Rust generator can read.
- Do not invent the schema. Read #611's example YAML first.
**#610 — Krenn culture profile**
- Output: YAML file the generator deserializes at runtime. Schema defined by Tyre's `CultureProfile` struct from #611.
- Must provide enough cultural signal that generated NPCs feel Krenn, not generic-space-village.
- Sprint scope: **name lists** (not phoneme generation rules — Tyre's generator picks from lists), speech markers, economic values, social norms.
- Phoneme-based name generation is explicitly out of scope for this sprint. A curated list of Krenn-sounding names is sufficient.
- Existing Krenn atmosphere and naming examples in `decisions/content.md` D-036 (amended post-workshop) are a starting point. Go deeper on concrete values (specific speech markers, actual name examples) not broader on atmospheric description.
- Do not invent the schema. Read #611's example YAML first.
## Dependency Chain
```
server #611 (schema contract) ──> #609 (zone spec YAML) ──┐
├──> server #612 (generator)
──> #610 (culture YAML) ───────┘
```
Server defines the shape. Copy fills it. Both #609 and #610 can be written in parallel once #611 delivers its example YAML.
## PR Workflow
When ready to submit, create a PR with `tea` CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
```bash
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(copy): zone identity spec and Krenn culture profile" --description "body" --base main --head copy
```
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# Sprint 25: Emerge — Joint
**Confidence: 15%.** This sprint is exploratory — we learn whether the approach works, not whether we can ship it. Declare what we learned, not victory.
**Goal:** Prove the generator can extrapolate from minimal input — a rural Krenn area AND an industrial Krenn zone from zone type and culture profile alone, no per-location spec. Two zone types, one culture, side-by-side comparison.
## Pre-Sprint
| Item | Owner | Blocks |
|------|-------|--------|
| Tyre shares example YAML schema from #611 with Miri | Tyre | #609, #610 |
| Agree on file paths for zone spec and culture YAML | Tyre + Miri | #609, #610, #612 |
The critical coordination handoff: #611 defines the Rust structs and writes example YAML showing the schema. That YAML goes to Miri immediately. Copy fills the schema with real content. Server builds Phase 1 of #612 with hardcoded stubs in parallel — does not wait for copy.
## Sprint Completion Proof — Throwaway Render
**This is not a test suite. It is an eyeball test.**
**Commands:**
```bash
cargo run --bin generator-spike -- --zone rural --seed 42
cargo run --bin generator-spike -- --zone industrial --seed 42
cargo run --bin generator-spike -- --zone rural --seed 43
```
**Expected output per invocation:**
- Zone type and summary (block count, social site list)
- NPC roster: name, role, 2-3 traits, one observable behavior
- Relationship pairs: "A knows B as [type] ([valence])"
**Pass condition — three comparisons:**
Cross-type (rural vs industrial, seed 42):
- Different output shape — social site mix, NPC role distribution, density all differ
- Both feel Krenn — shared naming conventions and cultural markers
- Zone taxonomy does visible work (outputs distinguishable by zone type alone)
Intra-type (rural seed 42 vs rural seed 43):
- Both recognizably rural — same zone shape, similar role distribution
- Different people — different names, traits, relationship pairs
- Tests coherence within a type and variance across seeds
Culture (both zone types):
- Culture profile does visible work — output feels Krenn, not generic space-village
- NPC relationships are **readable** from text — not inferred, read
**Fail condition:**
- Both outputs look the same with different labels (zone taxonomy not doing work)
- Neither feels Krenn (culture profile not doing work)
- NPC traits unreadable from text (D-129 legibility gate not met)
This sprint **discovers** the right spec — it does not implement a known one. If the output is light and not fully deep, that is expected. The proof is in the pudding: run it, read it, judge it.
## Tickets by Team
| Team | # | Title |
|------|---|-------|
| server | #611 | NpcBlueprint struct design |
| copy | #609 | Zone identity spec |
| copy | #610 | Krenn culture profile |
| server | #612 | Template assembly generator (includes NPC pipeline + stdout output) |
## Dependency Chain
```
#611 (structs + schema) ──> #609 (zone spec YAML) ──┐
──> #610 (culture YAML) ──┴──> #612 Phase 2 (integrate real YAML)
#611 ──────────────────────────────────────────────────> #612 Phase 1 (hardcoded stubs, build in parallel)
```
#611 first. #609 and #610 in parallel after schema arrives. #612 builds in two phases — Phase 1 with stubs runs alongside copy, Phase 2 integrates real YAML.
## Open Questions
| ID | Question | Blocking |
|----|----------|---------|
| Q-WTF-033 | AI templating: Claude API, local ollama, or manual for v0.2? | #623 (deferred) |
| Q-WTF-039 | Character creation screen: portrait render or tile-scale preview? | Sprint 26+ |
| Q-WTF-040 | Do creation choices trace into the generated apartment? | Sprint 26+ |
Q-WTF-033 does not block this sprint. Design #612 so AI templating slots in later without a rewrite — the culture profile's speech markers are already the prompt constraint structure.
## Deferred to Future Sprints
- Tycoon bookmark (#605, #614-617) — needs generator output proven first
- Character creation screen (#606, #618-620) — client work, post-generator
- NPC legibility systems (#607, #621-622) — downstream of generator
- AI content templating (#623) — Q-WTF-033 unresolved
- World feel systems (#608, #624-626) — downstream of everything
- Visual rendering of generated world — out of scope for this spike
## What This Sprint Does NOT Do
- No client work (no rendering of generated content)
- No new content beyond the zone spec and culture profile YAML files
- No AI templating implementation (design for it, don't build it)
- No playable session from the generated world
- No ECS entity spawning into a running bevy world (#613 absorbed into #612 as stdout-only proof)
+94
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@@ -0,0 +1,94 @@
# Sprint 25: Emerge — Server Tasks
**Goal:** Prove the generator can extrapolate from minimal input — a rural Krenn area AND an industrial Krenn zone from zone type and culture profile alone, no per-location spec. Two zone types, one culture, side-by-side comparison.
**Branch:** `server`
**Agents:** Dudley (simulation dev), Tyre (architect)
## New Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #611 | NpcBlueprint struct design | — (starts immediately) |
| #612 | Template assembly generator | #611, #609 (copy), #610 (copy) |
Use `tooling/db/ticket show <id>` for full details.
## Key Decisions
- `decisions/scope.md` — D-114 (generator-first proof-of-life), D-119 (generator spike critical path)
- `decisions/content.md` — D-122 (all NPCs generated), D-128 (culture implicit in location), D-129 (NPC personality: traits + behavior first), D-121 (voice culture-driven), D-123 (AI content templating via culture vectors)
- `decisions/architecture.md` — D-012 (chunk-based map, borderless generation future)
## What Exists
- **`server/src/simulation/generator.rs`** (576 lines) — `DistrictSkeleton` data model and related enums. Struct definitions only — no production generation logic yet.
- **`server/src/npc/generate.rs`** — `RoleDefinition`-driven 10-axis NPC generator using `SimRng` (ChaCha20, deterministic). This pipeline survives; `NpcBlueprint` wraps above it and feeds into it.
- **`server/src/simulation/rng.rs`** — `SimRng`. Use this for all randomness in the generator binary.
- **`server/src/npc/`** — full NPC component set including `mood.rs`, `relationships.rs`, `routine.rs`, `trait_modifiers.rs`.
## Notes
**Phased approach**
This sprint discovers the right spec — it does not implement a known one. Three phases:
- **Phase 0 (#611):** Define the Rust structs (`ZoneSpec`, `CultureProfile`, `NpcBlueprint`) and write example YAML. Share with copy team immediately — this unblocks #609 and #610.
- **Phase 1 (#612, early):** Build the generator binary with hardcoded test data. Do not wait for copy to finish their YAML. Hardcode two zone profiles (rural, industrial stub) and a Krenn culture stub in Rust. Get the generation pipeline and stdout output working end-to-end.
- **Phase 2 (#612, late):** Swap hardcoded stubs for real YAML loading from disk. Wire in copy's actual #609 and #610 files. Run the two-zone proof.
This phasing means the copy team's blocking relationship is on the final integration, not the generator build. Server can move through Phase 0 and Phase 1 in parallel with copy writing #609/#610.
**#611 — NpcBlueprint struct design**
- Starts immediately. No blockers.
- Define three structs in `server/src/npc/blueprint.rs` (new file):
- `ZoneSpec` — deserializes from zone-identity-spec.yaml
- `CultureProfile` — deserializes from culture-krenn.yaml
- `NpcBlueprint` — generator output for a single NPC
- All three derive `Serialize`, `Deserialize` (serde + serde_yaml).
- `NpcBlueprint` fields: name (String), role (occupation), traits (Vec of trait enum), observable_behaviors (Vec<String>), cultural_markers (speech register, filler words from culture profile), relationships (Vec of (npc_id, relationship_type, valence)).
- Use a spike-specific `SpikeOutput` struct for the binary's top-level output — do NOT couple to `DistrictSkeleton` for the proof. Keep the spike isolated.
- Key deliverable: write `content/global/zone-identity-spec.example.yaml` and `content/global/culture-krenn.example.yaml` showing the schema copy must fill. Share these with Miri before copy starts writing real content.
- Add a note in the file header pointing to the tickets (#609, #610) that fill these schemas with real content.
**#612 — Template assembly generator (absorbs #613)**
- Blocked by #611. Build Phase 1 before #609/#610 arrive; integrate in Phase 2.
- Binary: `cargo run --bin generator-spike -- --zone <type> --seed <n>` (new binary in `server/src/bin/`).
- Phase 1: hardcoded `ZoneSpec` and `CultureProfile` stubs in Rust. Focus on the generation logic and output formatting.
- Phase 2: load zone spec and culture YAML from disk at runtime. Zone taxonomy is the file — adding a new zone type requires zero Rust changes.
- Determinism: `SimRng` seeded from the `--seed` flag. Same inputs = same output.
- NPC generation: use the existing `npc/generate.rs` pipeline. `NpcBlueprint` maps to `RoleDefinition` via a conversion method. The blueprint's cultural markers bias trait selection.
- Stdout output per invocation: zone type header, NPC list (name, role, traits, one observable behavior), relationship pairs ("A knows B as colleague (positive)").
- Sprint proof runs twice: `--zone rural --seed 42` and `--zone industrial --seed 42`. The comparison is the test.
## Dependency Chain
```
#611 (structs + example YAML) ──> copy #609 (zone spec) ──┐
──> copy #610 (culture) ──┴──> #612 (generator, Phase 2)
#611 ──────────────────────────────────────────────────────────> #612 (generator, Phase 1 — no YAML needed)
```
#611 first. Phase 1 of #612 runs in parallel with copy writing #609/#610. Phase 2 of #612 waits for both.
## Feasibility Warnings
From Troblum's pre-sprint review. Read before starting.
1. **`generate_npc()` requires a live bevy World.** The existing function in `npc/generate.rs` takes `TilePosition`, `StableId`, and a real `bevy_ecs::World`. The spike binary has none of these. Do not attempt to instantiate a full World for text output — stub or strip routine generation in Phase 1. Wire only the axes that produce inspectable output (traits, relationships, cultural markers). Full ECS wiring is deferred.
2. **Cultural text assembly is the real work of #612.** The existing generator produces enum variants and placeholder strings (`format!("{} has a {:?} secret", ...)`). There is no cultural text surface in the codebase today. Getting `CultureProfile` fields to appear in NPC output is a new code path — budget time for it, it is not a one-liner.
3. **`DayPhase` name collision.** `server/src/simulation/generator.rs` defines `DayPhase = String` as a stub type alias, shadowing the real `DayPhase` enum in `server/src/simulation/time.rs`. Use the real enum explicitly or alias the stub out of scope before the spike binary sees both. Do not let the collision silently compile to the wrong type.
4. **Schema negotiation takes rounds.** The first YAML draft from copy will not deserialize cleanly. Build in slack between Phase 1 and Phase 2 — expect at least one round of struct adjustments after seeing real content.
## PR Workflow
When ready to submit, create a PR with `tea` CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
```bash
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(simulation): generator spike — NpcBlueprint, template assembly, NPC pipeline" --description "body" --base main --head server
```
@@ -51,20 +51,20 @@ I'm going to be blunt about each reference. What we take, what we leave, and why
**Hotline Miami** — Top-down camera as terror engine.
- **What it gets RIGHT:** D-015 literally cites this game. The camera creates tension because you CAN'T see everything. Every room you enter is a potential death. The neon palette creates mood so strong you can FEEL it. Each floor is a spatial puzzle. The game proves that top-down can be viscerally intense when the camera is a limitation, not a superpower. The way it uses color to communicate emotional state (cool blues for calm, hot pinks for violence) is directly relevant to our relationship color system.
- **What it gets WRONG for us:** WAY too fast. WAY too violent. The neon palette screams "1980s drug fever dream" — the Commonwealth is sleek, advanced, subtle. Hotline Miami's aesthetic is maximalist where ours must be restrained. The emotional register is adrenaline-and-horror where ours is unease-and-suspicion. Also, Hotline Miami has zero life-sim — there's no "quiet life is good" counterbalance.
- **What it gets WRONG for us:** WAY too fast. WAY too violent. The neon palette screams "1980s drug fever dream" — the Settled Reach is sleek, advanced, subtle. Hotline Miami's aesthetic is maximalist where ours must be restrained. The emotional register is adrenaline-and-horror where ours is unease-and-suspicion. Also, Hotline Miami has zero life-sim — there's no "quiet life is good" counterbalance.
- **What we take:** The principle that a locked top-down camera creates tension through information denial. The use of color palette as emotional register. The spatial puzzle of "I need to see around this corner."
- **What we leave:** Everything about the aesthetic. The speed. The violence. The maximalism.
**Invisible Inc.** (Klei Entertainment, 2015) — Tactical stealth, fog of war, information management.
- **What it gets RIGHT:** The closest existing game to our intersection of stealth + information + top-down. The fog of war is sharp and readable. Peek mechanics let you see around corners — visual information as a resource you spend actions to gain. The UI layers tactical data (guard patrol paths, alarm status, hack progress) without overwhelming the game view. Klei's clean, comic-book art style is distinctive without fighting the information overlay. The visual language clearly distinguishes known, unknown, and suspected information.
- **What it gets WRONG for us:** It's isometric, not top-down. It's turn-based, so information can be displayed statically — our real-time game needs information that reads at a GLANCE, not after deliberation. It's a heist game — the aesthetic is "cyberpunk spy thriller," too stylized and too genre-specific for the Commonwealth's sleek functionality. No life-sim component, no daily routines, no investment in place.
- **What it gets WRONG for us:** It's isometric, not top-down. It's turn-based, so information can be displayed statically — our real-time game needs information that reads at a GLANCE, not after deliberation. It's a heist game — the aesthetic is "cyberpunk spy thriller," too stylized and too genre-specific for the Settled Reach's sleek functionality. No life-sim component, no daily routines, no investment in place.
- **What we take:** The information-as-resource visual language. The layered UI that separates world state from tactical overlay. The proof that stealth + information management can be visually clear in a top-down format. The fog of war that communicates DEGREES of knowledge (seen, heard, suspected).
- **What we leave:** The isometric perspective. The cyberpunk aesthetic. The turn-based visual pacing.
**Citizen Sleeper** (Jump Over the Age, 2022) — Space station life, quiet tension, daily routines.
- **What it gets RIGHT:** The MOOD. "Quiet life with undertow" is exactly our register. The visual design is clean, information-forward, atmospheric without being cluttered. The space station feels like a PLACE — different areas have different visual identities. The UI is elegant and minimal. The art (by Guillaume Singelin, also known for the Lancer TTRPG) uses bold shapes, limited palettes, and strong silhouettes. The color palette is muted with strategic warmth — exactly the Commonwealth tone. The way daily life feels meaningful and engaging despite being mechanically simple is what our life-sim substrate needs.
- **What it gets RIGHT:** The MOOD. "Quiet life with undertow" is exactly our register. The visual design is clean, information-forward, atmospheric without being cluttered. The space station feels like a PLACE — different areas have different visual identities. The UI is elegant and minimal. The art (by Guillaume Singelin, also known for the Lancer TTRPG) uses bold shapes, limited palettes, and strong silhouettes. The color palette is muted with strategic warmth — exactly the Settled Reach tone. The way daily life feels meaningful and engaging despite being mechanically simple is what our life-sim substrate needs.
- **What it gets WRONG for us:** It's a visual novel / narrative RPG with dice mechanics, not a spatial game. There's no movement, no sightlines, no fog, no spatial puzzles. The "station" is a menu, not a map. The gorgeous character portraits are irrelevant to our top-down perspective. The game has no observation mechanic — you learn things through dialogue choices, not by watching.
- **What we take:** The mood. The color temperature. The "space station as home" feeling. The visual principle that muted palettes with strategic color accents communicate both comfort and unease. The proof that a space station setting can feel warm and human, not just cold and industrial.
- **What we leave:** Everything about the presentation format. It's a different genre.
@@ -95,7 +95,7 @@ I'm going to be blunt about each reference. What we take, what we leave, and why
**The Expanse** (TV series, 2015-2022) — Best modern lived-in space station aesthetic.
- **What it gets RIGHT:** Medina Station, Tycho Station, Ceres — these feel like REAL PLACES where real people work and live. Different social zones look different: the bar district has different lighting than the docks. Institutional signage is everywhere. The stations show their age — repairs are visible, modifications are layered. The diversity of spaces (dive bars next to control rooms next to residential corridors) is exactly the spatial variety Sova needs. The visual language says "advanced civilization, working class, functional" — which is precisely our register.
- **What it gets WRONG for us:** Too gritty. The Expanse is harder sci-fi — more resource-scarce, more political tension visible in the infrastructure. The Commonwealth is wealthier, more comfortable. Sova should feel like a well-maintained 40-year-old building, not a station on the edge of revolution. The Expanse's color palette tends toward industrial grey-brown, too desaturated for the warmth we need in social spaces.
- **What it gets WRONG for us:** Too gritty. The Expanse is harder sci-fi — more resource-scarce, more political tension visible in the infrastructure. The Settled Reach is wealthier, more comfortable. Sova should feel like a well-maintained 40-year-old building, not a station on the edge of revolution. The Expanse's color palette tends toward industrial grey-brown, too desaturated for the warmth we need in social spaces.
- **What we take:** The "different zones feel different" principle. Institutional signage as environmental storytelling. The visual language of repairs and modifications visible in walls and surfaces. The feeling that these are WORKPLACES first, sci-fi settings second.
- **What we leave:** The grittiness. The scarcity aesthetic. The political tension written into the infrastructure.
@@ -109,7 +109,7 @@ I'm going to be blunt about each reference. What we take, what we leave, and why
**Syd Mead** — The godfather of "lived-in future" design.
- His work on Blade Runner, Aliens, and personal concept pieces shows technology as INFRASTRUCTURE, not decoration. Clean lines, functional surfaces, institutional colors. People USE his environments — they don't just pose in them. The Commonwealth's visual language should channel Syd Mead: advanced technology that serves human needs, not technology that exists to look futuristic.
- His work on Blade Runner, Aliens, and personal concept pieces shows technology as INFRASTRUCTURE, not decoration. Clean lines, functional surfaces, institutional colors. People USE his environments — they don't just pose in them. The Settled Reach's visual language should channel Syd Mead: advanced technology that serves human needs, not technology that exists to look futuristic.
- **What we take:** Technology as infrastructure. Clean lines. Functional surfaces. The principle that futuristic = well-designed, not flashy.
**Ron Cobb** — Designed the Nostromo interiors for Alien.
@@ -191,7 +191,7 @@ This is Q-003. v0.1 is defined (boxes with labels, D-033 color system, no image
### My Recommendation: Clean 2D with Bold Silhouettes, Driven by Dynamic Lighting
**NOT pixel art.** Pixel art communicates "retro" and "indie." The Commonwealth is advanced. The aesthetic should feel contemporary, not nostalgic. Pixel art also fights with our information overlay — the diegetic insert, monologue text, and perception mode layers need clean visual separation from the game world, and pixel art's uniform texture density makes that harder.
**NOT pixel art.** Pixel art communicates "retro" and "indie." The Settled Reach is advanced. The aesthetic should feel contemporary, not nostalgic. Pixel art also fights with our information overlay — the diegetic insert, monologue text, and perception mode layers need clean visual separation from the game world, and pixel art's uniform texture density makes that harder.
**NOT painted / Disco Elysium style.** Too detailed per frame, too expensive to produce consistently, and critically: too hard for AI image generation (Nano Banana / Gemini 2.5 Flash) to maintain style consistency across hundreds of assets. Disco Elysium's painterly beauty was hand-crafted by a small team of exceptional artists. We can't replicate that and shouldn't try.
@@ -453,7 +453,7 @@ This gradient communicates INFORMATION RELIABILITY visually. The player can glan
**Three principles:**
1. **Readability over beauty.** Rimworld's lesson: if you can't parse the game state in a glance, nothing else matters.
2. **Lighting over detail.** The same room, differently lit, is a different room. Invest in the light system, not in texture detail.
3. **Restraint IS the aesthetic.** The Commonwealth is advanced and subtle. Not flashy, not grim, not neon, not grimy. Clean lines. Muted palettes. Strategic warmth. The visual equivalent of a well-designed tool.
3. **Restraint IS the aesthetic.** The Settled Reach is advanced and subtle. Not flashy, not grim, not neon, not grimy. Clean lines. Muted palettes. Strategic warmth. The visual equivalent of a well-designed tool.
**Long-term style target:** Clean 2D, bold silhouettes, lighting-driven atmosphere. Achievable in Godot 4's standard pipeline. Compatible with AI-generated asset workflow. Scales from boxes-with-labels to full art without changing the visual grammar.
@@ -232,7 +232,7 @@ The bar is the best-maintained space because Lera cares about it. The terminal i
The insert overlay should feel like a CONTACT LENS, not a HUD. It's something your character is wearing. It's always slightly there — a subtle shimmer at the edges of perception that becomes more prominent when you actively engage it.
- **Passive state:** Almost invisible. Maybe the faintest geometric grid at the very edge of the viewport. Just enough to remind you "you're augmented." Like how you stop noticing your glasses after a while.
- **Active state (checking insert):** Clean geometric overlay. Thin lines. Small text. The aesthetic of medical equipment displays — precise, minimal, functional. NOT Iron Man holographics. NOT cyberpunk neon. The Commonwealth has technology so mature it doesn't need to show off.
- **Active state (checking insert):** Clean geometric overlay. Thin lines. Small text. The aesthetic of medical equipment displays — precise, minimal, functional. NOT Iron Man holographics. NOT cyberpunk neon. The Settled Reach has technology so mature it doesn't need to show off.
- **Color:** The insert should use a color that doesn't conflict with entity colors (D-033). I'd suggest a subtle cool white or very pale blue — neutral enough to overlay any scene without fighting the amber/green/red relationship colors.
### Perception mode overlay feel
@@ -257,11 +257,11 @@ References explicitly flagged as the wrong visual direction.
| **Star Wars romantic visual language** | Miri | Operatic scale, good/evil coding. Our investigation requires visual ambiguity. Watch span gate visuals. |
| **Mass Effect Citadel** | Miri | Gleaming future-city. Sova is a freight district, not a tourist destination. |
| **Dead Space grimy horror** | Miri | Body-horror visual territory. Wrong emotional register entirely. |
| **Pixel art style** | Araminta, Ozzie | Communicates "retro" and "indie." The Commonwealth is advanced. Fights information overlay readability. |
| **Pixel art style** | Araminta, Ozzie | Communicates "retro" and "indie." The Settled Reach is advanced. Fights information overlay readability. |
| **Painted / Disco Elysium production style** | Araminta | Too expensive per frame, too hard for AI pipeline consistency. (Note: DE's *principles* endorsed; its *production method* rejected.) |
| **Photorealistic 3D rendered to 2D** | Araminta | Too expensive, too slow, uncanny valley risk at top-down scale. |
| **Iron Man helmet display** | Araminta, Gore | Too dramatic, too military for neural insert overlay. |
| **Hotline Miami neon maximalism** | Araminta, Ozzie | Adrenaline-and-horror register. Commonwealth is sleek, subtle. Wrong emotional register entirely. |
| **Hotline Miami neon maximalism** | Araminta, Ozzie | Adrenaline-and-horror register. The Settled Reach is sleek, subtle. Wrong emotional register entirely. |
| **Teleglitch lo-fi aesthetic** | Araminta | Deliberately ugly, relentlessly oppressive. We need comfort AND unease, not just unease. |
| **Military tactical palette** | Araminta (re: XCOM, Door Kickers) | Combat-centric visual language. Our game has combat as punctuation, not the sentence. |
@@ -12,7 +12,7 @@ The bloom pass is the bridge: the data is precise, the RENDERING is soft. Like r
**The player experience test:** After 10 minutes of play, does the player forget the insert is there? If yes, we've succeeded. It should become like your own peripheral vision — invisible until something appears in it. The monologue chime (D-038) is the "hey, look at your insert" signal. Without the chime, the insert fades into perception. WITH the chime, your eyes snap to the overlay and the geometric precision is there, waiting, with the information you need.
Geometric = the insert is TRUSTWORTHY. The data is clean. This is technology that's been refined for centuries. It doesn't flicker. It doesn't glitch. It's as reliable as your own vision. That's Commonwealth tech — so mature it's invisible.
Geometric = the insert is TRUSTWORTHY. The data is clean. This is technology that's been refined for centuries. It doesn't flicker. It doesn't glitch. It's as reliable as your own vision. That's Settled Reach tech — so mature it's invisible.
## OQ-02: Does the Visual Environment Shift When Conspiracy Activates?
@@ -25,7 +25,7 @@ Gore's proposed label for the converged art direction: **"functional warmth."**
| Agent | Position | Key contribution |
|---|---|---|
| **Araminta** | Accepts synthesis. Geometric underneath, bloom on top. | Specific implementation: 2-3px gaussian blur at ~40% blend on the insert CanvasLayer. D-033 colors gain soft halos rather than hard edges — "amber feels like a vague sense of concern, not a data flag." |
| **Ozzie** | Endorses. | Player experience test: "After 10 minutes, does the player forget the insert is there? If yes, we've succeeded." Geometric = trustworthy — Commonwealth tech so mature it's invisible. |
| **Ozzie** | Endorses. | Player experience test: "After 10 minutes, does the player forget the insert is there? If yes, we've succeeded." Geometric = trustworthy — Settled Reach tech so mature it's invisible. |
| **Miri** | Endorses. Setting-grounded. | Explains WHY both are simultaneously correct: data is computational (geometric), delivery is neural (organic). Brain receives precise data and renders it with biological softness. **New addition:** lattice overlay differs per character — smuggler's is thinner/sparser, detective's is denser/crisper (different hardware). |
| **Gore** | Accepts. | "Araminta is right about the source, I was right about the experience." Test: if switching the overlay OFF would feel like going deaf rather than closing a window, it's working. |
@@ -156,7 +156,7 @@ Inspired by Rimworld's pawn system: NPCs feel alive not because they're deep, bu
| Axis | What It Does | Example |
|------|-------------|---------|
| **Personality traits** (23) | Drives behavior and dialogue selection | Cautious, gregarious, vindictive |
| **Faction loyalty** | Determines allegiance and information access | Commonwealth loyalist / secretly compromised |
| **Faction loyalty** | Determines allegiance and information access | Concord loyalist / secretly compromised |
| **A secret or vulnerability** | Creates leverage and investigation targets | Gambling debt, undisclosed augmentation, past crime |
| **A want** | Motivates actions the player can exploit or assist | Promotion, escape, revenge, money, love, stability |
| **Relationships** (13) | Connects NPCs into webs | Owes a debt to X, romantically involved with Y, fears Z |
@@ -42,7 +42,7 @@ That's it. No style guide for art we haven't made. No font selection for UI that
### Proposed v0.1 Color Palette
The Commonwealth is sleek, advanced, subtle. Even at boxes-with-labels fidelity, we can communicate mood.
The Settled Reach is sleek, advanced, subtle. Even at boxes-with-labels fidelity, we can communicate mood.
**Background/Environment:**
- `#1a1a2e` - Deep navy. Base floor/ground. The station is dimly lit by default.
@@ -330,7 +330,7 @@ Even if we have zero audio files in v0.1, the sound model works through these vi
**Audio direction for later:**
I'd defer actual audio content entirely from v0.1. The visual indicator system proves the sound model mechanically. Adding audio is additive polish, not structural. When we do add audio:
- Ambient: low drone, station hum, ventilation. The Commonwealth is a machine. It breathes.
- Ambient: low drone, station hum, ventilation. The Settled Reach is a machine. It breathes.
- Close range: footsteps on metal, door mechanisms, muffled conversation bleed.
- No music in gameplay. Music in menus/loading only. The station's ambient sound IS the soundtrack.
@@ -65,7 +65,7 @@ This is the real question.
For the 50th station to be exciting, the generator can't just be varying surface features. It has to be varying WHAT MATTERS.
What matters to me as a player:
- **Who has power here** — and how it shows in the space. A station under Intersolar Commonwealth control looks and moves differently than one under de Terre influence. That's not just art. That's which doors are locked, which NPCs are nervous, where the cameras point.
- **Who has power here** — and how it shows in the space. A station under Concord control looks and moves differently than one under de Terre influence. That's not just art. That's which doors are locked, which NPCs are nervous, where the cameras point.
- **What happened here** — the environmental story. A district that used to be prosperous and isn't anymore. A market that's clearly improvised after something was destroyed. Spaces tell history. The generator needs inputs that make history legible.
- **What's the social architecture** — where do the hierarchies show up physically? Where do the powerful people eat lunch? Where do the workers hide from supervisors? This makes stations feel like societies, not buildings.

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