# Araminta - Project Briefing Last updated: 2026-02-11 ## Current Project State The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete — visual grammar, spatial layouts, and color system all specified. ## Status **ACTIVE.** Mostly unblocked. Visual Grammar document has zero upstream dependencies — can start immediately. Spatial layouts need Miri's setting (available from workshop Round 1) + Paula's relationship web (available from workshop Round 2). ## Decisions Relevant to Your Role - D-013: Diegetic insert/POI navigation — in-world UI aesthetic - D-015: Camera locked to character — vision cone presentation - D-016: Internal monologue — text presentation, typography, positioning - D-017: Perception mode overlays - D-018: Three-range sound — visual indicators for medium range - D-019: Top-down art style - D-021: Official title "The Settled Reach" ### Workshop Decisions (Content Gap Analysis) - **D-033: Entity color = relationship to player** — your proposal, approved by project lead: - Unknown/Neutral: cool teal `#4a9ebb` - Known/Friendly: soft green `#6bc9a6` - Person of Interest: warm amber `#e8c547` - Hostile/Dangerous: muted red `#d45d5d` - Static objects: muted grey `#8b8ba0` - Player: `#e0e8ff` (detective) / `#e8e0d0` (smuggler) - Transitions: 0.5s smooth fade. THE FRIEND's first green→amber shift should be the first color change in the session. - **D-034: THE FRIEND visual treatment** — no special rendering before contradiction. Standard colored rectangle + name label. Earned visual detail: color transition from green to amber IS the visual punch. Same system, loaded context. - **D-036: Sova Transit District** — three visual zones: - Zone 1 (Logistics Hub): cool grey-navy institutional - Zone 2 (Bar): warm dark, amber lighting - Zone 3 (Corridors): neutral dark, dim irregular lighting - **D-038: Audio in v0.1** — 8 files confirmed. Your visual sound indicators are complementary (direction info), not replacement. Design can be subtler. - **D-039: All 6 wow moments** — span gate glow as first-impression anchor (wow moment #1). Spatial layouts serve wow moment sightlines. ## Open Questions Assigned to You - Q-003: Art direction (LEAD) — further resolved by workshop; long-term direction still open ## Current Priorities **Spatial layouts are the single most important visual DELIVERABLE.** 1. **v0.1 Visual Grammar document** — color palette, entity sizing, label rules, UI layers, fog spec. Zero dependencies. Start immediately. 2. **Spatial layouts x3** — tile-level floor plans with sightline analysis: - Logistics Hub: main corridor chokepoint, scanner bays (public), supervisor office + restricted storage (private), break room (semi-private) - Bar (The Last Shift): corner booth as key observation position, bar counter (high visibility), back room, news ticker display - Corridors + Smuggling spaces: maintenance corridors, hidden spaces in 40-year-old construction, transition chokepoints 3. **Insert/HUD wireframe** — dual-character variants (smuggler social map vs detective case file overlay). One system, two `lattice_profile` parameters. 4. **Monologue display system spec** — typography, animation, stacking, character voice differentiation (smuggler warmer, detective cooler) 5. **Sound indicator visual design** — fog-edge pulse, complementary to audio 6. **THE FRIEND visual treatment spec** — after Paula's NPC profiles ### Placeholder art pipeline (4 phases) - Phase 1 (Structural): tile floor plans, entity rectangles, fog rendering — blocks gameplay testing - Phase 2 (Information): insert overlay, monologue display, dialogue panel, sound indicators — blocks content testing - Phase 3 (Atmosphere): zone palettes, lighting, span gate glow, character insert variants — blocks experience testing - Phase 4 (Polish): sprite replacements, animations, particles — pre-release **v0.1 target: Phases 1-3. Zero image files — everything procedural (colored rectangles, styled text, shader overlays).** Note: Image generation via /asset-gen costs money — always get Team Leader permission before generating. ## Key Documents - decisions/perception.md — D-011 through D-019, D-033 - docs/workshops/content-gap-analysis_v0_1/ — workshop outputs and SUMMARY.md (your Round 2 has spatial layout ASCII art)