# Open Questions Tracked questions awaiting discussion or resolution. --- ### Q-001: Game engine selection - **Status:** Resolved → [D-020](architecture.md#d-020-engine-and-architecture-selection--godot-client--rust-simulation-via-subprocessipc) ### Q-002: Scope of v0.1 playable prototype - **Status:** Map spec resolved ([D-014](scope.md#d-014-v01-map-specification)). Remaining: mechanics, characters, interactions for minimum playable build. - **Assigned to:** Full team ### Q-003: Art direction / presentation style - **Status:** Further resolved for v0.1 via Content Gap Analysis Workshop. Araminta's v0.1 Visual Grammar proposal covers: entity color palette (D-033), zone-specific color palettes (3 zones with hex values), fog rendering (4 states), monologue presentation spec, insert dual-character variants. Long-term art direction beyond v0.1 remains open. - **Remaining:** Long-term art direction, sprite replacement timeline, full visual identity. - **Assigned to:** Araminta (lead) ### 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. - **Assigned to:** Gore, Miri to lead discussion ### Q-005: Scale for prototype - locations, characters, factions - **Status:** Partially scoped - **Early signal:** Institute/Armstrong City hub, ~10-20 characters, Guardians + institutional + political factions - **Assigned to:** Gestalt, Tyre, Miri ### Q-006: Multiplayer or single-player only? - **Status:** Resolved → [D-009](architecture.md#d-009-multiplayer---design-for-it-build-single-player-first) ### Q-007: Target platform(s) - **Status:** Not yet discussed - **Context:** Team Leader has Linux background (Fedora). Cross-platform considerations? - **Assigned to:** Tyre ### Q-008: Licensing / distribution model - **Status:** Not yet discussed - **Question:** Open source? Free? Commercial? This affects engine choice and asset decisions. - **Assigned to:** Team Leader ### Q-009: Time system - **Status:** Resolved → [D-031](architecture.md#d-031-time-system--game-clock-and-day-phases) ### Q-010: Storyteller AI design - **Status:** Not yet discussed - **Question:** How does the Rimworld-style storyteller work? What are the pacing rules? How much structural randomness vs dramatic randomness? - **Assigned to:** Gestalt, Nigel ### Q-011: Character selection and playable characters - **Status:** Not yet discussed - **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 ### Q-012: Generation expansion method for dialogue - **Status:** Open - **Question:** How does the 4x generation expansion pass work? LLM-based, template-based, or rule-based? Affects how base lines are authored — LLM needs style-strong anchors; rules need substitution patterns. - **Assigned to:** Gestalt, Mellanie - **Source:** Content Gap Analysis Workshop (Mellanie R2) ### Q-013: Line previewer temporal progression - **Status:** Open - **Question:** How does the line previewer (#193) handle THE FRIEND's multi-visit contradiction arc? Needs sequence mode to simulate interaction progression over multiple encounters. - **Assigned to:** Gestalt, Dudley - **Source:** Content Gap Analysis Workshop (Mellanie R2) ### Q-014: Audio timing with monologue chime - **Status:** Open - **Question:** When does the monologue chime fire relative to text appearance? Before, simultaneous, or overlapping? Affects monologue line writing rhythm. - **Assigned to:** Gestalt, Ozzie - **Source:** Content Gap Analysis Workshop (Mellanie R2) ### Q-015: Generation expansion for THE FRIEND content - **Status:** Open - **Question:** Does the 4x generation expansion apply to THE FRIEND's custom lines, or are all ~70-100 lines per FRIEND hand-authored? Recommendation: no expansion on FRIEND lines — risk of flattening hand-crafted voice. - **Assigned to:** Mellanie, Gestalt - **Source:** Content Gap Analysis Workshop (Ozzie R2, Gestalt R2) ### Q-016: Knowledge hierarchy for monologue prerequisites - **Status:** Open - **Question:** Monologue prerequisites currently use binary flags (`knows: smuggling_operation`). Need a hierarchy: `suspects` < `knows_of` < `knows_details`. How granular? - **Assigned to:** Gestalt, Paula - **Source:** Content Gap Analysis Workshop (Gestalt R2) ### Q-017: Triangle pressure threshold - **Status:** Open - **Question:** Triangles need a numeric pressure value that increases based on events. When it crosses a threshold, `confrontation` situation activates. What events increase pressure? What's the threshold? - **Assigned to:** Gestalt, Paula - **Source:** Content Gap Analysis Workshop (Gestalt R2) --- *17 questions (3 resolved, 2 partially resolved, 12 open). Last updated: 2026-02-11*