Standardized YAML frontmatter on all 26 docs/discussions/ files with title, description, type, status, round number, and created date. All marked as archived. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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93 lines
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---
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title: "Round 11: Insert, Sound and Camera"
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description: "Minimap, directional sound model, camera lock, and internal monologue system design; decided D-015 through D-018"
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type: discussion
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status: archived
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round: 11
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created: 2026-02-09
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---
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# Round 11: "Insert minimap, sound direction, and the camera question"
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**Team Leader (Jeroen):** Insert system needs a rudimentary version from the start for anchoring. A minimap with a dot when close and border arrow when far might be enough. How do we do directional sound - can't go binaural since that needs first-person view to map to.
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### GESTALT (Systems Design)
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Minimap with dots + border arrows is clean and enough for v0.1. Dots/arrows only for KNOWN POIs. Start with two arrows. Learn more, more appear. The minimap visually represents growing familiarity.
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### PAULA (Narrative & Political Depth)
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POI indicators should differ by how you learned them. Official records look different from whispered tips look different from physical discovery. Trust level baked into UI.
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### TYRE (Technical Architect)
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Proposed four options for sound direction. Team converged on hybrid three-range model: stereo for close, visual indicators for medium, insert notifications for long range. Each range = different information quality and trust level.
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### GESTALT (Systems Design)
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Close range: raw sensory, high accuracy. Medium range: directional impression, vague. Long range: network-filtered, possibly delayed, possibly wrong. Each range is different information QUALITY, not just distance.
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### MIRI (Lore Expert)
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Long-range insert feeds are diegetic AND manipulable. The Starflyer's people would spoof sensors, feed false alerts. Your long-range awareness is only as trustworthy as the network.
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**Team Leader (Jeroen):** I think I love the idea of internal monologue. It creates atmosphere, tension, and tutorial options. Also: should the camera be pannable at all? I think it should lock to the character, and maybe even rotate to where the character is facing (player option in later version).
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### GESTALT (Systems Design)
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Camera lock - absolutely. Pannable camera breaks the information model. You become a surveillance drone, not a character.
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### TYRE (Technical Architect)
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Camera rotation with character facing gives us binaural audio BACK. Screen now has consistent orientation relative to character. Left speaker = left of character. And it gives us a vision cone: forward = full LOS, peripheral = reduced, behind = blind. You can be snuck up on.
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### OZZIE (Player Experience)
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That's Hotline Miami. That camera made that game terrifying.
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### PAULA (Narrative & Political Depth)
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Internal monologue maps to the vision cone. Things you sense but can't see get narrated. *"Footsteps behind me. Two people, unhurried."* The monologue IS the perception layer for everything the camera doesn't show.
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### MIRI (Lore Expert)
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This is how Hamilton writes. Close third-person POV, constantly inside a character's head. They notice things, make assumptions, are wrong sometimes.
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### GORE (Themes & Endgame)
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Diegetic tutorials via monologue. Character THINKS hints. *"That terminal might have access logs."* No "press X" popups. New players guided by character instincts.
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### PAULA (Narrative & Political Depth)
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Monologue can be WRONG. Unreliable narrator. *"Seems quiet. Safe to move."* It wasn't safe. Character's interpretation, not ground truth. Gold for a conspiracy game.
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### NIGEL (Sandbox & Replayability)
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Cheapest feature on the list - it's text. AI-assistable generation, character-specific variants. Paranoid Guardian vs confident Senator = different monologue = different experience.
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**Team Leader (Jeroen):** Love the character build aspect on the FoW. Also thermal vision, visual hacks into cameras etc.
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### GESTALT (Systems Design)
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Perception loadout system. Multiple perception modes per character build: natural vision, thermal (through walls, no identity), camera feeds (remote, spoofable), unisphere tracking (location pings, maskable), audio analysis (sound classification, trainable).
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### TYRE (Technical Architect)
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Each mode is just another observer query against the information boundary system (D-010). Engine doesn't distinguish eyes from thermal from camera feed - all are "given this sensor, what's visible?"
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### PAULA (Narrative & Political Depth)
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Camera hacking is gold for conspiracy. Watch a hallway remotely. See target enter a room. No camera in the room. Or worse - someone loops the feed. You think it's empty. It's not.
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### GORE (Themes & Endgame)
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Ascension scales perception vertically. Baseline: eyes + gear. Enhanced: insert modes. Higher: biononic thermal/scanning. ANA-touched: pattern recognition across all feeds, predictive awareness.
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### NIGEL (Sandbox & Replayability)
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Low-tech Guardian = survival horror (blind, paranoid). Senator = information overload (cameras everywhere, can't find what matters). Perception modes are playstyle selectors.
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### SCRIBE (Documenter)
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Confirmed as D-015 (camera lock), D-016 (internal monologue), D-017 (perception modes), D-018 (three-range sound). D-014 updated with camera/perception/monologue specs for v0.1.
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