Standardized YAML frontmatter on all 115 sprint briefing files across sprints 1-26 with title, description, type, status, sprint number, and team fields. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
70 lines
3.1 KiB
Markdown
70 lines
3.1 KiB
Markdown
---
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title: "Sprint 17 — Client Briefing"
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description: "Time display on insert HUD, E-Talk overlay improvement"
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type: sprint
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status: archived
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sprint: 17
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team: "client"
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---
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# Sprint 17: Tell — Client Tasks
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**Goal:** NPCs volunteer information unprompted and express personality through delivery; the player can read time and orientation at a glance from the insert HUD; POI infrastructure lands on the server.
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**Branch:** `client`
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**Agents:** Stig (UI), Tyre (arch), Hoshe (QA)
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## Carry-over from Sprint 16
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None. Sprint 16 client tickets (#540, #543) will close before Sprint 17.
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## New Tickets
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| # | Title | Blocked by |
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|---|-------|------------|
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| #263 | Time display on insert HUD | — |
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| #537 | UX: E-Talk overlay improvement | — |
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Use `db/connectors/ticket show <id>` for full details.
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## Key Decisions
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- `decisions/perception.md` — D-019 (camera angle), D-033 (entity color)
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- `decisions/architecture.md` — D-020 (Godot client + Rust server via IPC)
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- `decisions/scope.md` — D-051 (diegetic insert/minimap)
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## Notes
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### #263 — Time display on insert HUD
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**What exists:** The client has `client/scripts/ui/debug_overlay.gd` for debug display. The insert HUD concept is defined in D-051 but no insert UI code exists yet. `client/scripts/rendering/world_renderer.gd` handles the main rendering pipeline. The server sends `SimulationTime` data in `ObserverSnapshot` (see `server/src/bridge/types.rs`).
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**What to deliver:** A diegetic time display on the player's insert/HUD. The player needs to know the current game time for routine-based investigation (NPC schedules, shift changes). Should show time in the station's local format, not abstract tick counts.
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**Design dependency:** #314 (visual, this sprint) produces the insert/HUD wireframe. Coordinate with Araminta's output for placement and visual style. Can start with a placeholder layout and refine after the wireframe lands.
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**Integration:** Reads `SimulationTime` from the snapshot. No new server work required — time data is already in the protocol.
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### #537 — UX: E-Talk overlay improvement
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**What exists:** The E-Talk interaction overlay appears when adjacent to an NPC. Playtester feedback says it doesn't communicate enough value — the overlay appears but doesn't convey what talking will accomplish or what access tier is available.
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**What to deliver:** Improve the overlay to show: NPC name (if known from KG), relationship state color (from `RelationshipState` in snapshot), and a hint of available dialogue tier (surface/real/secret based on trust level). The goal is to make the player feel informed before committing to a conversation.
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**Integration:** All data needed is already in `ObserverSnapshot` — the `VisibleEntity` includes `relationship` state and `known_attributes`. No server changes needed.
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## Dependency Chain
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```
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#263 (Time display) → standalone
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#537 (E-Talk UX) → standalone
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Both can run in parallel.
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```
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## PR Workflow
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When ready to submit, create a PR with `tea` CLI:
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```bash
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tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(client): sprint 17 description" --description "body" --base main --head client
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```
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