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>
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3.8 KiB
title, description, type, status, sprint, team
| title | description | type | status | sprint | team |
|---|---|---|---|---|---|
| Sprint 22 — Planning Briefing | MobileChunk Idle state documentation, storyteller module activation scoping | sprint | archived | 22 | planning |
Sprint 22: Wire — Planning Tasks
Goal: Fix the fog regression, wire the authored Sova content into a production population and triangle set, and activate the contamination pacing layer that gives the vertical slice its 30-minute shape.
Branch: planning (documentation only — no code branch)
Agents: Gestalt (systems), Paula (narrative), SI (project manager)
New Tickets
| # | Title | Blocked by |
|---|---|---|
| #566 | Document MobileChunk Idle state as stationary installation primitive | — |
| #162 | Storyteller module activation — scope and assign | — |
Use tooling/db/ticket show <id> for full details.
Notes
#566 — Document MobileChunk Idle state as stationary installation primitive
- Decision D-111 (pending formal filing): the MobileChunk
Idlemovement state is the canonical primitive for player-owned stationary installations — space stations, orbital platforms, parked vessels used as bases. No code change. - Deliverable: add a note to
decisions/architecture.mdunder the D-108 (MobileChunk Specification) entry. Text: "TheIdlemovement state is the canonical primitive for player-owned stationary installations (space stations, orbital platforms, parked vessels as permanent bases). A MobileChunk inIdlewith noscheduled_departureis architecturally equivalent to a static chunk from the simulation's perspective — it participates in the same tile/zone system. This design prevents future over-engineering of a separate 'player installation' system." - Also update any relevant briefing files if MobileChunk is referenced in a way that omits this distinction.
- Acceptance:
decisions/architecture.mdupdated. No compiler output needed.
#162 — Storyteller module activation — scope and assign for Sprint 23
- This ticket is currently unassigned with an underdeveloped description. Sprint 22 planning task: scope it for Sprint 23 implementation.
- The StorytellerPlugin in
server/src/storyteller/mod.rswill have a contamination stub after #254 lands (Sprint 22). Sprint 23 needs to extend it into the full proximity/engagement-based activation model from D-023. - D-023: "The storyteller activates Tier 1 modules based on player proximity and engagement, not timers." This is the post-contamination layer: after contamination fires, the storyteller decides which triangle escalates, when, and how — based on what the player has engaged with.
- Sprint 22 planning deliverable: update ticket #162's description with the concrete Sprint 23 scope:
StorytellerPluginreadsContaminationActive(from #254) to gate activation.- Proximity query: identify Active-tier NPCs within the player's last-N-tick path.
- Engagement scoring: weight NPCs by conversation count, observation time, and monologue triggers.
- Module selection: among active
TriangleStateforks, activate the fork containing the highest-engagement NPC. - Activation event: emit
TriangleActivated { triangle_id }for downstream systems (tells, NPC behavior shifts, monologue hooks).
- Assign #162 to the server team for Sprint 23.
- Acceptance: ticket #162 description updated, team assigned to
server, priority confirmed ashigh.
Dependency Chain
#566 (MobileChunk Idle doc) — standalone documentation
#162 (storyteller scope) — standalone planning, produces Sprint 23 server ticket
PR Workflow
Planning outputs land on main directly (decisions/*.md updates) or via a planning branch PR:
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "docs(decisions): Sprint 22 planning — D-111 MobileChunk Idle doc, #162 scope" --description "body" --base main --head planning