title, description, type, status, workshop, agent, round, created
title
description
type
status
workshop
agent
round
created
v0.1 Gap Analysis Workshop — Ticket Changes
Project manager summary of all ticket changes: 15 promotions, 3 new epics, 38 new stories, 21 dependencies added
workshop
archived
v01-gap-analysis
si
0
2026-02-11
v0.1 Gap Analysis Workshop — Ticket Changes
Processed by: Si (Project Manager)
Date: 2026-02-11
Source: Round 2 workshop outputs (Gestalt, Tyre, Ozzie, Paula, Nigel, Gore)
Ticket count before: 232 | After: 273 (+41)
Summary
The v0.1 gap analysis workshop identified significant gaps in the ticket catalog: missing infrastructure (collision, pathfinding, time system), a missing experience layer (observation pipeline, interaction verbs), and underpriced tickets across social, dialogue, and replayability systems.
Changes made:
15 priority promotions on existing tickets
3 new epics created
38 new stories created
21 dependency records added
1 existing ticket renamed and reparented (#25)
1. Priority Promotions (15 tickets)
MEDIUM → HIGH (11 tickets)
ID
Title
Old
New
Agents Recommending
Rationale
#103
Relationship dynamics
medium
high
Gestalt, Paula, Ozzie
Required for triangle activation, NPC attachment, social propagation
#105
Tolerance threshold triggers
medium
high
Gestalt, Paula, Ozzie
Only triangle activation mechanism; without it, triangles are backstory
#171
Trust-gated gossip (Layer 3)
medium
high
Ozzie, Paula
Where daily life becomes interesting; 30-min sustainer
#172
Unprompted disclosure (Layer 4)
medium
high
Ozzie, Paula, Gestalt
NPC-initiated story moments; off-screen event narration
#173
Trait modifier system
medium
high
Paula
Required for seed-variation narrative depth; makes each seed's NPCs distinct
#175
Entanglement ratio configuration
medium
high
Nigel
D-029 anti-metagaming requires implementation
#176
NPC pool generation
medium
high
Nigel
Per-seed NPC assignment foundational for variation
#121
Character voice variation
medium
high
Ozzie, Gore, Paula
Must be interpretive framing, not just tonal; thesis-proving system
#126
Medium-range visual indicators
medium
high
Ozzie, Gestalt
Fog-edge tension — hearing things you can't see
LOW → HIGH (2 tickets)
ID
Title
Old
New
Agents Recommending
Rationale
#162
Storyteller module activation
low
high
Ozzie, Gestalt, Gore
Without it, no arc; 30-min runway has no endpoint
#178
Seed-based variation
low
high
Nigel (emphatic), all
Replay ceiling = 2 without it; the replayability engine
HIGH → CRITICAL (3 tickets)
ID
Title
Old
New
Agents Recommending
Rationale
#201
Deterministic replay system
high
critical
Hoshe, Tyre
Core architectural principle (D-010); blocks sync tests (#211), divergence tests (#197)
#182
Divergent starting knowledge
high
critical
Nigel
Core character differentiator; Gore's "different realities" starts here
#183
Divergent relationships
high
critical
Nigel
Inverted emotional landscape per character; non-negotiable for two-reality proof
Renamed + Promoted (1 ticket)
ID
Old Title
New Title
Old Priority
New Priority
Notes
#25
Time system
Game clock and day-phase system
medium
high
Resolves Q-009. Reparented under new epic #233. 10 tps, 4 day phases, diegetic clock display.
2. New Epics (3)
ID
Title
Parent
Priority
Description
#233
Movement & Collision
#29 Core Simulation
critical
Tile collision, pathfinding, NPC movement. Hard blockers — nothing spatial works without these.
#234
Observation & Interaction
#30 Rendering & Perception
critical
Unified observation pipeline and player interaction. The experience layer connecting perception to gameplay.
#235
Game State Management
#28 Engine Architecture
high
Save/load and session management for playable v0.1 sessions.
3. New Stories (38)
CRITICAL (3 stories)
ID
Title
Epic
Source
#236
Tile collision system
#233 Movement & Collision
Tyre R1, Gestalt R2 (C-1)
#239
Observation event generator
#234 Observation & Interaction
Ozzie, Paula, Gestalt merged (C-4)
#240
Player interaction system and dispatcher
#234 Observation & Interaction
Gestalt, Tyre merged (C-5)
HIGH (24 stories)
ID
Title
Epic
Source
#237
Tile-based A* pathfinding
#233 Movement & Collision
Tyre R1, Gestalt R2 (C-2a)
#238
NPC path following and movement
#233 Movement & Collision
Tyre R1 (C-2b)
#241
Follow mechanic
#234 Observation & Interaction
Gestalt R2 (H-1)
#242
Examine mechanic
#234 Observation & Interaction
Gestalt R2 (H-2)
#243
Routine deviation detection
#234 Observation & Interaction
Ozzie R1+R2, Paula R1
#244
NPC player-awareness behavior
#234 Observation & Interaction
Gestalt R2 (H-5)
#247
NPC-to-NPC conversation system
#41 NPC Behavior
Gestalt R2 (H-4)
#248
Character goal/pressure framework
#41 NPC Behavior
Gestalt R2, Paula R2 (H-8)
#249
Player-action social propagation
#41 NPC Behavior
Paula R1+R2, Nigel R2 (H-6)
#250
Triangle escalation system
#42 Triangle Generation
Gestalt, Paula, Ozzie (H-3)
#251
Tell visual/behavioral expression
#47 Top-down Renderer
Paula R1+R2, Ozzie R2 (H-7)
#252
Placeholder art specification
#47 Top-down Renderer
Tyre R1 (H-13)
#253
Monologue content architecture
#45 Internal Monologue
Gestalt, Paula, Gore (H-10)
#254
Contamination activation mechanic
#53 Three-Tier Content
Gestalt R2 (H-11)
#255
Client audio manager
#46 Sound Propagation
Tyre R1 (H-12)
#256
Save state data model
#235 Game State Management
Tyre R1 (H-14)
#259
First 5 minutes experience design
#59 Vertical Slice Authoring
Gestalt R2, Ozzie R1+R2 (H-9)
#260
Opening hook content per character
#59 Vertical Slice Authoring
Gestalt R2, Ozzie R2, Nigel R2
#261
Dual Lens Authoring Guide
#59 Vertical Slice Authoring
Gore R2, Paula R2, Ozzie R2
#269
CauseChain component
#49 Information Boundary
Hoshe R1, Tyre R2 (T-2)
#270
Test runner bash scripts
#61 Rust Test Infra
Tyre R1+R2
#271
IPC serialization fixture files
#61 Rust Test Infra
Hoshe R1, Tyre R2
#272
Information boundary negative test suite
#63 Integration Test Framework
Hoshe R1, Tyre R2 (T-1)
MEDIUM (10 stories)
ID
Title
Epic
Source
#245
Wait/time-skip mechanic
#234 Observation & Interaction
Gestalt R2 (M-1)
#246
Basic environmental interaction
#234 Observation & Interaction
Gestalt R2 (M-2)
#257
Save/load game flow
#235 Game State Management
Tyre R1 (M-5)
#258
Game session management
#235 Game State Management
Tyre R1 (M-6)
#262
Environmental text content
#59 Vertical Slice Authoring
Gestalt R2 (M-3)
#263
Time display on insert HUD
#51 Diegetic Insert/Minimap
Tyre R1 (M-7)
#264
Knowledge/journal display
#51 Diegetic Insert/Minimap
Tyre R1 (M-4)
#265
Demo scenario specification
#60 Success Criteria
Ozzie R1+R2 (M-8)
#266
Same-character-different-seed validation
#60 Success Criteria
Nigel R2 (M-10)
#267
Playtest protocol definition
#60 Success Criteria
Hoshe R1 (M-11)
LOW (1 story)
ID
Title
Epic
Source
#273
Test output formatter CLI
#64 Testability Arch Refinement
Hoshe R1 (T-3)
MEDIUM (population — 1 more)
ID
Title
Epic
Source
#268
False positive NPC design
#56 Population Management
Nigel R1+R2 (M-9)
4. Dependencies Added (21 records)
Critical Path: Movement Foundation
Critical Path: Observation Pipeline
Critical Path: Triangle Activation
Content Pipeline
Infrastructure
5. Updated Ticket Catalog Summary
Priority
Final Count
Critical
83
High
117
Medium
58
Low
15
Total
273
Changes: +41 new tickets (3 epics, 38 stories). 15 existing tickets promoted. 21 new dependency records (65 total).
6. Critical Path for v0.1
The workshop revealed a clear dependency chain that must be sequenced:
Sprint 1: Foundation (make it run)
#236 Tile collision (critical) → #237 Pathfinding (high) → #238 NPC movement (high)
#25 Game clock (high) → unblocks #88 Daily routines
#65-68 Rust server setup (critical, existing)
#70-73 Godot client setup (critical, existing)
#75-79 IPC bridge (critical, existing)
Sprint 2: Integration (make it work)
#81-83 Client-server integration (critical, existing)
#239 Observation event generator (critical)
#240 Player interaction dispatcher (critical)
#86-89 NPC data model (critical-high, existing)
#110-113 Fog of perception (critical, existing)
Sprint 3: Experience (make it feel)
#241-244 Observation verbs and deviation detection (high)
#247-250 NPC conversation, goals, propagation, triangle escalation (high)
#119-122 Internal monologue + #253 content architecture (high)
#253 Monologue content architecture (high)
#269 CauseChain component (high)
Sprint 4: Content (make it mean something)
#261 Dual Lens Authoring Guide (high) → blocks all content packs
#259-260 First 5 minutes + opening hooks (high)
#190-192 Content packs (critical, existing)
#251 Tell visual/behavioral expression (high)
Sprint 5: Validation (prove it works)
#195-199 Success criteria validation (high, existing)
#265 Demo scenario (medium)
#266 Seed validation test (medium)
#267 Playtest protocol (medium)
7. Decisions Confirmed by Workshop
The following decisions should be recorded (pending team lead confirmation):
Godot test framework = gdUnit4 (Tyre reversed GUT recommendation after Hoshe's analysis)
IPC testing = three-layer architecture (fixture, protocol mock, real integration)
CauseChain is a production component , not test pollution
Time system: 10 tps, 4 day phases, diegetic clock (resolves Q-009)
Deterministic replay is architectural requirement , not just test infrastructure
Dual Lens Authoring Guide must precede content authoring