Files
settled-reach/docs/workshops/v01-gap-analysis/v01-gap-analysis-workshop-brief.md
T
jpmschweitzerandClaude Opus 4.6 ba3ade434e docs(docs): add frontmatter to v01-gap-analysis workshop
Standardized YAML frontmatter on all 16 files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 00:01:28 +01:00

24 KiB

title, description, type, status, workshop, agent, round, created
title description type status workshop agent round created
v0.1 GAP Analysis Workshop Brief Workshop brief defining four analysis tracks: concept proof, fun/wow factor, completeness gaps, and testability deep-dive workshop archived v01-gap-analysis 0 2026-02-11

v0.1 GAP Analysis Workshop Brief

Goal: Stress-test the full v0.1 plan against concept proof, fun delivery, and completeness Participants: Jeroen (lead), full team as needed Ticket scope: 232 tickets across 7 initiatives v0.1 target: D-027 vertical slice — smuggler + detective, 30-min playable, fundamentally different playthroughs

Workshop Tracks

Track 1: Strength of Concept Proof

The vertical slice must prove these claims about The Settled Reach:

Claim How the v0.1 proves it Which tickets deliver it Risk
Asymmetric information is the core mechanic Smuggler and detective see the same world differently #138-142 (info boundaries), #182-183 (divergent knowledge/relationships) ?
Fog of perception creates tension Player doesn't know what they can't see #110-113 (shadowcasting → fog rendering) ?
NPCs feel alive without player attention Routines continue, relationships shift off-screen #88 (daily routines), #93-99 (simulation tiers), #101 (routine execution) ?
Observation is a mechanic, not a cutscene Player deduces from watching, overhearing, noticing #115 (NPC vision), #124-128 (sound model), #119-122 (internal monologue) ?
Same world, different story Two playthroughs are mechanically distinct, not just narratively #179-183 (character builds), #196-199 (success criteria) ?
Social triangles create emergent drama NPC relationships produce situations the designers didn't script #106-109 (triangle generation), #175-176 (entanglement ratio) ?

Questions for the team:

  • Does the ticket catalog actually deliver on each claim, or are there gaps?
  • Which claims are weakest in the current plan?
  • What's the minimum bar for each claim at v0.1? (We don't need perfection, but we need proof.)
  • Are there claims the game should be making that aren't listed here?

Track 2: Fun & Wow Factor

A concept proof that isn't fun to play is a failed concept proof. Evaluate the plan against player experience:

First 5 minutes:

  • What does the player see when they start? (Ticket coverage?)
  • Is there an immediate hook — a reason to keep playing?
  • Does the UI communicate the asymmetric information concept without a tutorial?

The "aha" moment:

  • When does the player first realize they're seeing a different world than the other character would?
  • When do they first catch an NPC doing something suspicious through observation?
  • When does the internal monologue first surprise them?
  • Are these moments in the ticket plan, or are we hoping they emerge?

The 30-minute arc:

  • What's the shape of a play session? Is there rising tension, discovery, payoff?
  • The D-027 success criteria say "30-min daily life runway" — is daily life interesting enough to sustain 30 minutes without a scripted event?
  • Where does the storyteller kick in? (ticket #162 is low priority — is that right?)

Missing wow moments:

  • Sound: Three-range model (#124-128) is specced — but is there a moment where the player hears something through a wall and has to decide whether to investigate?
  • Internal monologue: Is there a moment where the character's thoughts contradict what the player sees?
  • NPCs: Is there a moment where an NPC the player trusted turns out to be lying?

Questions for the team (especially Ozzie, Gestalt):

  • What's the single most exciting thing that can happen in the first 30 minutes?
  • Are we front-loading the fun, or does the player need to grind through systems before experiencing the core loop?
  • Which tickets contribute to wow, and which are pure infrastructure?
  • Is there a "demo moment" — something we could show someone in 2 minutes to sell the concept?

Track 3: Things We May Have Forgotten

Systematic check for gaps in the 232-ticket plan:

Player agency:

  • Player can move, look, listen — but what can they DO?
  • Is there an interaction system? (Talk to NPC, examine object, pick up item, use door)
  • Are action verbs captured in tickets? I see dialogue (#168-174) but not physical interaction
  • Where's the player's inventory/journal/notes system?

Game state:

  • Save/load system — not captured anywhere?
  • Session management — how does a 30-min play session start and end?
  • Game over / failure states — what happens when things go wrong?

Feedback loops:

  • How does the player know their actions had consequences?
  • How does the player know they missed something?
  • Is there a reputation/standing feedback mechanism beyond the NPC relationship system?

Content volume:

  • 20-30 NPCs with 10-axis data models, daily routines, relationship triangles — is this achievable for v0.1?
  • Three social sites with full content packs — what's the actual writing volume for Mellanie?
  • Are placeholder/stub levels defined for systems that are specced but too deep for v0.1?

Technical gaps:

  • Pathfinding — NPCs need to navigate the station district, but there's no pathfinding ticket
  • Collision — player and NPC movement needs collision detection
  • Z-levels — #114 is low priority, but does the station district have multiple levels?
  • Time system — Q-009 is open, but daily routines (#88) depend on it
  • Audio engine — sound propagation is specced (#124-128) but is there a basic audio playback system?
  • Asset pipeline — #133 covers placeholder art, but what format? What resolution? What's the sprite spec?

Process gaps:

  • No definition of "done" for v0.1 beyond D-027's four success criteria
  • No playtest protocol — who tests, how, what feedback is captured?
  • No art direction decision (Q-003 still open) — affects every visual ticket

Track 4: Testability Deep-Dive

Ticket #214 — Refinement discussion (critical, blocks #215-217)

#34 [initiative] Testability Infrastructure (high)
│
├── #64 [epic] Testability Architecture Refinement (critical)
│   ├── #214 [story] Refinement discussion - Multi-agent (critical) ← NEEDS WORKSHOP
│   ├── #215 [story] Testing pattern documentation (high) — blocked by #214
│   ├── #216 [story] Tooling requirements spec (high) — blocked by #214
│   └── #217 [story] Production code constraints (high) — blocked by #214
│
├── #61 [epic] Rust/bevy_ecs Test Infrastructure (high)
│   ├── #200 [story] Test module organization (high)
│   ├── #201 [story] Deterministic replay system (high)
│   ├── #202 [story] ECS state inspection (high)
│   ├── #203 [story] Behavior validation framework (medium)
│   └── #204 [story] Performance benchmarks (medium)
│
├── #62 [epic] Godot Client Test Infrastructure (high)
│   ├── #205 [story] GDScript test framework setup (high)
│   ├── #206 [story] Scene testing utilities (high)
│   ├── #207 [story] Input simulation (medium)
│   ├── #208 [story] Rendering verification (medium)
│   └── #209 [story] UI validation framework (medium)
│
└── #63 [epic] Integration Test Framework (medium)
    ├── #210 [story] IPC protocol tests (high)
    ├── #211 [story] Sync verification tests (high)
    ├── #212 [story] Full playthrough automation (medium)
    └── #213 [story] Performance profiling (low)

Core design constraint: Test harness attaches externally as modules. Minimal production code pollution.

Key questions (Tyre, Hoshe, Troblum):

  • Rust: External test crate vs #[cfg(test)] vs hybrid?
  • Godot: GUT vs gdUnit4? Can Claude Code run godot --headless?
  • Integration: Mock subprocess or real IPC for tests?
  • What test output format works best for agent consumption?
  • Where's the line between acceptable seam and test pollution?
  • Test runners as simple bash commands (like db/connectors/sqlite-*)?

Full v0.1 Ticket Catalog

All 232 tickets organized by initiative. Reference for all workshop tracks.

Initiative: Engine Architecture — Godot + Rust IPC (#28, critical, D-020)

ID Type Title Priority
35 epic Rust Simulation Server Foundation critical
65 story Project structure setup critical
66 story ECS world initialization critical
67 story Deterministic tick system critical
68 story Basic entity components critical
69 story Standalone CLI test harness high
218 task Create simulation/ directory structure critical
219 task Initialize Cargo workspace critical
220 task Configure project metadata critical
221 task Create main.rs entry point critical
222 task Set up CI placeholder low
36 epic Godot Client Foundation critical
70 story Godot project initialization critical
71 story Tilemap rendering system critical
72 story Entity sprite system critical
73 story Input capture system critical
74 story Basic UI framework high
223 task Create client/ directory structure critical
224 task Initialize Godot 4 project critical
225 task Create main scene hierarchy critical
226 task Configure camera settings critical
227 task Set up project settings high
37 epic IPC Bridge & Protocol critical
75 story Protocol message definitions critical
76 story MessagePack serialization - Rust critical
77 story MessagePack serialization - GDScript critical
78 story LocalBridge implementation - Rust critical
79 story LocalBridge implementation - GDScript critical
80 story NetworkBridge stub low
228 task Create protocol/ directory critical
229 task Define ObserverSnapshot structure critical
230 task Define PlayerInput structure critical
231 task Define entity data structures critical
232 task Create protocol versioning scheme high
38 epic Client-Server Integration critical
81 story End-to-end connection test critical
82 story Tick loop synchronization critical
83 story Moving character proof critical
84 story Multiple entity sync high
85 story Error handling & recovery high

Initiative: Core Simulation — NPCs & Tiers (#29, critical, D-024/D-026)

ID Type Title Priority
39 epic NPC Data Model critical
86 story Core NPC components critical
87 story Relationship system critical
88 story Daily routine system critical
89 story Information inventory high
90 story Personality & tell system high
91 story Skill system & combat flag medium
92 story NPC generation pipeline high
40 epic Simulation Tier System critical
93 story Tier marker components critical
94 story Active tier simulation critical
95 story Background tier state machines high
96 story State serialization system high
97 story Timestamp-based eviction high
98 story Scope tag system high
99 story Tier transition logic high
100 story Ungenerated to instantiation medium
41 epic NPC Behavior Systems high
101 story Routine execution system high
102 story Mood system medium
103 story Relationship dynamics medium
104 story Job performance simulation low
105 story Tolerance threshold triggers medium
42 epic Triangle Generation high
106 story Triangle definition schema high
107 story Intra-template triangle generation high
108 story Cross-template triangle generation medium
109 story Triangle validation medium

Initiative: Rendering & Perception System (#30, critical, D-011/D-015/D-016/D-017/D-018/D-019)

ID Type Title Priority
43 epic Fog of Perception - Vision System critical
110 story Shadowcasting algorithm - server critical
111 story Vision cone implementation critical
112 story Observer visibility query critical
113 story Fog rendering - client critical
114 story Multi-z-level LOS low
115 story NPC vision system high
44 epic Camera System critical
116 story Camera lock to character critical
117 story Smooth camera movement high
118 story Camera rotation stub low
45 epic Internal Monologue System high
119 story Monologue event generation - server high
120 story Monologue line pool system high
121 story Character voice variation medium
122 story Monologue display - client high
123 story Unreliable narrator mechanics low
46 epic Sound Propagation Model high
124 story Sound event system - server high
125 story Close-range stereo audio - client high
126 story Medium-range visual indicators medium
127 story Long-range insert notifications low
128 story Sound propagation physics low
47 epic Top-down Renderer critical
129 story Tile rendering engine critical
130 story Entity sprite management critical
131 story Fog overlay rendering critical
132 story Lighting system medium
133 story Placeholder art pipeline high
48 epic Perception Mode Framework medium
134 story Observer query abstraction medium
135 story Natural vision mode high
136 story Perception mode selector - client low
137 story Additional mode stubs low

Initiative: Map & Navigation (#31, high, D-010/D-012/D-013/D-014)

ID Type Title Priority
49 epic Information Boundary System critical
138 story Information tag schema critical
139 story Component-level access control critical
140 story Entity visibility filtering critical
141 story Knowledge-based information gating high
142 story NPC information boundaries high
50 epic Chunk-based Map System high
143 story Chunk data structure high
144 story Chunk generation system high
145 story Chunk loading/unloading high
146 story Chunk serialization medium
147 story Borderless expansion stub low
51 epic Diegetic Insert/Minimap high
148 story POI data model high
149 story POI discovery system high
150 story Character-specific POI filtering medium
151 story Minimap rendering - client high
152 story POI manipulation mechanics low
52 epic Station District Map - v0.1 Revision high
153 story Station district layout design critical
154 story Functional cluster spatial specs high
155 story Hand-crafted location authoring high
156 story Procedural district filler medium
157 story Gate corridor template high

Initiative: Content Architecture (#32, high, D-023/D-025/D-028/D-029)

ID Type Title Priority
53 epic Three-Tier Content Pipeline high
158 story Tier 1 drama module schema medium
159 story Tier 2 template definition format high
160 story Tier 3 procedural generator medium
161 story Template instantiation engine high
162 story Storyteller module activation low
54 epic Social Site Template System high
163 story Role definition schema high
164 story Spatial requirement specification high
165 story Single-ownership model high
166 story Template-to-instance mapping high
167 story Cross-template reference system medium
55 epic Dialogue System Architecture high
168 story Tagged line pool structure high
169 story Layer 1: Access tier filtering high
170 story Layer 2: Relationship history high
171 story Layer 3: Trust-gated gossip medium
172 story Layer 4: Unprompted disclosure medium
173 story Trait modifier system medium
174 story Dialogue UI - client high
56 epic Population Management medium
175 story Entanglement ratio configuration medium
176 story NPC pool generation medium
177 story Module attachment logic low
178 story Seed-based variation low

Initiative: Vertical Slice Content (#33, critical, D-027)

ID Type Title Priority
57 epic Playable Characters - Smuggler & Detective critical
179 story Character definition schema critical
180 story Smuggler character build critical
181 story Detective character build critical
182 story Divergent starting knowledge high
183 story Divergent relationships high
58 epic Station District Content critical
184 story Workplace template - logistics hub critical
185 story Social venue template - bar critical
186 story Smuggling ring template critical
187 story Shared NPC coordination high
188 story Triangle instantiation high
59 epic Vertical Slice Authoring high
189 story Cultural generation guide - Miri critical
190 story Workplace content pack - Mellanie critical
191 story Bar content pack - Mellanie critical
192 story Smuggling ring content pack - Mellanie critical
193 story Line previewer CLI - Tyre critical
194 story Generation pass expansion high
60 epic Success Criteria Validation high
195 story Test plan creation - Hoshe high
196 story Criterion 1: 30-min daily life runway high
197 story Criterion 2: Fundamentally different playthroughs high
198 story Criterion 3: Emotional NPC attachment high
199 story Criterion 4: Emergent observation mechanics high

Initiative: Testability Infrastructure (#34, high)

ID Type Title Priority
64 epic Testability Architecture Refinement critical
214 story Refinement discussion - Multi-agent critical
215 story Testing pattern documentation high
216 story Tooling requirements spec high
217 story Production code constraints high
61 epic Rust/bevy_ecs Test Infrastructure high
200 story Test module organization high
201 story Deterministic replay system high
202 story ECS state inspection high
203 story Behavior validation framework medium
204 story Performance benchmarks medium
62 epic Godot Client Test Infrastructure high
205 story GDScript test framework setup high
206 story Scene testing utilities high
207 story Input simulation medium
208 story Rendering verification medium
209 story UI validation framework medium
63 epic Integration Test Framework medium
210 story IPC protocol tests high
211 story Sync verification tests high
212 story Full playthrough automation medium
213 story Performance profiling low

Legacy Seed Initiatives (D-001 through D-019)

Auto-seeded from early decisions. Superseded by structured initiatives above. Retained for traceability.

ID Title Decision
1 Custom game, not a mod D-001
2 The Settled Reach as first campaign D-003
3 Single character first-person story generator D-005
4 Prototype scenario — Institute/Armstrong City/Guardians D-006
5 Five pillars of game design D-007
6 Action pillar design principles D-008
7 Multiplayer — design for it, build single-player first D-009
8 Multiplayer-ready architectural baseline D-010
9 Fog of perception non-negotiable D-011
10 Chunk-based map architecture D-012
11 Diegetic insert/POI navigation D-013
12 v0.1 map specification D-014
13 Camera locked to character D-015
14 Internal monologue system D-016
15 Perception modes as character build D-017
16 Three-range sound model D-018
17 Top-down with 3D cutscenes D-019

Open Questions (unparented stories)

ID Title Ref Status
18 Game engine selection Q-001 ready
19 v0.1 prototype scope Q-002 backlog
20 Art direction Q-003 backlog
21 One campaign or separate eras Q-004 backlog
22 Prototype scale Q-005 backlog
23 Target platforms Q-007 backlog
24 Licensing/distribution Q-008 backlog
25 Time system Q-009 backlog
26 Storyteller AI design Q-010 backlog
27 Character selection roster Q-011 backlog

Dependency Map

Engine Foundation:
  #65 Project structure → #66 ECS world init → #67 Deterministic tick → #68 Basic entity components
  #35 Rust Server Foundation ──┐
  #36 Godot Client Foundation ─┤→ #38 Client-Server Integration
  #37 IPC Bridge & Protocol ───┘

IPC Chain:
  #75 Protocol messages ──┬→ #76 MsgPack Rust → #78 LocalBridge Rust ──┐
                          └→ #77 MsgPack GDS  → #79 LocalBridge GDS ──┤→ #81 E2E test → #82 Tick sync → #83 Moving char proof

NPC Pipeline:
  #39 NPC Data Model ──┬→ #40 Simulation Tiers
                       ├→ #41 NPC Behavior Systems
                       ├→ #42 Triangle Generation
                       └→ #54 Social Site Templates → #53 Three-Tier Pipeline

Perception Chain:
  #110 Shadowcasting → #111 Vision cone → #112 Observer query → #113 Fog rendering
  #43 Fog of Perception → #47 Top-down Renderer

NPC Components:
  #86 Core NPC components → #92 NPC generation pipeline
  #87 Relationship system → #101 Routine execution
  #89 Information inventory → #90 Personality & tell system

Content Pipeline:
  #158 Tier 1 drama schema → #159 Tier 2 template format
  #55 Dialogue System → #59 Vertical Slice Authoring
  #189 Cultural guide (Miri) ──┬→ #190 Workplace pack (Mellanie)
  #193 Line previewer (Tyre) ──┤→ #191 Bar pack (Mellanie)
                               └→ #192 Smuggling ring pack (Mellanie)

Station District:
  #153 Layout design ────────┐
  #185 Bar template ─────────┤
  #186 Smuggling template ───┤→ #188 Triangle instantiation
  #187 Shared NPC coord ─────┘

Vertical Slice Validation:
  #57 Playable Characters ─┐
  #58 Station Content ─────┤→ #60 Success Criteria Validation
  #59 Authoring ───────────┘

Testability:
  #214 Refinement discussion ──┬→ #215 Testing pattern docs
                               ├→ #216 Tooling requirements
                               └→ #217 Production code constraints

Workshop Outputs Expected

  1. Concept proof scorecard — each claim rated for ticket coverage and risk
  2. Fun/wow gap list — missing moments, front-loaded vs back-loaded experience concerns
  3. Missing ticket list — new stories for forgotten systems (interaction, save/load, pathfinding, etc.)
  4. Priority adjustments — tickets that should be promoted or demoted based on analysis
  5. Testability decisions — Rust patterns, Godot framework, production code boundaries
  6. Open question resolutions — which Q-items block v0.1 and need decisions now
  7. Updated dependency map — new dependencies from discovered gaps