Files
settled-reach/project.yaml
T
jpmschweitzerandClaude Opus 4.6 e8263e209e refactor(data): rename Krenn to Van Maanen's Star
System S-057 assigned to real star GJ 35 (Van Maanen's Star, DG white
dwarf at 13.9 ly). Renamed across all content, server code, docs,
decisions, wiki lore, and config files. 224 files updated.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 00:23:26 +01:00

38 lines
1.6 KiB
YAML

name: The Settled Reach
version: 0.1.26
repository: settled-reach
codename: commonwealth
description: >
Top-down immersive sim with occlusion-based detection mechanics and
combat elements. Single-character perspective where asymmetric information
is the core gameplay mechanic. A Rimworld-style storyteller drives
emergent narrative across a detective-smuggler dual-lens campaign.
setting: >
Original science fiction universe — the Settled Reach, a network of
star systems connected by Founder Gates. Neural lattice technology
enables soft immortality, forking, and re-embodiment. The v0.1
vertical slice takes place in Sova Transit District, Van Maanen's Star.
architecture:
client: Godot 4 (GDScript)
server: Rust with bevy_ecs (simulation server)
transport: subprocess/IPC via TCP with MessagePack serialization
protocol: length-prefixed MessagePack frames (4-byte big-endian)
determinism: ChaCha20 seeded RNG, deterministic tick processing
simulation:
tick_rate: 10 ticks per game-minute
time_model: 4 day phases (Morning, Afternoon, Evening, Night)
grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
knowledge: per-entity knowledge graphs with confidence decay
content:
format: YAML with JSON Schema validation
structure: campaigns/systems/stations/districts hierarchy
npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
dialogue: tagged line pools with 4-layer relational filtering
population: 30% flat / 50% mundane triangles / 20% intrigue-entangled