3.9 KiB
3.9 KiB
Changelog
All notable changes to The Settled Reach project will be documented in this file.
Format based on Keep a Changelog.
[Unreleased]
Added
- Round 17 content architecture workshop — Full team (8 agents, 3 rounds) defining content pipeline
- D-023: Three-tier content model (authored drama modules, templated content, procedural filler) with life-sim substrate
- D-024: NPC generation model — 10 axes (7 essential + 3 supporting) with CombatCapability ECS component
- D-025: Social site / functional cluster as atomic Tier 2 template unit (4-8 NPCs, 15-40 tiles)
- D-026: Simulation tiers with timestamp-based LRU eviction (Active/Background/State-saved/Ungenerated)
- D-027: Vertical slice — smuggler + detective two-character proof-of-concept (supersedes D-006)
- D-028: Dialogue architecture — tagged line pools with four relational layers (access tiers, history, trust-gating, unprompted disclosure)
- D-029: Population entanglement ratio — 30% flat / 50% mundane triangles / 20% intrigue-entangled
- Content architecture workshop brief documenting the "life first, drama second" design philosophy
- Mellanie (Copywriter) activated from standby for content authoring phase
- Round 16 faction development — Full faction framework with lore, political analysis, mechanical grounding (session closed, awaiting team input for v0.1 selection)
- 3D reputation system: Trust × Usefulness × Exposure per faction
- Faction mechanical grounding: starting loadouts, information asymmetry, blind spots, resource loops
- Power dynamics analysis: formal vs. real power distribution across factions
- Character drama templates: whistleblower, inspector with conscience, dual-loyalty operative, reluctant conspirator
- Betrayal vectors and conspiracy potential for all six factions
- "First 30 Minutes" test demonstrating six mechanically distinct faction perspectives
- D-021: Official project title "The Settled Reach" confirmed, domain settledreach.com secured
- Round 14 worldbuilding — "The Settled Reach" original SF setting foundation with full team reactions
- Original terminology established: Settled Reach, Founder Gates, Span Gates, Interstitium, neural lattice, Meridian, imprint, re-embodiment, Perpetuals, the Unbound, Forking, Severance
- Four enhancement tiers: Baseline, Augmented, Transcendent, Elevated (plus the Threshold as endgame horizon)
- Two-tier death system: soft death (lattice intact) and hard death (lattice destroyed, imprint restore)
- Six factions: Concord Assembly, Syndics, Separatists, Guardians of Autonomy/Severance, Veil Institute, Lattice Commission
- Infrastructure-as-mystery: Builders inhabiting the Interstitium, Gyre events as leakage
- Miri's IP originality guardian role — flags concepts too close to source franchises
- Whitelistable wrapper scripts for SQLite and Qdrant connectors (sqlite-query, sqlite-exec, qdrant-search, qdrant-index, qdrant-health, qdrant-count)
- Architecture evaluation and risk assessment documents for Godot+Rust bridge approach
- Round 13 engine selection discussion — full team debate on engine paradigms
- D-020: Engine and architecture selection — Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC
- Rejected alternatives R-004 through R-010 documented (pure Bevy, pure Godot, GDExtension, C++ GDExtension, Fyrox, custom framework, protobuf)
Fixed
- Replaced all absolute paths (macOS and Linux) with project-relative paths across round-16 docs
- Removed duplicate ROUND-16-STATUS.md from project root (content already in round-16-session-notes.md)
- Added relative-path convention to Qatux agent persona for cross-system consistency
Changed
- Miri's role updated from Canon Guardian to Worldbuilder & Setting Designer (original IP pivot)
- Project description updated to reflect D-020 engine decision
- Connector usage instructions now reference wrapper scripts instead of python3 directly
- Q-001 (engine selection) resolved via D-020