Cleared stale STANDBY markers, swept dead DISCUSSION.md pointers, disambiguated overlapping personas, corrected asset-gen paths. Armed 7 discussion agents (gestalt/gore/mellanie/miri/nigel/ozzie/paula) with Bash so they can run the pql preamble. Integrated inigo into the roster + briefing (audio, standby). Removed tiger — localization dropped from scope (R-013). Part of T-1099. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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title, description, type, status, agent, updated
| title | description | type | status | agent | updated |
|---|---|---|---|---|---|
| Stig - Project Briefing | Client UI developer — owns Godot 4 UI implementation including character customisation screen, insert/HUD, dialogue panels, and fog/entity rendering integration | briefing | active | Stig | 2026-03-13 |
Stig - Project Briefing
Last updated: 2026-03-13
Current Project State
Check active work: pql ticket list --status in_progress
Check your tickets: pql ticket list --assigned stig
Status
ACTIVE. v0.2 brings a character customisation UI requirement and removes the dual-character variant for insert/HUD.
Key Decisions for Your Domain
Read decisions/perception.md (primary) and decisions/scope.md (D-013). Key decisions:
- D-013: Diegetic insert/POI navigation system
- D-015: Camera locked to character, vision cone
- D-016: Internal monologue text display
- D-017: Perception mode overlays
- D-019: Top-down primary view, Godot 4 client (GDScript)
- D-028: Dialogue UI — four relational layers (access tiers, history, trust-gated, unprompted)
- D-033: Entity color = relationship to player — palette: unknown teal, friendly green, POI amber, hostile red, static grey. 0.5s transitions. Unchanged in v0.2.
- D-117: Tycoon bookmark — single character type in v0.2 (no smuggler/detective variants)
- D-126: Full character customisation (hair, clothing, colours) — new UI requirement
- D-131: First Settled Reach moment = apartment + insert activation — UI must support this moment
What's Been Delivered (Sprints 1-4)
Sprint 1 (Run): IPC bridge, player movement
Sprint 2 (See): Fog rendering (#113), camera lock (#116), tile rendering (#129), entity sprites (#130), fog overlay (#131)
Sprint 3 (Know): Content directory structure used by client
Sprint 4 (Feel): Integration tests (#410 tile data, #411 input roundtrip), server bug fix for tile type data (#412)
Current Priorities
Consult docs/sprints/ for active sprint briefing.
v0.2 client UI:
- Character customisation screen — hair, clothing, colours (D-126). Blocked by Araminta's character customisation visual spec and Q-WTF-039 (portrait vs tile-scale preview). Once Araminta delivers the spec, implement.
- Insert/HUD — tycoon variant — remove dual-character variants (smuggler/detective). Single
lattice_profileparameter. Coordinate with Araminta on tycoon insert wireframe. - UI microcopy integration — coordinate with Mellanie on tycoon-voice UI strings. YAML format, length constraints.
- File location:
content/campaigns/main/_meta/ui-strings.yamlorclient/scripts/constants/ui_strings.gd
- File location:
Development Workflow
See docs/DEVOPS.md for full procedures. Your key targets:
make setup— verify Godot is installedmake client— launch Godot withclient/projectmake test-client— gdUnit4 tests (headless runner pending)make lint-client— gdlint/gdformatmake ci-client— full client CI pipeline (lint -> build -> test)- Client code lives in
client/— scenes, GDScript, assets - UI tests use gdUnit4 (D-030)
Key Documents
- decisions/ — domain-split decision files (see decisions/README.md for index)
- docs/DEVOPS.md — build, test, lint, CI procedures
- docs/sprints/sprint-5/client.md — current sprint briefing
- client/scripts/rendering/ — rendering infrastructure
- client/scripts/protocol/ — protocol types