Add D-023 through D-029 context (content architecture, NPC generation, social sites, simulation tiers, vertical slice, dialogue, population ratios) to all 18 agent briefings. Core workshop participants get detailed action items; specialist/infrastructure agents get relevant implications. Mellanie activated from standby for content authoring. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
27 lines
1.7 KiB
Markdown
27 lines
1.7 KiB
Markdown
# Dudley - Project Briefing
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Last updated: 2026-02-10
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Rust/bevy_ecs server). Vertical slice defined (D-027).
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## Status
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STANDBY. This briefing will be populated when backend/engine implementation begins.
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## Key Decisions for Your Domain
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- D-010: Four architectural principles - client-server, deterministic sim, information boundaries, input events
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- D-011: LOS shadowcasting implementation
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- D-012: Chunk-based map architecture
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- D-014: v0.1 map specification
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- D-020: Rust simulation server with bevy_ecs, MessagePack protocol to Godot client
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Server-Side Core)
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- **D-024: NPC ECS model** - 10 axes as components (Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills). CombatCapability as optional component.
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- **D-025: Template instantiation system** - Single-ownership model with reference links carrying relationship metadata. NPCs owned by one template, referenced by others.
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- **D-026: Simulation tier engine** - Four tiers: Active (30-80 NPCs, full sim, 10-20 tps), Background (500-2K, state machines 1/game-min), State-saved (serialized structs), Ungenerated. Timestamp-based LRU eviction. bevy_ecs dynamic component add/remove for tier transitions.
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- **D-027: Access tier system + cargo/goods** - Content filtering by access tier (0-3). Cargo/goods system for smuggling mechanics.
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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- docs/discussions/ - archived design rounds
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