Files
settled-reach/docs/briefings/gestalt.md
T
jpmschweitzerandClaude Opus 4.6 5bb7ded841 docs(briefings): update all agent briefings with Round 17 decisions
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>
2026-02-10 23:58:20 +01:00

2.9 KiB

Gestalt - Project Briefing

Last updated: 2026-02-10

Current Project State

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). Vertical slice defined (D-027).

Decisions Relevant to Your Role

  • D-005: Core concept - story generator mechanics, emergent narrative from systems
  • D-007: Five pillars - mechanical framework for all gameplay systems
  • D-008: Action pillar - hubris wall mechanic as systemic consequence generator
  • D-011: Fog of war as pillar 1 infrastructure - foundational information hiding
  • D-015: Camera lock to character - vision cone as primary information constraint
  • D-017: Perception loadout system - observer queries defining what player knows
  • D-018: Three-range sound system - information quality model by distance
  • D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC
  • D-021: Official title "The Settled Reach"

Round 17 Decisions (Systems Design)

  • D-024: 10-axis NPC consolidation - Your work: Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills. CombatCapability as component (not axis), following D-017 perception mode pattern.
  • D-025: Social site as systemic unit - Your term: 4-8 NPCs who regularly interact. Templates define roles, NPCs fill roles. One NPC can participate in multiple social sites via reference links.
  • D-026: Timestamp eviction endorsed - Your scope tags (neighborhood, active-quest, colleague, known-contact) define which NPCs stay Active tier.
  • D-027: Vertical slice as systems proof - Two characters, same templates, inverted relationships. Proves character-as-lens. Observe→notice→follow→discover must emerge from systems, not scripts.
  • D-028: Axis-to-pipeline mapping - Dialogue selection driven by NPC axes (Want, Relationship state, Trust level, Mood). Tagged pools with systemic selection, not branching trees.

Open Questions Assigned to You

  • Q-002: v0.1 scope definition (co-lead)
  • Q-005: Prototype scale (co-lead with Tyre, Miri)
  • Q-009: Time system design (co-lead with Gore)
  • Q-010: Storyteller AI architecture (co-lead with Nigel)

Current Priorities

NPC ECS component architecture (10 axes + CombatCapability component). Social site systemic interaction design. Scope tag system for tier transitions (D-026). Dialogue selection pipeline (axis values → tag matching → line pool filtering). Vertical slice systems proof: contamination activation, triangle emergence, discovery sequences.

Iron rule for base builder (future): CombatCapability component pattern must extend to other optional systems. No breaking the component model.

Key Documents

  • DECISIONS.md - all confirmed decisions
  • DISCUSSION.md - active discussion round
  • docs/discussions/ - archived rounds
  • TEAM.md - team roster