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>
41 lines
2.9 KiB
Markdown
41 lines
2.9 KiB
Markdown
# Gestalt - 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). Vertical slice defined (D-027).
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## Decisions Relevant to Your Role
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- D-005: Core concept - story generator mechanics, emergent narrative from systems
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- D-007: Five pillars - mechanical framework for all gameplay systems
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- D-008: Action pillar - hubris wall mechanic as systemic consequence generator
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- D-011: Fog of war as pillar 1 infrastructure - foundational information hiding
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- D-015: Camera lock to character - vision cone as primary information constraint
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- D-017: Perception loadout system - observer queries defining what player knows
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- D-018: Three-range sound system - information quality model by distance
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- D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Systems Design)
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- **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.
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- **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.
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- **D-026: Timestamp eviction endorsed** - Your scope tags (neighborhood, active-quest, colleague, known-contact) define which NPCs stay Active tier.
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- **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.
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- **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.
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## Open Questions Assigned to You
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- Q-002: v0.1 scope definition (co-lead)
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- Q-005: Prototype scale (co-lead with Tyre, Miri)
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- Q-009: Time system design (co-lead with Gore)
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- Q-010: Storyteller AI architecture (co-lead with Nigel)
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## Current Priorities
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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.
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**Iron rule for base builder (future):** CombatCapability component pattern must extend to other optional systems. No breaking the component model.
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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- DISCUSSION.md - active discussion round
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- docs/discussions/ - archived rounds
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- TEAM.md - team roster
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