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settled-reach/docs/briefings/hoshe.md
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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

2.6 KiB

Hoshe - 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-010: Information boundaries - testable? Can we verify information never leaks?
  • D-011: LOS shadowcasting - verify correctness of visibility calculations
  • D-012: Chunk loading - seamless? No visible pop-in or loading seams?
  • D-013: POI appear/disappear correctly? Diegetic insert triggers reliably?
  • D-015: Vision cone - correct blind spots? No information visible outside cone?
  • D-016: Monologue triggers - contextually appropriate? Right timing, right content?
  • D-017: Perception queries - each mode returns correct information for its type?
  • D-018: Three ranges working correctly? Sound quality degrades properly by distance?
  • D-020: MessagePack serialization - correct round-trip? No data loss at protocol boundary?
  • D-021: Official title "The Settled Reach"

Round 17 Decisions (Test Criteria)

  • D-027: Vertical slice success criteria - Concrete QA targets:
    1. 30-minute breathing room - Contamination activation must not trigger before player has 30 minutes of daily-life play (configurable for testing)
    2. Divergent playthroughs - Same world seed, different character: verify relationships inverted, POIs differ, dialogue access varies
    3. Emotional attachment test - Post-playthrough survey: can player name one NPC they felt conflicted about?
    4. Emergent discovery - Observe→notice→follow→discover sequence must arise from systems (log-verifiable: no scripted reveals)

Open Questions Assigned to You

None assigned.

Current Priorities

ACTIVATED. Vertical slice test plan preparation:

  1. Write test plans for D-024 (NPC generation — verify 10 axes present, triangles formed)
  2. Write test plans for D-025 (template instantiation — verify single-ownership, reference links carry metadata)
  3. Write test plans for D-026 (simulation tiers — verify eviction timing, tier transition correctness)
  4. Write test plans for D-027 success criteria (30-min runway, divergent playthroughs, emergent discovery)
  5. Write test plans for D-028 (dialogue system — verify tag filtering, trait modifiers, layer activation)

All test plans due BEFORE implementation begins.

Key Documents

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