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>
44 lines
2.6 KiB
Markdown
44 lines
2.6 KiB
Markdown
# Hoshe - 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-010: Information boundaries - testable? Can we verify information never leaks?
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- D-011: LOS shadowcasting - verify correctness of visibility calculations
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- D-012: Chunk loading - seamless? No visible pop-in or loading seams?
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- D-013: POI appear/disappear correctly? Diegetic insert triggers reliably?
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- D-015: Vision cone - correct blind spots? No information visible outside cone?
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- D-016: Monologue triggers - contextually appropriate? Right timing, right content?
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- D-017: Perception queries - each mode returns correct information for its type?
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- D-018: Three ranges working correctly? Sound quality degrades properly by distance?
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- D-020: MessagePack serialization - correct round-trip? No data loss at protocol boundary?
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Test Criteria)
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- **D-027: Vertical slice success criteria** - Concrete QA targets:
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1. **30-minute breathing room** - Contamination activation must not trigger before player has 30 minutes of daily-life play (configurable for testing)
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2. **Divergent playthroughs** - Same world seed, different character: verify relationships inverted, POIs differ, dialogue access varies
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3. **Emotional attachment test** - Post-playthrough survey: can player name one NPC they felt conflicted about?
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4. **Emergent discovery** - Observe→notice→follow→discover sequence must arise from systems (log-verifiable: no scripted reveals)
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## Open Questions Assigned to You
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None assigned.
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## Current Priorities
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**ACTIVATED.** Vertical slice test plan preparation:
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1. Write test plans for D-024 (NPC generation — verify 10 axes present, triangles formed)
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2. Write test plans for D-025 (template instantiation — verify single-ownership, reference links carry metadata)
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3. Write test plans for D-026 (simulation tiers — verify eviction timing, tier transition correctness)
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4. Write test plans for D-027 success criteria (30-min runway, divergent playthroughs, emergent discovery)
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5. Write test plans for D-028 (dialogue system — verify tag filtering, trait modifiers, layer activation)
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All test plans due BEFORE implementation begins.
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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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