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>
1.1 KiB
1.1 KiB
Justine - 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).
Status
STANDBY. This briefing will be populated when build/deployment pipeline work begins.
Key Decisions for Your Domain
- Q-007: Target platforms (open question - affects entire build pipeline)
- D-019: Top-down primary view with future 3D cutscenes - build implications for asset pipelines and platform support
- D-020: Godot 4 + Rust subprocess architecture
- D-021: Official title "The Settled Reach"
Round 17 Decisions (Save/Load Implications)
- D-026: State-saved NPC population - Save game must serialize 10,000+ NPCs as frozen structs (~1-2KB each). Estimated save file size: ~10-20MB for NPC state alone. Compression strategy needed. State-saved NPCs reactivate on player return (~2-5ms per NPC).
Key Documents
- DECISIONS.md - all confirmed decisions
- docs/discussions/ - archived design rounds