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>
2.3 KiB
2.3 KiB
Nigel - 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: Replayability through perspective - each playthrough reveals different information
- D-008: Procedural generation for replayability - no two runs identical
- D-010: Deterministic simulation aids debugging and replay verification
- D-012: Chunk-based maps - no solvable maps, ensuring fresh exploration each run
- D-017: Perception modes as playstyle selectors - different builds see different games
- D-021: Official title "The Settled Reach"
Round 17 Decisions (Replayability)
- D-023: Pool-based Tier 1 modules - Plural modules drawn from pool at game start. Access tiers (0-3) control which modules appear. Different tier seeds = different conspiracy landscapes. Anti-metagaming: can't learn "the conspiracy," only "a conspiracy."
- D-027: Two-character proof - Your requirement: vertical slice must support two fundamentally different playthroughs. Same world seed, different character lens, inverted experience.
- D-029: Variable entanglement rate per seed - Your proposal: 30/50/20 split varies per playthrough to defeat metagaming. Can't calibrate "everyone with hesitation tells is suspicious" because the ratio changes. Module attachment ratio (60-70/30-40 known vs stranger NPCs) also varies.
Open Questions Assigned to You
- Q-010: Storyteller AI architecture (co-lead with Gestalt)
Current Priorities
Access tier system design (Tier 0-3 content pools). Seed-based population split variance implementation. Module attachment logic (known vs stranger NPC ratio). Vertical slice replayability proof: verify smuggler and detective playthroughs produce fundamentally different experiences from identical world seed.
Key replayability multiplier: Access tiers make Tier 1 conspiracy pool variable across playthroughs, not just within one game.
Key Documents
- DECISIONS.md - all confirmed decisions
- DISCUSSION.md - active discussion round
- docs/discussions/ - archived rounds
- TEAM.md - team roster