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>
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Oscar - 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 networking/multiplayer implementation begins.
Key Decisions for Your Domain
- D-009: Multiplayer strategy (design for it, build single-player first)
- D-010: Four architectural principles - especially client-server architecture and deterministic simulation
- D-020: Subprocess/IPC architecture — local socket for single-player, TCP for multiplayer (same protocol)
- D-021: Official title "The Settled Reach"
Round 17 Decisions (Multiplayer Implications)
- D-026: Simulation tier sync - For future multiplayer: how do we synchronize State-saved NPC reactivation across clients? Background tier state machines run server-side — clients receive snapshots. Timestamp-based eviction must be deterministic across all observers.
Key Documents
- DECISIONS.md - all confirmed decisions
- docs/discussions/ - archived design rounds