Files
settled-reach/docs/briefings/oscar.md
T
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

1.2 KiB

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