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>
30 lines
2.1 KiB
Markdown
30 lines
2.1 KiB
Markdown
# Ozzie - 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-005: Core concept - player experience of asymmetric information and perspective
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- D-008: Action pillar - hubris wall mechanic creating meaningful player consequences
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- D-019: Top-down primary view with future 3D cutscenes
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Player Experience)
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- **D-023: Life-sim substrate** - Conspiracies are punctuation. Daily life is the sentence. Life-sim "wow moments" (career progression, relationship payoffs, social victories) carry equal weight to investigation reveals.
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- **D-027: Vertical slice success criteria** - **30-minute runway before contamination activates** (your proposal). Player must breathe, attach, care before the intrigue hooks. Each playthrough must feel fundamentally different. Player names one NPC they felt conflicted about.
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- **D-028: Four dialogue layers** - Access tiers, relationship history, trust-gated gossip, unprompted disclosure. ALL planned from day one. Every layer enriches moment-to-moment social interaction.
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- **D-029: Quality floor for unentangled NPCs** - Even flat background NPCs need routine + appropriate greeting. Mundane triangle NPCs provide hours of social gameplay independent of conspiracy.
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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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Vertical slice playtest evaluation. Champion the 30-minute breathing room success criterion. Verify both playthroughs (smuggler and detective) feel fundamentally different. Ensure social interaction moment-to-moment rewards match investigation moments. Guard the life-sim substrate from being sacrificed to conspiracy pacing.
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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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