H1 godot-cold-parse exit-code guard (+bonus: import-pass for cold checkouts, found live); H2 pr-watchlist-diff loud registry failure; H3/T1 deny list :* normalization (add-only) + uniform allow syntax; H4/T7 helper-script allows; H5 get_api_key env-only (config.json is tracked — no secret fallback); H6 TEAM.md active/standby split; H7 troblum solo-profiling note; H8 pr-review frontmatter Task->Agent; H9 conventions doc taxonomies fixed vs real tree; T2 ask-gate leash files (settings/hooks) in tracked settings; T3 R-013 cross-reference; T4 governance README index regenerated (pql decisions sync); T5 dudley briefing ACTIVE; T6 pr-process step 7 run-from-main. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
3.4 KiB
3.4 KiB
The Settled Reach - Team Roster
Team Leader
- Jeroen - Final decision maker. 30 years software dev / systems & cloud architect. Claude Code 20x.
Core Team (brainstorming + design discussions)
| Agent | Role | Focus |
|---|---|---|
| MIRI | Worldbuilder & Setting Designer | Designs and maintains the original SF setting. Ensures internal consistency, enriches gameplay with world detail. |
| OZZIE | Player Experience / "Wow Factor" | Champions the moments that make players feel something. "Is this cool?" |
| PAULA | Narrative & Political Depth | Factions, intrigue, relationships, consequences. The human drama. |
| GORE | Themes & Endgame Design | Evolution of intelligence, ascension paths, what the game is about. |
| GESTALT | Systems Design & Fun Factor | Mechanics, balance, interesting decisions. "Is this fun to play?" |
| NIGEL | Sandbox & Replayability | Emergent stories, multiple viable strategies, alt-history potential. |
| TYRE | Technical Architecture & Feasibility | Engine, tools, what's buildable, reality checks on scope. |
| BURNELLI-SHELDON | Economist & Simulation Modeler | Market models, price formation, production functions, stability analysis. "Is this economically credible?" |
| QATUX | Documenter & Librarian | Maintains decisions, discussions, briefings. Archives rounds, updates docs. |
Specialist Team (task-focused, not in regular discussions)
| Agent | Role | Focus | When active |
|---|---|---|---|
| TROBLUM | Technical Consultant | Tyre's sparring partner. Stress-tests architecture, evaluates tech options with data. | Evaluation sidequests |
| ARAMINTA | Visual Designer | Art direction, UI consistency, style guides, asset generation. | Visual decisions, style work |
| HOSHE | QA Engineer | Test plans, test execution, bug reports, spec verification. | Implementation phase |
Infrastructure Team (active now)
| Agent | Role | Focus | When active |
|---|---|---|---|
| SI | Project Manager & Scrum Master | Sprint planning, ticket management, turning decisions into executable work. Manages /ticket skill. |
Always (from now) |
Implementation Team (active)
| Agent | Role | Focus | When active |
|---|---|---|---|
| DUDLEY | Server Developer | Game server, ECS, simulation loop, world state management. | Active — server/ is the main Phase-4 cascade workstream |
| STIG | UI Developer | HUD, menus, insert/minimap, diegetic UI per D-013. | Active — client UI work as needed |
| JUSTINE | Polish & Deploy | Build pipelines, packaging, performance optimization, release prep. | Active — build/validation tooling |
| MELLANIE | Copywriter | In-game text, UI copy, tooltips, flavor text, lore entries. | Active — content batches |
Standby Team (activate when needed)
| Agent | Role | Focus | When active |
|---|---|---|---|
| OSCAR | Networking Developer | Multiplayer networking, client-server protocol, sync. | Networking implementation phase |
| INIGO | Sound Designer | Soundscape design, ambient layers, diegetic audio cues, audio propagation. | Audio implementation phase |
Agent Briefings
Each agent has a briefing file at docs/briefings/{name}.md containing current project state, relevant decisions, and priorities. Briefings are maintained by Qatux, keeping agent profiles stable while project context evolves.