Files
settled-reach/project.yaml
T
jpmschweitzer 38a1007e04 chore(meta): release v0.1.37
Sprint 37: Sweep — 25/25 original-scope tickets shipped across 4
teams (ci 7 / server 9 / client 6 / copy 3).

Highlights:
- Asset pipeline discipline: source-canonical systems.db with
  meta-stamp, pre-push hook, /pr-push auto-regen, documented rule
  (#854-#859, #723)
- D-192 PROTOCOL_VERSION lockstep removed server + client
  (#874, #875)
- D-167 HeritageRoot + D-032 CharacterArchetype stripped per
  development cascade (#877, #878)
- New Game hang fix + scene-level merge-path tests (#872, #873)
- 105 brand corp stubs authored to three-layer depth (#861)
- D-193 Lattice Commission canonical (#876)
- v0.1 Sova/Van Maanen residue purged (#865)
- 21 raw-commodity coverage gaps closed (#860)
- Atlas generator polish + determinism smoke (#853, #847)
- Bookmark save/load persistence (#863, #862)

5 in-sprint follow-ups carried to backlog (#882, #884, #885,
#892, #893) for sprint 38 planning.
2026-04-22 11:39:36 +02:00

38 lines
1.6 KiB
YAML

name: The Settled Reach
version: 0.1.37
repository: settled-reach
description: >
Top-down immersive sim with occlusion-based detection mechanics and
combat elements. Single-character perspective where asymmetric information
is the core gameplay mechanic. A Rimworld-style storyteller drives
emergent narrative across a detective-smuggler dual-lens campaign.
setting: >
Original science fiction universe — the Settled Reach, a network of
star systems connected by Founder Gates. Neural lattice technology
enables soft immortality, forking, and re-embodiment. The v0.1
vertical slice takes place in Sova Transit District, Van Maanen's Star.
architecture:
client: Godot 4 (GDScript)
server: Rust with bevy_ecs (simulation server)
transport: subprocess/IPC via TCP with MessagePack serialization
protocol: length-prefixed MessagePack frames (4-byte big-endian)
determinism: ChaCha20 seeded RNG, deterministic tick processing
simulation:
tick_rate: 10 ticks per game-minute
time_model: 4 day phases (Morning, Afternoon, Evening, Night)
grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
knowledge: per-entity knowledge graphs with confidence decay
content:
format: YAML with JSON Schema validation
structure: campaigns/systems/stations/districts hierarchy
npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
dialogue: tagged line pools with 4-layer relational filtering
population: 30% flat / 50% mundane triangles / 20% intrigue-entangled