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