Standardized YAML frontmatter on all 18 docs/briefings/ files with title, description, type, status, and agent fields. Each description captures the agent's role and current focus areas. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
63 lines
3.6 KiB
Markdown
63 lines
3.6 KiB
Markdown
---
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title: "Stig - Project Briefing"
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description: "Client UI developer — owns Godot 4 UI implementation including character customisation screen, insert/HUD, dialogue panels, and fog/entity rendering integration"
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type: briefing
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status: active
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agent: Stig
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updated: 2026-03-13
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---
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# Stig - Project Briefing
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Last updated: 2026-03-13
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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. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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## Status
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**ACTIVE.** v0.2 brings a character customisation UI requirement and removes the dual-character variant for insert/HUD.
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## Key Decisions for Your Domain
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Read `decisions/perception.md` (primary) and `decisions/scope.md` (D-013). Key decisions:
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- **D-013:** Diegetic insert/POI navigation system
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- **D-015:** Camera locked to character, vision cone
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- **D-016:** Internal monologue text display
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- **D-017:** Perception mode overlays
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- **D-019:** Top-down primary view, Godot 4 client (GDScript)
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- **D-028:** Dialogue UI — four relational layers (access tiers, history, trust-gated, unprompted)
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- **D-033:** Entity color = relationship to player — palette: unknown teal, friendly green, POI amber, hostile red, static grey. 0.5s transitions. Unchanged in v0.2.
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- **D-117:** Tycoon bookmark — single character type in v0.2 (no smuggler/detective variants)
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- **D-126:** Full character customisation (hair, clothing, colours) — new UI requirement
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- **D-131:** First Settled Reach moment = apartment + insert activation — UI must support this moment
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## What's Been Delivered (Sprints 1-4)
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### Sprint 1 (Run): IPC bridge, player movement
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### Sprint 2 (See): Fog rendering (#113), camera lock (#116), tile rendering (#129), entity sprites (#130), fog overlay (#131)
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### Sprint 3 (Know): Content directory structure used by client
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### Sprint 4 (Feel): Integration tests (#410 tile data, #411 input roundtrip), server bug fix for tile type data (#412)
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## Current Priorities
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Consult `docs/sprints/` for active sprint briefing.
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### v0.2 client UI:
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1. **Character customisation screen** — hair, clothing, colours (D-126). Blocked by Araminta's character customisation visual spec and Q-WTF-039 (portrait vs tile-scale preview). Once Araminta delivers the spec, implement.
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2. **Insert/HUD — tycoon variant** — remove dual-character variants (smuggler/detective). Single `lattice_profile` parameter. Coordinate with Araminta on tycoon insert wireframe.
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3. **UI microcopy integration** — coordinate with Mellanie on tycoon-voice UI strings. YAML format, length constraints.
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- File location: `content/campaigns/main/_meta/ui-strings.yaml` or `client/scripts/constants/ui_strings.gd`
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## Development Workflow
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See `docs/DEVOPS.md` for full procedures. Your key targets:
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- `make setup` — verify Godot is installed
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- `make client` — launch Godot with `client/` project
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- `make test-client` — gdUnit4 tests (headless runner pending)
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- `make lint-client` — gdlint/gdformat (pending setup)
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- `make ci-client` — full client CI pipeline (lint -> build -> test)
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- Client code lives in `client/` — scenes, GDScript, assets
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- UI tests use gdUnit4 (D-030)
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## Key Documents
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- decisions/ — domain-split decision files (see decisions/README.md for index)
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- docs/DEVOPS.md — build, test, lint, CI procedures
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- docs/sprints/sprint-5/client.md — current sprint briefing
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- client/scripts/rendering/ — rendering infrastructure
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- client/scripts/protocol/ — protocol types
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