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Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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title, description, type, status, workshop, agent, round, created
title description type status workshop agent round created
v0.1 Gap Analysis Workshop — Ticket Changes Project manager summary of all ticket changes: 15 promotions, 3 new epics, 38 new stories, 21 dependencies added workshop archived v01-gap-analysis si 0 2026-02-11

v0.1 Gap Analysis Workshop — Ticket Changes

Processed by: Si (Project Manager) Date: 2026-02-11 Source: Round 2 workshop outputs (Gestalt, Tyre, Ozzie, Paula, Nigel, Gore) Ticket count before: 232 | After: 273 (+41)


Summary

The v0.1 gap analysis workshop identified significant gaps in the ticket catalog: missing infrastructure (collision, pathfinding, time system), a missing experience layer (observation pipeline, interaction verbs), and underpriced tickets across social, dialogue, and replayability systems.

Changes made:

  • 15 priority promotions on existing tickets
  • 3 new epics created
  • 38 new stories created
  • 21 dependency records added
  • 1 existing ticket renamed and reparented (#25)

1. Priority Promotions (15 tickets)

MEDIUM → HIGH (11 tickets)

ID Title Old New Agents Recommending Rationale
#103 Relationship dynamics medium high Gestalt, Paula, Ozzie Required for triangle activation, NPC attachment, social propagation
#105 Tolerance threshold triggers medium high Gestalt, Paula, Ozzie Only triangle activation mechanism; without it, triangles are backstory
#171 Trust-gated gossip (Layer 3) medium high Ozzie, Paula Where daily life becomes interesting; 30-min sustainer
#172 Unprompted disclosure (Layer 4) medium high Ozzie, Paula, Gestalt NPC-initiated story moments; off-screen event narration
#173 Trait modifier system medium high Paula Required for seed-variation narrative depth; makes each seed's NPCs distinct
#175 Entanglement ratio configuration medium high Nigel D-029 anti-metagaming requires implementation
#176 NPC pool generation medium high Nigel Per-seed NPC assignment foundational for variation
#121 Character voice variation medium high Ozzie, Gore, Paula Must be interpretive framing, not just tonal; thesis-proving system
#126 Medium-range visual indicators medium high Ozzie, Gestalt Fog-edge tension — hearing things you can't see

LOW → HIGH (2 tickets)

ID Title Old New Agents Recommending Rationale
#162 Storyteller module activation low high Ozzie, Gestalt, Gore Without it, no arc; 30-min runway has no endpoint
#178 Seed-based variation low high Nigel (emphatic), all Replay ceiling = 2 without it; the replayability engine

HIGH → CRITICAL (3 tickets)

ID Title Old New Agents Recommending Rationale
#201 Deterministic replay system high critical Hoshe, Tyre Core architectural principle (D-010); blocks sync tests (#211), divergence tests (#197)
#182 Divergent starting knowledge high critical Nigel Core character differentiator; Gore's "different realities" starts here
#183 Divergent relationships high critical Nigel Inverted emotional landscape per character; non-negotiable for two-reality proof

Renamed + Promoted (1 ticket)

ID Old Title New Title Old Priority New Priority Notes
#25 Time system Game clock and day-phase system medium high Resolves Q-009. Reparented under new epic #233. 10 tps, 4 day phases, diegetic clock display.

2. New Epics (3)

ID Title Parent Priority Description
#233 Movement & Collision #29 Core Simulation critical Tile collision, pathfinding, NPC movement. Hard blockers — nothing spatial works without these.
#234 Observation & Interaction #30 Rendering & Perception critical Unified observation pipeline and player interaction. The experience layer connecting perception to gameplay.
#235 Game State Management #28 Engine Architecture high Save/load and session management for playable v0.1 sessions.

3. New Stories (38)

CRITICAL (3 stories)

ID Title Epic Source
#236 Tile collision system #233 Movement & Collision Tyre R1, Gestalt R2 (C-1)
#239 Observation event generator #234 Observation & Interaction Ozzie, Paula, Gestalt merged (C-4)
#240 Player interaction system and dispatcher #234 Observation & Interaction Gestalt, Tyre merged (C-5)

HIGH (24 stories)

ID Title Epic Source
#237 Tile-based A* pathfinding #233 Movement & Collision Tyre R1, Gestalt R2 (C-2a)
#238 NPC path following and movement #233 Movement & Collision Tyre R1 (C-2b)
#241 Follow mechanic #234 Observation & Interaction Gestalt R2 (H-1)
#242 Examine mechanic #234 Observation & Interaction Gestalt R2 (H-2)
#243 Routine deviation detection #234 Observation & Interaction Ozzie R1+R2, Paula R1
#244 NPC player-awareness behavior #234 Observation & Interaction Gestalt R2 (H-5)
#247 NPC-to-NPC conversation system #41 NPC Behavior Gestalt R2 (H-4)
#248 Character goal/pressure framework #41 NPC Behavior Gestalt R2, Paula R2 (H-8)
#249 Player-action social propagation #41 NPC Behavior Paula R1+R2, Nigel R2 (H-6)
#250 Triangle escalation system #42 Triangle Generation Gestalt, Paula, Ozzie (H-3)
#251 Tell visual/behavioral expression #47 Top-down Renderer Paula R1+R2, Ozzie R2 (H-7)
#252 Placeholder art specification #47 Top-down Renderer Tyre R1 (H-13)
#253 Monologue content architecture #45 Internal Monologue Gestalt, Paula, Gore (H-10)
#254 Contamination activation mechanic #53 Three-Tier Content Gestalt R2 (H-11)
#255 Client audio manager #46 Sound Propagation Tyre R1 (H-12)
#256 Save state data model #235 Game State Management Tyre R1 (H-14)
#259 First 5 minutes experience design #59 Vertical Slice Authoring Gestalt R2, Ozzie R1+R2 (H-9)
#260 Opening hook content per character #59 Vertical Slice Authoring Gestalt R2, Ozzie R2, Nigel R2
#261 Dual Lens Authoring Guide #59 Vertical Slice Authoring Gore R2, Paula R2, Ozzie R2
#269 CauseChain component #49 Information Boundary Hoshe R1, Tyre R2 (T-2)
#270 Test runner bash scripts #61 Rust Test Infra Tyre R1+R2
#271 IPC serialization fixture files #61 Rust Test Infra Hoshe R1, Tyre R2
#272 Information boundary negative test suite #63 Integration Test Framework Hoshe R1, Tyre R2 (T-1)

MEDIUM (10 stories)

ID Title Epic Source
#245 Wait/time-skip mechanic #234 Observation & Interaction Gestalt R2 (M-1)
#246 Basic environmental interaction #234 Observation & Interaction Gestalt R2 (M-2)
#257 Save/load game flow #235 Game State Management Tyre R1 (M-5)
#258 Game session management #235 Game State Management Tyre R1 (M-6)
#262 Environmental text content #59 Vertical Slice Authoring Gestalt R2 (M-3)
#263 Time display on insert HUD #51 Diegetic Insert/Minimap Tyre R1 (M-7)
#264 Knowledge/journal display #51 Diegetic Insert/Minimap Tyre R1 (M-4)
#265 Demo scenario specification #60 Success Criteria Ozzie R1+R2 (M-8)
#266 Same-character-different-seed validation #60 Success Criteria Nigel R2 (M-10)
#267 Playtest protocol definition #60 Success Criteria Hoshe R1 (M-11)

LOW (1 story)

ID Title Epic Source
#273 Test output formatter CLI #64 Testability Arch Refinement Hoshe R1 (T-3)

MEDIUM (population — 1 more)

ID Title Epic Source
#268 False positive NPC design #56 Population Management Nigel R1+R2 (M-9)

4. Dependencies Added (21 records)

Critical Path: Movement Foundation

#236 Tile collision ──blocks──→ #237 A* pathfinding ──blocks──→ #238 NPC path following ──blocks──→ #101 Routine execution
#236 Tile collision ──blocks──→ #83 Moving character proof
#25  Game clock     ──blocks──→ #88 Daily routine system

Critical Path: Observation Pipeline

#239 Observation event generator ──blocks──→ #119 Monologue event generation
#240 Interaction dispatcher      ──blocks──→ #168 Tagged line pool structure (dialogue)
#240 Interaction dispatcher      ──blocks──→ #241 Follow mechanic
#240 Interaction dispatcher      ──blocks──→ #242 Examine mechanic
#88  Daily routine system        ──blocks──→ #243 Routine deviation detection

Critical Path: Triangle Activation

#103 Relationship dynamics       ──blocks──→ #250 Triangle escalation system
#105 Tolerance threshold triggers ──blocks──→ #250 Triangle escalation system

Content Pipeline

#261 Dual Lens Authoring Guide ──blocks──→ #190 Workplace content pack
#261 Dual Lens Authoring Guide ──blocks──→ #191 Bar content pack
#261 Dual Lens Authoring Guide ──blocks──→ #192 Smuggling ring content pack
#259 First 5 min experience    ──blocks──→ #260 Opening hook content

Infrastructure

#252 Placeholder art spec ──blocks──→ #133 Placeholder art pipeline
#255 Client audio manager ──blocks──→ #124 Sound event system
#255 Client audio manager ──blocks──→ #125 Close-range stereo audio
#269 CauseChain component ──blocks──→ #199 Criterion 4: Emergent observation
#256 Save state data model ──blocks──→ #257 Save/load game flow

5. Updated Ticket Catalog Summary

Priority Final Count
Critical 83
High 117
Medium 58
Low 15
Total 273

Changes: +41 new tickets (3 epics, 38 stories). 15 existing tickets promoted. 21 new dependency records (65 total).


6. Critical Path for v0.1

The workshop revealed a clear dependency chain that must be sequenced:

Sprint 1: Foundation (make it run)

  • #236 Tile collision (critical) → #237 Pathfinding (high) → #238 NPC movement (high)
  • #25 Game clock (high) → unblocks #88 Daily routines
  • #65-68 Rust server setup (critical, existing)
  • #70-73 Godot client setup (critical, existing)
  • #75-79 IPC bridge (critical, existing)

Sprint 2: Integration (make it work)

  • #81-83 Client-server integration (critical, existing)
  • #239 Observation event generator (critical)
  • #240 Player interaction dispatcher (critical)
  • #86-89 NPC data model (critical-high, existing)
  • #110-113 Fog of perception (critical, existing)

Sprint 3: Experience (make it feel)

  • #241-244 Observation verbs and deviation detection (high)
  • #247-250 NPC conversation, goals, propagation, triangle escalation (high)
  • #119-122 Internal monologue + #253 content architecture (high)
  • #253 Monologue content architecture (high)
  • #269 CauseChain component (high)

Sprint 4: Content (make it mean something)

  • #261 Dual Lens Authoring Guide (high) → blocks all content packs
  • #259-260 First 5 minutes + opening hooks (high)
  • #190-192 Content packs (critical, existing)
  • #251 Tell visual/behavioral expression (high)

Sprint 5: Validation (prove it works)

  • #195-199 Success criteria validation (high, existing)
  • #265 Demo scenario (medium)
  • #266 Seed validation test (medium)
  • #267 Playtest protocol (medium)

7. Decisions Confirmed by Workshop

The following decisions should be recorded (pending team lead confirmation):

  1. Godot test framework = gdUnit4 (Tyre reversed GUT recommendation after Hoshe's analysis)
  2. IPC testing = three-layer architecture (fixture, protocol mock, real integration)
  3. CauseChain is a production component, not test pollution
  4. Time system: 10 tps, 4 day phases, diegetic clock (resolves Q-009)
  5. Deterministic replay is architectural requirement, not just test infrastructure
  6. Dual Lens Authoring Guide must precede content authoring