Standardized YAML frontmatter on all 16 files. 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 |
|---|---|---|---|---|---|---|---|
| Workshop Outcomes: v0.1 Gap Analysis | Final outcomes summary: 6 decisions confirmed, 41 new tickets, critical path Sprint 1-5, and dependency chain | workshop | archived | v01-gap-analysis | qatux | 0 | 2026-02-25 |
Workshop Outcomes: v0.1 Gap Analysis
Workshop: v0.1 Gap Analysis
Date: 2026-02-11
Rounds: 2 (Gap identification + Synthesis)
Participants: Gestalt, Tyre, Ozzie, Paula, Nigel, Gore, Hoshe
Facilitator: Jeroen
Documenter: Qatux
Status: DONE — fully actioned, decisions confirmed, tickets created
Full notes: docs/workshops/v01-gap-analysis/si-ticket-changes.md
What the Workshop Accomplished
Stress-tested the full v0.1 plan (232 tickets, 7 initiatives) against three tracks: strength of concept proof, fun and wow factor, and completeness. Found significant gaps: missing infrastructure (collision, pathfinding, time system), a missing experience layer (observation pipeline, interaction verbs), and systemically underpriced tickets across social, dialogue, and replayability systems. The workshop ended with 273 tickets (+41) and a clear Sprint 1-5 dependency chain.
Key outcome: the workshop revealed that tile collision, A* pathfinding, the observation event generator, and the interaction dispatcher were absent from the ticket catalog despite being architectural blockers for almost everything else. These were added at critical priority.
Decisions Confirmed
The workshop confirmed 6 decisions. These fed directly into later formal D-records:
| Decision | Formal Record | Notes |
|---|---|---|
| Deterministic replay is an architectural requirement, not just test infrastructure | D-010 (reinforced) | Promoted #201 to critical |
| Time system: 10 tps, 4 day phases, diegetic clock | D-031 | Resolved Q-009; ticket #25 renamed and promoted |
| Godot test framework = gdUnit4 | process.md | Tyre reversed GUT recommendation after Hoshe's analysis |
| IPC testing = three-layer architecture (fixture, protocol mock, real integration) | architecture.md | Hoshe + Tyre |
| CauseChain is a production component, not test pollution | architecture.md | #269 created |
| Dual Lens Authoring Guide must precede content authoring | D-038 extended | All agents converged |
These decisions fed into the scope and architecture domain files. The three-tier content system (D-023), vertical slice (D-027), and population ratios (D-029) were validated against the gap analysis findings and confirmed as sound.
Ticket Changes
Before: 232 tickets | After: 273 tickets (+41)
| Change Type | Count |
|---|---|
| Priority promotions (existing) | 15 |
| New epics | 3 |
| New stories | 38 |
| Dependency records added | 21 |
| Renamed + promoted | 1 (#25) |
Priority Promotions (15 tickets)
Medium → High (11): #103 (relationship dynamics), #105 (tolerance threshold triggers), #171 (trust-gated gossip), #172 (unprompted disclosure), #173 (trait modifier system), #175 (entanglement ratio), #176 (NPC pool generation), #121 (character voice variation), #126 (medium-range visual indicators), #162 (storyteller module activation), #178 (seed-based variation).
High → Critical (3): #201 (deterministic replay), #182 (divergent starting knowledge), #183 (divergent relationships).
New Epics (3)
| ID | Title | Priority |
|---|---|---|
| #233 | Movement & Collision | critical |
| #234 | Observation & Interaction | critical |
| #235 | Game State Management | high |
Critical New Stories
| ID | Title | Priority |
|---|---|---|
| #236 | Tile collision system | critical |
| #239 | Observation event generator | critical |
| #240 | Player interaction system and dispatcher | critical |
| #237 | Tile-based A* pathfinding | high |
| #238 | NPC path following and movement | high |
| #253 | Monologue content architecture | high |
| #261 | Dual Lens Authoring Guide | high |
| (+ 31 more stories) | high/medium/low |
Critical Path Produced
Sprint 1: #236 (collision) → #237 (pathfinding) → #238 (NPC movement)
#25 (game clock) → #88 (daily routines)
Sprint 2: #239 (observation generator) + #240 (interaction dispatcher)
Sprint 3: Observation verbs, NPC conversation, monologue, triangle escalation
Sprint 4: Content pipeline (#261 dual lens guide blocks all content packs)
Sprint 5: Validation and playtest protocol
Open Questions
None formally raised as Q-records by this workshop — the gap analysis was primarily a ticket and priority exercise. Questions about content authoring (Q-012 through Q-017) were raised in the companion content-gap-analysis workshop the same day.
Compiled by Qatux. Source: docs/workshops/v01-gap-analysis/si-ticket-changes.md. Decisions confirmed fed into decisions/scope.md (D-023, D-027, D-029) and decisions/architecture.md (D-010, D-031).