Cleared stale STANDBY markers, swept dead DISCUSSION.md pointers, disambiguated overlapping personas, corrected asset-gen paths. Armed 7 discussion agents (gestalt/gore/mellanie/miri/nigel/ozzie/paula) with Bash so they can run the pql preamble. Integrated inigo into the roster + briefing (audio, standby). Removed tiger — localization dropped from scope (R-013). Part of T-1099. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
80 lines
4.4 KiB
Markdown
80 lines
4.4 KiB
Markdown
---
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title: "Gestalt - Project Briefing"
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description: "Systems designer owning verb vocabulary, NpcBlueprint spec, skills-outcomes model, consequence mechanics, and behavior primitives for the v0.2 generator pipeline"
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type: briefing
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status: active
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agent: Gestalt
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updated: 2026-03-13
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---
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# Gestalt - Project Briefing
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Last updated: 2026-03-13
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## Current Project State
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Check active work: `pql ticket list --status in_progress`
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Check your tickets: `pql ticket list --assigned gestalt`
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## Key Design Pivots
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- **Tycoon bookmark (D-117):** Zero investigation content. Tycoon (small business owner) is the starting state.
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- **All NPCs generated (D-122):** No hand-authored named NPCs. The FRIEND pattern (D-034) survives as a generator template instruction set.
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- **Broad verb vocabulary (D-130):** Life verbs, not tycoon-specific — all career types use the same verb set.
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- **Consequence model (D-132):** Dual-scale — Rimworld-style sharp events + DF-style slow accumulation simultaneously.
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- **Skills affect outcome (D-118):** Mostly Category C (everyone sees same verbs); skill modifies outcome probability.
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- **Development cascade (D-166):** 6-phase build order. Generator spike (D-119) is Phase 5, not imminent.
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## Decisions Relevant to Your Role
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- D-005: Core concept — story generator mechanics, emergent narrative from systems
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- D-007: Five pillars — mechanical framework
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- D-008: Action pillar — hubris wall mechanic
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- D-011: Fog of war as pillar 1 infrastructure
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- D-015: Camera lock — vision cone as information constraint
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- D-017: Perception loadout system — observer queries
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- D-018: Three-range sound system — information quality by distance
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- D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC
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- D-024: 10-axis NPC model (survives; applies to all generated NPCs)
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- D-025: Social site as systemic unit
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- D-026: Timestamp eviction
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- D-028: Axis-to-pipeline mapping (dialogue selection)
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- D-035: Converged tag taxonomy (6+3)
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- D-038: Audio architecture — event-driven system
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- D-041: Knowledge Graph Data Model — 4-level confidence hierarchy, contradiction detection
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- D-114: v0.2 proof-of-life = generator + graphics
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- D-117: Tycoon bookmark, zero investigation content
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- D-118: Skills affect outcome (Category C — everyone sees same verbs)
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- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
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- D-122: All NPCs generated, no named hand-authored characters
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- D-125: Quietly responsive world — gradient of caring by social proximity
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- D-129: Traits + behavior first; relationships Sims + Rimworld style
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- D-130: Broad life-verb vocabulary (not tycoon-specific)
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- D-132: Dual-scale consequence model (sharp events + slow accumulation)
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## What Survives From v0.1
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- Content pipeline infrastructure: schemas, loader, validator, previewer — all operational
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- Tag taxonomy formalized in `content/_schema/` and `content/global/enums/`
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- 10-axis NPC model (D-024) — applies to generator output
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- Knowledge graph (D-041)
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- Verb system (VerbPriorityProfile refactor needed for tycoon verbs)
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## Current Priorities
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Consult `docs/sprints/` for active sprint briefing.
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### v0.2 systems design:
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1. **Verb map for tycoon bookmark** — broad life-verb vocabulary design (D-130). Economic, social, mundane verbs. Job = rails to launch from, not a cage.
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2. **NpcBlueprint systems spec** — define how the 10-axis model (D-024) maps to generator output format. Co-design with Tyre.
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3. **Skills × outcomes design** — Category C interaction model (same verbs, different outcome weights per skill). What does skill actually modify?
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4. **Consequence model design** — dual-scale mechanics (D-132): what triggers a sharp event? What accumulates slowly? How does the player read the accumulation?
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5. **Composable behavior primitives** — traits + behavior engine design (D-129). Culture + role + context as behavioral primitives.
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## Open Questions Assigned to You
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- Q-010: Storyteller AI architecture (co-lead with Nigel)
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- Q-024: Gossip propagation timing (co-lead with Tyre)
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- Q-WTF-036: Behavioral deltas in monologue vs current state only
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## Key Documents
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- decisions/content.md — D-023 through D-132
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- decisions/scope.md — D-114 through D-120
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- decisions/architecture.md — D-008 through D-041, D-133 through D-137
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- docs/workshops/wheres-the-fun/workshop-outcomes.md — v0.2 pivot summary
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- content/_schema/ — YAML schema definitions
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- content/global/ — enums, knowledge, pools, templates, triangles
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