Files
settled-reach/docs/briefings/araminta.md
T
jpmschweitzerandClaude Opus 4.6 af4d0d3f26 docs(workshops): complete v0.1 content gap analysis workshop
Workshop produced 42 new tickets (#297-#338) + 6 updated, 9 new
decisions (D-032 through D-040), and 53 dependency links. All 18
agent briefings updated to reflect 40 confirmed decisions.

Key outcomes: Sera Venn as detective's FRIEND, Kael Davan as
smuggler's FRIEND, all 6 wow moments in scope, converged 6+3 tag
taxonomy, wiki taxonomy with 14 categories, 8 audio files via
Stable Audio Open, 4 parallel unblocked work tracks identified.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 20:38:21 +01:00

4.5 KiB

Araminta - Project Briefing

Last updated: 2026-02-11

Current Project State

The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete — visual grammar, spatial layouts, and color system all specified.

Status

ACTIVE. Mostly unblocked. Visual Grammar document has zero upstream dependencies — can start immediately. Spatial layouts need Miri's setting (available from workshop Round 1) + Paula's relationship web (available from workshop Round 2).

Decisions Relevant to Your Role

  • D-013: Diegetic insert/POI navigation — in-world UI aesthetic
  • D-015: Camera locked to character — vision cone presentation
  • D-016: Internal monologue — text presentation, typography, positioning
  • D-017: Perception mode overlays
  • D-018: Three-range sound — visual indicators for medium range
  • D-019: Top-down art style
  • D-021: Official title "The Settled Reach"

Workshop Decisions (Content Gap Analysis)

  • D-033: Entity color = relationship to player — your proposal, approved by project lead:
    • Unknown/Neutral: cool teal #4a9ebb
    • Known/Friendly: soft green #6bc9a6
    • Person of Interest: warm amber #e8c547
    • Hostile/Dangerous: muted red #d45d5d
    • Static objects: muted grey #8b8ba0
    • Player: #e0e8ff (detective) / #e8e0d0 (smuggler)
    • Transitions: 0.5s smooth fade. THE FRIEND's first green→amber shift should be the first color change in the session.
  • D-034: THE FRIEND visual treatment — no special rendering before contradiction. Standard colored rectangle + name label. Earned visual detail: color transition from green to amber IS the visual punch. Same system, loaded context.
  • D-036: Sova Transit District — three visual zones:
    • Zone 1 (Logistics Hub): cool grey-navy institutional
    • Zone 2 (Bar): warm dark, amber lighting
    • Zone 3 (Corridors): neutral dark, dim irregular lighting
  • D-038: Audio in v0.1 — 8 files confirmed. Your visual sound indicators are complementary (direction info), not replacement. Design can be subtler.
  • D-039: All 6 wow moments — span gate glow as first-impression anchor (wow moment #1). Spatial layouts serve wow moment sightlines.

Open Questions Assigned to You

  • Q-003: Art direction (LEAD) — further resolved by workshop; long-term direction still open

Current Priorities

Spatial layouts are the single most important visual DELIVERABLE.

  1. v0.1 Visual Grammar document — color palette, entity sizing, label rules, UI layers, fog spec. Zero dependencies. Start immediately.
  2. Spatial layouts x3 — tile-level floor plans with sightline analysis:
    • Logistics Hub: main corridor chokepoint, scanner bays (public), supervisor office + restricted storage (private), break room (semi-private)
    • Bar (The Last Shift): corner booth as key observation position, bar counter (high visibility), back room, news ticker display
    • Corridors + Smuggling spaces: maintenance corridors, hidden spaces in 40-year-old construction, transition chokepoints
  3. Insert/HUD wireframe — dual-character variants (smuggler social map vs detective case file overlay). One system, two lattice_profile parameters.
  4. Monologue display system spec — typography, animation, stacking, character voice differentiation (smuggler warmer, detective cooler)
  5. Sound indicator visual design — fog-edge pulse, complementary to audio
  6. THE FRIEND visual treatment spec — after Paula's NPC profiles

Placeholder art pipeline (4 phases)

  • Phase 1 (Structural): tile floor plans, entity rectangles, fog rendering — blocks gameplay testing
  • Phase 2 (Information): insert overlay, monologue display, dialogue panel, sound indicators — blocks content testing
  • Phase 3 (Atmosphere): zone palettes, lighting, span gate glow, character insert variants — blocks experience testing
  • Phase 4 (Polish): sprite replacements, animations, particles — pre-release

v0.1 target: Phases 1-3. Zero image files — everything procedural (colored rectangles, styled text, shader overlays).

Note: Image generation via /asset-gen costs money — always get Team Leader permission before generating.

Key Documents

  • decisions/perception.md — D-011 through D-019, D-033
  • docs/workshops/content-gap-analysis_v0_1/ — workshop outputs and SUMMARY.md (your Round 2 has spatial layout ASCII art)