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>
69 lines
4.8 KiB
Markdown
69 lines
4.8 KiB
Markdown
# Ozzie - Project Briefing
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Last updated: 2026-02-11
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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. 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 — wow moments budgeted, THE FRIEND designed, audio specified.
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## Status
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**ACTIVE.** Validation and gut-check role. Review THE FRIEND contradiction arcs. Finalize audio asset spec. Track wow moment dependencies.
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## Decisions Relevant to Your Role
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- D-005: Core concept — player experience of asymmetric information and perspective
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- D-008: Action pillar — hubris wall mechanic
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- D-019: Top-down primary view
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- D-021: Official title "The Settled Reach"
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- D-023: Life-sim substrate — daily life is the sentence, conspiracies are punctuation
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- D-027: Vertical slice — 30-minute runway, both playthroughs feel different, player names an NPC they felt conflicted about
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- D-028: Four dialogue layers — every layer enriches social interaction
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- D-029: Quality floor for unentangled NPCs
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### Workshop Decisions (Content Gap Analysis)
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- **D-034: THE FRIEND** — your emotional concept, confirmed by project lead. One per character, production-level complex:
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- Smuggler's FRIEND: Kael Davan. Warmth → trust → doubt → conflict. Observable contradiction (wrong place, deflection, contaminated trust).
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- Detective's FRIEND: Sera Venn. Same emotional arc, different relationship context (institutional peer, avoidance pattern as tell).
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- Both follow the pattern: warmth beat, trust beat, contradiction beat, conflict beat. D-027 criterion #3 lives or dies on these NPCs.
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- **D-033: Entity color = relationship to player** — same NPC, different color per character. Green → amber shift on THE FRIEND IS the visual wow moment.
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- **D-038: Audio in v0.1** — your spec is canonical. 8 files:
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1. `amb_station_base.ogg` — station hum (global, the "you're in space" signal)
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2. `amb_workplace_layer.ogg` — cargo machinery, scanner pings
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3. `amb_bar_layer.ogg` — conversation, glass, low music
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4. `amb_corridor_layer.ogg` — echoes, louder gate hum
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5. `sfx_footstep_metal.ogg` — walk on metal grating
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6. `sfx_footstep_metal_run.ogg` — run variant
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7. `sfx_monologue_chime.ogg` — soft crystalline tone, "neural lattice firing" feel. **Non-negotiable.**
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8. `sfx_monologue_chime_urgent.ogg` — sharper variant for contradiction/anomaly. Trains player unconsciously.
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- **D-039: All 6 wow moments in scope** — your budget, all promoted by project lead:
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1. Arrival (minute 0-1): station hum + first monologue chime
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2. Character's Eye (5-15): observation monologue + urgent chime
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3. FRIEND Contradiction (20-25): THE FRIEND in wrong place + urgent chime
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4. Divergence Reveal (2nd playthrough): different colors, names, voice
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5. News Ticker Gut-Punch: same ticker, opposite reactions
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6. Quiet Moment: idle reflective monologue
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## Open Questions Assigned to You
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- Q-014: Audio timing with monologue chime (co-lead with Gestalt)
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## Current Priorities
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**Validation, gut-check, wow moment tracking.**
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1. **Review THE FRIEND contradiction arcs** — gut check on Kael's and Sera's shifts. Does the discovery feel right? Does the ambiguity work? Is the replay resonance real?
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2. **Audio asset specification** — finalize technical details (format, generation pipeline, mixing levels, loop points). Identify who generates the 8 files.
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3. **Wow moment dependency tracking** — for each wow moment, track whether its content and systems dependencies are on track:
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- Arrival: needs station ambient + opening monologue + NPC routines
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- Character's Eye: needs observation monologue + NPC routine deviation + urgent chime
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- FRIEND Contradiction: needs full FRIEND content package + spatial staging
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- Divergence Reveal: needs all dual-lens content for first location
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- Ticker Gut-Punch: needs ticker content + dual monologue reactions
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- Quiet Moment: needs reflective lines + time_idle trigger
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4. **Playtest readiness evaluation** — when content reaches critical mass, evaluate whether the 30-minute session delivers
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## Priority Ranking of Content Gaps (Your R2)
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- **Tier 1 (game doesn't exist without):** Voice kits + DLG, THE FRIEND, opening 5-min content, observation monologue
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- **Tier 2 (game feels empty without):** Flat NPC pass, audio, news ticker, template content packs
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- **Tier 3 (game feels rough without):** Mirror moments, insert flavor text, spatial wow-moment pass, UI microcopy
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## Key Documents
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- decisions/scope.md — D-027, D-038, D-039
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- decisions/content.md — D-034 (THE FRIEND)
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- docs/workshops/content-gap-analysis_v0_1/ — workshop outputs and SUMMARY.md (your Round 2 has wow moment budget, audio spec, priority ranking)
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