7 agents across 2 rounds stress-tested the 232-ticket v0.1 plan against concept proof, fun delivery, completeness, and testability. Key outcomes: D-030 testability architecture confirmed, 15 priority promotions, 41 new tickets (273 total), replay ceiling estimated at 10-12 playthroughs. Reorganized workshops into per-workshop directories. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
12 KiB
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):
- Godot test framework = gdUnit4 (Tyre reversed GUT recommendation after Hoshe's analysis)
- IPC testing = three-layer architecture (fixture, protocol mock, real integration)
- CauseChain is a production component, not test pollution
- Time system: 10 tps, 4 day phases, diegetic clock (resolves Q-009)
- Deterministic replay is architectural requirement, not just test infrastructure
- Dual Lens Authoring Guide must precede content authoring