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>
250 lines
12 KiB
Markdown
250 lines
12 KiB
Markdown
# v0.1 Gap Analysis Workshop — Ticket Changes
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**Processed by:** Si (Project Manager)
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**Date:** 2026-02-11
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**Source:** Round 2 workshop outputs (Gestalt, Tyre, Ozzie, Paula, Nigel, Gore)
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**Ticket count before:** 232 | **After:** 273 (+41)
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---
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## Summary
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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.
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**Changes made:**
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- 15 priority promotions on existing tickets
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- 3 new epics created
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- 38 new stories created
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- 21 dependency records added
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- 1 existing ticket renamed and reparented (#25)
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---
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## 1. Priority Promotions (15 tickets)
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### MEDIUM → HIGH (11 tickets)
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| ID | Title | Old | New | Agents Recommending | Rationale |
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|----|-------|-----|-----|--------------------|-----------|
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| #103 | Relationship dynamics | medium | **high** | Gestalt, Paula, Ozzie | Required for triangle activation, NPC attachment, social propagation |
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| #105 | Tolerance threshold triggers | medium | **high** | Gestalt, Paula, Ozzie | Only triangle activation mechanism; without it, triangles are backstory |
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| #171 | Trust-gated gossip (Layer 3) | medium | **high** | Ozzie, Paula | Where daily life becomes interesting; 30-min sustainer |
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| #172 | Unprompted disclosure (Layer 4) | medium | **high** | Ozzie, Paula, Gestalt | NPC-initiated story moments; off-screen event narration |
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| #173 | Trait modifier system | medium | **high** | Paula | Required for seed-variation narrative depth; makes each seed's NPCs distinct |
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| #175 | Entanglement ratio configuration | medium | **high** | Nigel | D-029 anti-metagaming requires implementation |
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| #176 | NPC pool generation | medium | **high** | Nigel | Per-seed NPC assignment foundational for variation |
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| #121 | Character voice variation | medium | **high** | Ozzie, Gore, Paula | Must be interpretive framing, not just tonal; thesis-proving system |
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| #126 | Medium-range visual indicators | medium | **high** | Ozzie, Gestalt | Fog-edge tension — hearing things you can't see |
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### LOW → HIGH (2 tickets)
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| ID | Title | Old | New | Agents Recommending | Rationale |
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|----|-------|-----|-----|--------------------|-----------|
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| #162 | Storyteller module activation | low | **high** | Ozzie, Gestalt, Gore | Without it, no arc; 30-min runway has no endpoint |
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| #178 | Seed-based variation | low | **high** | Nigel (emphatic), all | Replay ceiling = 2 without it; the replayability engine |
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### HIGH → CRITICAL (3 tickets)
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| ID | Title | Old | New | Agents Recommending | Rationale |
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|----|-------|-----|-----|--------------------|-----------|
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| #201 | Deterministic replay system | high | **critical** | Hoshe, Tyre | Core architectural principle (D-010); blocks sync tests (#211), divergence tests (#197) |
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| #182 | Divergent starting knowledge | high | **critical** | Nigel | Core character differentiator; Gore's "different realities" starts here |
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| #183 | Divergent relationships | high | **critical** | Nigel | Inverted emotional landscape per character; non-negotiable for two-reality proof |
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### Renamed + Promoted (1 ticket)
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| ID | Old Title | New Title | Old Priority | New Priority | Notes |
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|----|-----------|-----------|-------------|-------------|-------|
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| #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. |
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---
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## 2. New Epics (3)
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| ID | Title | Parent | Priority | Description |
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|----|-------|--------|----------|-------------|
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| #233 | **Movement & Collision** | #29 Core Simulation | critical | Tile collision, pathfinding, NPC movement. Hard blockers — nothing spatial works without these. |
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| #234 | **Observation & Interaction** | #30 Rendering & Perception | critical | Unified observation pipeline and player interaction. The experience layer connecting perception to gameplay. |
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| #235 | **Game State Management** | #28 Engine Architecture | high | Save/load and session management for playable v0.1 sessions. |
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---
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## 3. New Stories (38)
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### CRITICAL (3 stories)
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| ID | Title | Epic | Source |
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|----|-------|------|--------|
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| #236 | Tile collision system | #233 Movement & Collision | Tyre R1, Gestalt R2 (C-1) |
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| #239 | Observation event generator | #234 Observation & Interaction | Ozzie, Paula, Gestalt merged (C-4) |
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| #240 | Player interaction system and dispatcher | #234 Observation & Interaction | Gestalt, Tyre merged (C-5) |
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### HIGH (24 stories)
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| ID | Title | Epic | Source |
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|----|-------|------|--------|
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| #237 | Tile-based A* pathfinding | #233 Movement & Collision | Tyre R1, Gestalt R2 (C-2a) |
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| #238 | NPC path following and movement | #233 Movement & Collision | Tyre R1 (C-2b) |
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| #241 | Follow mechanic | #234 Observation & Interaction | Gestalt R2 (H-1) |
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| #242 | Examine mechanic | #234 Observation & Interaction | Gestalt R2 (H-2) |
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| #243 | Routine deviation detection | #234 Observation & Interaction | Ozzie R1+R2, Paula R1 |
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| #244 | NPC player-awareness behavior | #234 Observation & Interaction | Gestalt R2 (H-5) |
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| #247 | NPC-to-NPC conversation system | #41 NPC Behavior | Gestalt R2 (H-4) |
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| #248 | Character goal/pressure framework | #41 NPC Behavior | Gestalt R2, Paula R2 (H-8) |
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| #249 | Player-action social propagation | #41 NPC Behavior | Paula R1+R2, Nigel R2 (H-6) |
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| #250 | Triangle escalation system | #42 Triangle Generation | Gestalt, Paula, Ozzie (H-3) |
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| #251 | Tell visual/behavioral expression | #47 Top-down Renderer | Paula R1+R2, Ozzie R2 (H-7) |
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| #252 | Placeholder art specification | #47 Top-down Renderer | Tyre R1 (H-13) |
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| #253 | Monologue content architecture | #45 Internal Monologue | Gestalt, Paula, Gore (H-10) |
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| #254 | Contamination activation mechanic | #53 Three-Tier Content | Gestalt R2 (H-11) |
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| #255 | Client audio manager | #46 Sound Propagation | Tyre R1 (H-12) |
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| #256 | Save state data model | #235 Game State Management | Tyre R1 (H-14) |
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| #259 | First 5 minutes experience design | #59 Vertical Slice Authoring | Gestalt R2, Ozzie R1+R2 (H-9) |
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| #260 | Opening hook content per character | #59 Vertical Slice Authoring | Gestalt R2, Ozzie R2, Nigel R2 |
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| #261 | Dual Lens Authoring Guide | #59 Vertical Slice Authoring | Gore R2, Paula R2, Ozzie R2 |
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| #269 | CauseChain component | #49 Information Boundary | Hoshe R1, Tyre R2 (T-2) |
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| #270 | Test runner bash scripts | #61 Rust Test Infra | Tyre R1+R2 |
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| #271 | IPC serialization fixture files | #61 Rust Test Infra | Hoshe R1, Tyre R2 |
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| #272 | Information boundary negative test suite | #63 Integration Test Framework | Hoshe R1, Tyre R2 (T-1) |
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### MEDIUM (10 stories)
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| ID | Title | Epic | Source |
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|----|-------|------|--------|
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| #245 | Wait/time-skip mechanic | #234 Observation & Interaction | Gestalt R2 (M-1) |
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| #246 | Basic environmental interaction | #234 Observation & Interaction | Gestalt R2 (M-2) |
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| #257 | Save/load game flow | #235 Game State Management | Tyre R1 (M-5) |
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| #258 | Game session management | #235 Game State Management | Tyre R1 (M-6) |
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| #262 | Environmental text content | #59 Vertical Slice Authoring | Gestalt R2 (M-3) |
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| #263 | Time display on insert HUD | #51 Diegetic Insert/Minimap | Tyre R1 (M-7) |
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| #264 | Knowledge/journal display | #51 Diegetic Insert/Minimap | Tyre R1 (M-4) |
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| #265 | Demo scenario specification | #60 Success Criteria | Ozzie R1+R2 (M-8) |
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| #266 | Same-character-different-seed validation | #60 Success Criteria | Nigel R2 (M-10) |
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| #267 | Playtest protocol definition | #60 Success Criteria | Hoshe R1 (M-11) |
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### LOW (1 story)
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| ID | Title | Epic | Source |
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|----|-------|------|--------|
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| #273 | Test output formatter CLI | #64 Testability Arch Refinement | Hoshe R1 (T-3) |
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### MEDIUM (population — 1 more)
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| ID | Title | Epic | Source |
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|----|-------|------|--------|
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| #268 | False positive NPC design | #56 Population Management | Nigel R1+R2 (M-9) |
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---
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## 4. Dependencies Added (21 records)
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### Critical Path: Movement Foundation
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```
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#236 Tile collision ──blocks──→ #237 A* pathfinding ──blocks──→ #238 NPC path following ──blocks──→ #101 Routine execution
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#236 Tile collision ──blocks──→ #83 Moving character proof
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#25 Game clock ──blocks──→ #88 Daily routine system
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```
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### Critical Path: Observation Pipeline
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```
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#239 Observation event generator ──blocks──→ #119 Monologue event generation
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#240 Interaction dispatcher ──blocks──→ #168 Tagged line pool structure (dialogue)
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#240 Interaction dispatcher ──blocks──→ #241 Follow mechanic
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#240 Interaction dispatcher ──blocks──→ #242 Examine mechanic
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#88 Daily routine system ──blocks──→ #243 Routine deviation detection
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```
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### Critical Path: Triangle Activation
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```
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#103 Relationship dynamics ──blocks──→ #250 Triangle escalation system
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#105 Tolerance threshold triggers ──blocks──→ #250 Triangle escalation system
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```
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### Content Pipeline
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```
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#261 Dual Lens Authoring Guide ──blocks──→ #190 Workplace content pack
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#261 Dual Lens Authoring Guide ──blocks──→ #191 Bar content pack
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#261 Dual Lens Authoring Guide ──blocks──→ #192 Smuggling ring content pack
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#259 First 5 min experience ──blocks──→ #260 Opening hook content
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```
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### Infrastructure
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```
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#252 Placeholder art spec ──blocks──→ #133 Placeholder art pipeline
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#255 Client audio manager ──blocks──→ #124 Sound event system
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#255 Client audio manager ──blocks──→ #125 Close-range stereo audio
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#269 CauseChain component ──blocks──→ #199 Criterion 4: Emergent observation
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#256 Save state data model ──blocks──→ #257 Save/load game flow
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```
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---
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## 5. Updated Ticket Catalog Summary
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| Priority | Final Count |
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|----------|-------------|
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| Critical | 83 |
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| High | 117 |
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| Medium | 58 |
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| Low | 15 |
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| **Total** | **273** |
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**Changes:** +41 new tickets (3 epics, 38 stories). 15 existing tickets promoted. 21 new dependency records (65 total).
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---
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## 6. Critical Path for v0.1
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The workshop revealed a clear dependency chain that must be sequenced:
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**Sprint 1: Foundation (make it run)**
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- #236 Tile collision (critical) → #237 Pathfinding (high) → #238 NPC movement (high)
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- #25 Game clock (high) → unblocks #88 Daily routines
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- #65-68 Rust server setup (critical, existing)
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- #70-73 Godot client setup (critical, existing)
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- #75-79 IPC bridge (critical, existing)
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**Sprint 2: Integration (make it work)**
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- #81-83 Client-server integration (critical, existing)
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- #239 Observation event generator (critical)
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- #240 Player interaction dispatcher (critical)
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- #86-89 NPC data model (critical-high, existing)
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- #110-113 Fog of perception (critical, existing)
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**Sprint 3: Experience (make it feel)**
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- #241-244 Observation verbs and deviation detection (high)
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- #247-250 NPC conversation, goals, propagation, triangle escalation (high)
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- #119-122 Internal monologue + #253 content architecture (high)
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- #253 Monologue content architecture (high)
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- #269 CauseChain component (high)
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**Sprint 4: Content (make it mean something)**
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- #261 Dual Lens Authoring Guide (high) → blocks all content packs
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- #259-260 First 5 minutes + opening hooks (high)
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- #190-192 Content packs (critical, existing)
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- #251 Tell visual/behavioral expression (high)
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**Sprint 5: Validation (prove it works)**
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- #195-199 Success criteria validation (high, existing)
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- #265 Demo scenario (medium)
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- #266 Seed validation test (medium)
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- #267 Playtest protocol (medium)
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---
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## 7. Decisions Confirmed by Workshop
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The following decisions should be recorded (pending team lead confirmation):
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1. **Godot test framework = gdUnit4** (Tyre reversed GUT recommendation after Hoshe's analysis)
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2. **IPC testing = three-layer architecture** (fixture, protocol mock, real integration)
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3. **CauseChain is a production component**, not test pollution
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4. **Time system: 10 tps, 4 day phases, diegetic clock** (resolves Q-009)
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5. **Deterministic replay is architectural requirement**, not just test infrastructure
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6. **Dual Lens Authoring Guide must precede content authoring**
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