Six new open questions identified by the Tyre/Troblum architecture review: shadowcasting algorithm selection, entity ID stability, multi-entity collision resolution, tick budget overflow policy, pathfinding cache eviction, and debug visualization scope. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
8.5 KiB
8.5 KiB
Open Questions
Tracked questions awaiting discussion or resolution.
Q-001: Game engine selection
- Status: Resolved → D-020
Q-002: Scope of v0.1 playable prototype
- Status: Map spec resolved (D-014). Remaining: mechanics, characters, interactions for minimum playable build.
- Assigned to: Full team
Q-003: Art direction / presentation style
- Status: Further resolved for v0.1 via Content Gap Analysis Workshop. Araminta's v0.1 Visual Grammar proposal covers: entity color palette (D-033), zone-specific color palettes (3 zones with hex values), fog rendering (4 states), monologue presentation spec, insert dual-character variants. Long-term art direction beyond v0.1 remains open.
- Remaining: Long-term art direction, sprite replacement timeline, full visual identity.
- Assigned to: Araminta (lead)
Q-004: One campaign spanning all eras or separate era scenarios?
- Status: Not yet discussed
- Context: Gore raised that Commonwealth Era and Void Era play very differently. Prototype focuses on pre-Starflyer War era.
- Assigned to: Gore, Miri to lead discussion
Q-005: Scale for prototype - locations, characters, factions
- Status: Partially scoped
- Early signal: Institute/Armstrong City hub, ~10-20 characters, Guardians + institutional + political factions
- Assigned to: Gestalt, Tyre, Miri
Q-006: Multiplayer or single-player only?
- Status: Resolved → D-009
Q-007: Target platform(s)
- Status: Not yet discussed
- Context: Team Leader has Linux background (Fedora). Cross-platform considerations?
- Assigned to: Tyre
Q-008: Licensing / distribution model
- Status: Not yet discussed
- Question: Open source? Free? Commercial? This affects engine choice and asset decisions.
- Assigned to: Team Leader
Q-009: Time system
- Status: Resolved → D-031
Q-010: Storyteller AI design
- Status: Not yet discussed
- Question: How does the Rimworld-style storyteller work? What are the pacing rules? How much structural randomness vs dramatic randomness?
- Assigned to: Gestalt, Nigel
Q-011: Character selection and playable characters
- Status: Not yet discussed
- Question: Which characters are playable in the prototype? How different are their starting positions? Can you play canon characters or only original ones?
- Assigned to: Miri, Paula
Q-012: Generation expansion method for dialogue
- Status: Open
- Question: How does the 4x generation expansion pass work? LLM-based, template-based, or rule-based? Affects how base lines are authored — LLM needs style-strong anchors; rules need substitution patterns.
- Assigned to: Gestalt, Mellanie
- Source: Content Gap Analysis Workshop (Mellanie R2)
Q-013: Line previewer temporal progression
- Status: Open
- Question: How does the line previewer (#193) handle THE FRIEND's multi-visit contradiction arc? Needs sequence mode to simulate interaction progression over multiple encounters.
- Assigned to: Gestalt, Dudley
- Source: Content Gap Analysis Workshop (Mellanie R2)
Q-014: Audio timing with monologue chime
- Status: Open
- Question: When does the monologue chime fire relative to text appearance? Before, simultaneous, or overlapping? Affects monologue line writing rhythm.
- Assigned to: Gestalt, Ozzie
- Source: Content Gap Analysis Workshop (Mellanie R2)
Q-015: Generation expansion for THE FRIEND content
- Status: Open
- Question: Does the 4x generation expansion apply to THE FRIEND's custom lines, or are all ~70-100 lines per FRIEND hand-authored? Recommendation: no expansion on FRIEND lines — risk of flattening hand-crafted voice.
- Assigned to: Mellanie, Gestalt
- Source: Content Gap Analysis Workshop (Ozzie R2, Gestalt R2)
Q-016: Knowledge hierarchy for monologue prerequisites
- Status: Open
- Question: Monologue prerequisites currently use binary flags (
knows: smuggling_operation). Need a hierarchy:suspects<knows_of<knows_details. How granular? - Assigned to: Gestalt, Paula
- Source: Content Gap Analysis Workshop (Gestalt R2)
Q-017: Triangle pressure threshold
- Status: Open
- Question: Triangles need a numeric pressure value that increases based on events. When it crosses a threshold,
confrontationsituation activates. What events increase pressure? What's the threshold? - Assigned to: Gestalt, Paula
- Source: Content Gap Analysis Workshop (Gestalt R2)
Q-018: Shadowcasting algorithm selection
- Status: Open
- Question: Which line-of-sight algorithm should be used? Symmetric shadowcasting (Albert Ford) vs recursive shadowcasting. Both are proven but differ in symmetry properties (symmetric: if A sees B, then B sees A) and implementation complexity. Requires benchmarking at 150x150 map scale with 30 entities to validate performance within 100ms tick budget.
- Context: D-011 mandates LOS shadowcasting for fog of perception. Architecture review identified this as unspecified (audit section 2.2). Critical for Sprint 2 perception pipeline.
- Assigned to: Tyre, Dudley
- Source: Architecture Review Audit 2026-02-11
Q-019: Entity ID stability strategy
- Status: Open
- Question: How are stable
entity_id: u64values generated from bevy_ecsEntityhandles? Must IDs be stable across save/load cycles? How does the client map entity IDs to scene nodes for entity lifecycle management (creation, updates, despawning)? - Context:
VisibleEntity.entity_idis au64in the protocol (server/src/bridge/types.rs). bevy_ecsEntityis a generational index that may not be stable. Architecture review flagged this as MEDIUM severity gap (audit section 2.2). - Assigned to: Tyre, Dudley
- Source: Architecture Review Audit 2026-02-11
Q-020: Multi-entity collision resolution
- Status: Open
- Question: When two NPCs attempt to move to the same tile on the same tick, what is the resolution policy? Options: first-write-wins (deterministic with system ordering), both fail (conservative), priority-based (e.g., player > NPC, Active tier > Background tier).
- Context: D-012 defines tile collision. WalkabilityMap exists (server/src/simulation/movement.rs) but handles single-entity validation. Architecture review identified multi-entity collision as unspecified.
- Assigned to: Gestalt, Dudley
- Source: Architecture Review Audit 2026-02-11
Q-021: Tick budget overflow policy
- Status: Open
- Question: When a simulation tick exceeds the 100ms budget, what happens? Options: (1) slow down real-time and preserve determinism (tick completes fully before next), (2) skip ticks and break determinism, (3) cap work per tick and defer to next tick. Must align with D-010 principle 4 (deterministic simulation).
- Context: D-026 defines 100ms tick budget for Active tier at 10 tps. Architecture review consensus recommendation proposes "slow real-time, don't skip ticks." Needs formal decision.
- Assigned to: Tyre, Dudley
- Source: Architecture Review Audit 2026-02-11
Q-022: NPC pathfinding cache eviction
- Status: Open
- Question: With 80 Active-tier NPCs each caching ~3 pathfinding routes, the cache holds ~240 paths. What is the eviction policy? LRU? Time-based expiration? Fixed size per NPC? How are paths invalidated when walkability changes (doors lock, areas become restricted)?
- Context: Architecture review identified pathfinding as MEDIUM gap (audit section 2.2). Cache management needs specification regardless of algorithm choice.
- Assigned to: Tyre, Dudley
- Source: Architecture Review Audit 2026-02-11
Q-023: Debug visualization scope
- Status: Open
- Question: What information should the debug overlay display? Candidates: LOS rays, pathfinding waypoints, vision cones, information boundary tags (who knows what), tick timing breakdown, spatial partition grid cells. Dev-only tool, or accessible for mod development?
- Context: Architecture review (Troblum) identifies debug visualization as missing operational infrastructure. Needed for debugging perception system, information boundaries, and performance issues.
- Assigned to: Tyre, Stig
- Source: Architecture Review Audit 2026-02-11
23 questions (3 resolved, 2 partially resolved, 18 open). Last updated: 2026-02-11