Files
settled-reach/docs/briefings/gestalt.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

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4.9 KiB
Markdown

# Gestalt - 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 — tag taxonomy converged, FRIEND ECS spec defined, audio architecture designed, previewer scoped.
## Status
**ACTIVE.** Systems specification work unblocked. Tag taxonomy needs formalization as standalone document. Knowledge state vocabulary blocks Mellanie's monologue authoring. 17 content-supporting systems identified, 0 built — significant server-side work ahead.
## Decisions Relevant to Your Role
- D-005: Core concept — story generator mechanics, emergent narrative from systems
- D-007: Five pillars — mechanical framework
- D-008: Action pillar — hubris wall mechanic
- D-011: Fog of war as pillar 1 infrastructure
- D-015: Camera lock — vision cone as information constraint
- D-017: Perception loadout system — observer queries
- D-018: Three-range sound system — information quality by distance
- D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC
- D-021: Official title "The Settled Reach"
- D-024: 10-axis NPC consolidation
- D-025: Social site as systemic unit
- D-026: Timestamp eviction
- D-027: Vertical slice as systems proof
- D-028: Axis-to-pipeline mapping (dialogue selection)
### Workshop Decisions (Content Gap Analysis)
- **D-032: Separate monologue pools** — `character` is a hard partition tag. Two parallel content trees.
- **D-034: THE FRIEND ECS spec** — full pipeline depth test. Every system exercised on these two NPCs. ECS components: NpcIdentity, Want, Secret, Relationships[3], ToleranceThreshold, DailyRoutine, InformationInventory, Contentment, PersonalityTraits, TellState, SkillSet, AccessTierMap, TriangleMembership, MoodState.
- **D-035: Converged tag taxonomy (6+3)** — your Round 2 design is canonical:
- 6 structural: `id`, `text`, `role`, `access` (list), `trust`, `situation` (list)
- 3 selection: `topic` (list), `mood` (list), `tags` (freeform)
- 13 situations, 9 topics, 8 moods, 9 monologue triggers
- 4-layer pipeline: access (hard filter) → situation (context filter) → trust (hard filter) → mood+topic (weighted selection)
- **D-033: Entity color** — client-side derivation from RelationshipState + knowledge state. Not an NPC property.
- **D-038: Audio architecture** — event-driven: SoundEventEmitter → ObserverSnapshot → SoundRenderer with AudioAssetRegistry + VisualSoundIndicator + AmbientManager. Events first, assets second.
- **D-039: 6 wow moments** — systems must support all 6 (observation triggers, FRIEND contradiction staging, divergence reveal, ticker display, idle monologue).
## Open Questions Assigned to You
- Q-002: v0.1 scope definition (co-lead)
- Q-005: Prototype scale (co-lead with Tyre, Miri)
- Q-009: Time system design — resolved (D-031)
- Q-010: Storyteller AI architecture (co-lead with Nigel)
- Q-012: Generation expansion method (co-lead with Mellanie)
- Q-013: Line previewer temporal progression (co-lead with Dudley)
- Q-014: Audio timing with monologue chime (co-lead with Ozzie)
- Q-015: Generation expansion for FRIEND content (co-lead with Mellanie)
- Q-016: Knowledge hierarchy for prerequisites (co-lead with Paula)
- Q-017: Triangle pressure threshold (co-lead with Paula)
## Current Priorities
**Systems specification → server implementation support → previewer**
1. **Lock tag taxonomy + line pool format** — formalize Round 2 converged schema as standalone spec document. Reference for all content authors.
2. **Knowledge state vocabulary** — define v0.1 knowledge flags (e.g., `knows: smuggling_operation`, `met: kael_davan`). Blocks Mellanie's monologue prerequisite authoring. Co-lead with Dudley.
3. **Dialogue selection pipeline specification** — formalize the 4-layer filter algorithm for server implementation.
4. **Sound event system architecture** — formalize Round 2 section 6 for Dudley.
5. **Line previewer (#193) MVP scope** — 7 must-have features. Build as first implementation of dialogue pipeline (shares 80% code). Rust CLI.
6. **Content-to-system mapping validation** — 17 content needs, 0 built. Track which systems are needed when.
### Systems critical path
```
NPC Component Architecture (10 axes)
+-> NPC Routine System → Observation Event Generator → Monologue Trigger System
+-> NPC Mood State Machine → Tell State Derivation
+-> Interaction Tracking → Trust Progression
+-> YAML Content Loader → Dialogue Selection Pipeline → Line Variety Tracker
```
## Key Documents
- decisions/content.md — D-023 through D-037
- decisions/architecture.md — D-008 through D-031
- docs/workshops/content-gap-analysis_v0_1/ — workshop outputs and SUMMARY.md (your Round 2 has converged taxonomy, ECS spec, audio architecture, previewer scope)