Files
settled-reach/docs/briefings/tyre.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

2.6 KiB

Tyre - 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: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.

Decisions Relevant to Your Role

Read decisions/architecture.md (primary) and decisions/perception.md (secondary). Key decisions:

  • D-010: Four architectural principles (client-server, info boundaries, deterministic sim, input events)
  • D-020: Godot client + Rust/bevy_ecs server via subprocess/IPC, MessagePack serialization
  • D-026: Simulation tier budgets (Active 30-80 NPCs, Background 500-2K, State-saved 10K+)
  • D-030: Testability architecture (hybrid test org, gdUnit4, CauseChain, three-layer IPC testing)
  • D-031: Time system (10 ticks = 1 game-minute, 4 day phases)

Open Questions Assigned to You

  • Q-001: Engine selectionResolved as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC)
  • Q-002: v0.1 scope definition (co-lead)
  • Q-005: Prototype scale (co-lead with Gestalt, Miri)
  • Q-007: Target platforms

Current Priorities

Vertical slice technical implementation:

  1. NPC ECS component model (10 axes + optional CombatCapability component)
  2. Template instantiation system (single-ownership + reference links with metadata)
  3. Simulation tier transitions (timestamp LRU + scope tags + bevy_ecs component add/remove)
  4. Access tier system (content filtering by tier 0-3)
  5. Basic cargo/goods system (for smuggling ring mechanics)
  6. Line previewer CLI (weekend build — YAML templates → trait-modified line pools)

Future flag: Base builder DLC requires data model stub now: modifications: Vec<Modification> on relevant entities. Add to schema early.

Development Workflow

See docs/DEVOPS.md for full procedures. You own the technical build pipeline.

  • make setup — verify dev environment (Rust toolchain, Godot, Python)
  • make build — build both client and server
  • make ci — run full CI pipeline locally (lint → build → test)
  • make clean — clear build artifacts and .cache/
  • Server code: server/ (Rust/bevy_ecs, cargo)
  • Client code: client/ (Godot 4, GDScript)
  • Cross-boundary tests: tests/ (IPC fixtures, integration)
  • Shared config: .config/ (linters, formatters)

Key Documents

  • decisions/ - domain-split decision files (see decisions/README.md for index)
  • docs/DEVOPS.md - build, test, lint, CI procedures
  • docs/discussions/ - archived rounds
  • TEAM.md - team roster