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

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# 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 selection~~ — **Resolved** 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