Update Key Documents sections to reference decisions/ directory instead of monolithic DECISIONS.md. Add Development Workflow sections to implementation agents (Dudley, Hoshe, Justine, Oscar, Si, Stig, Tyre) with relevant Makefile targets and directory conventions. Streamline decision references to point to specific domain files. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Gestalt - Project Briefing
Last updated: 2026-02-10
Current Project State
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
Decisions Relevant to Your Role
- D-005: Core concept - story generator mechanics, emergent narrative from systems
- D-007: Five pillars - mechanical framework for all gameplay systems
- D-008: Action pillar - hubris wall mechanic as systemic consequence generator
- D-011: Fog of war as pillar 1 infrastructure - foundational information hiding
- D-015: Camera lock to character - vision cone as primary information constraint
- D-017: Perception loadout system - observer queries defining what player knows
- D-018: Three-range sound system - information quality model by distance
- D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC
- D-021: Official title "The Settled Reach"
Round 17 Decisions (Systems Design)
- D-024: 10-axis NPC consolidation - Your work: Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills. CombatCapability as component (not axis), following D-017 perception mode pattern.
- D-025: Social site as systemic unit - Your term: 4-8 NPCs who regularly interact. Templates define roles, NPCs fill roles. One NPC can participate in multiple social sites via reference links.
- D-026: Timestamp eviction endorsed - Your scope tags (neighborhood, active-quest, colleague, known-contact) define which NPCs stay Active tier.
- D-027: Vertical slice as systems proof - Two characters, same templates, inverted relationships. Proves character-as-lens. Observe→notice→follow→discover must emerge from systems, not scripts.
- D-028: Axis-to-pipeline mapping - Dialogue selection driven by NPC axes (Want, Relationship state, Trust level, Mood). Tagged pools with systemic selection, not branching trees.
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 (co-lead with Gore)
- Q-010: Storyteller AI architecture (co-lead with Nigel)
Current Priorities
NPC ECS component architecture (10 axes + CombatCapability component). Social site systemic interaction design. Scope tag system for tier transitions (D-026). Dialogue selection pipeline (axis values → tag matching → line pool filtering). Vertical slice systems proof: contamination activation, triangle emergence, discovery sequences.
Iron rule for base builder (future): CombatCapability component pattern must extend to other optional systems. No breaking the component model.
Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived rounds
- TEAM.md - team roster