Remove stale v0.1 references (detective/smuggler gameplay, hand-authored content pipeline, named NPCs) and align with v0.2 reality: generator-first (D-122), LLM voice pipeline (D-138), composable behaviors (D-139), tycoon bookmark deferred. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
31 lines
1.6 KiB
Markdown
31 lines
1.6 KiB
Markdown
# Oscar - Project Briefing
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05). v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Engine selected (D-020).
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## Status
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STANDBY. This briefing will be populated when networking/multiplayer implementation begins.
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## Key Decisions for Your Domain
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Read `decisions/architecture.md` (primary). Key decisions:
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- **D-009:** Multiplayer strategy (design for it, build single-player first)
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- **D-010:** Four architectural principles (client-server, info boundaries, deterministic sim)
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- **D-020:** Subprocess/IPC architecture — local socket for single-player, TCP for multiplayer
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- **D-026:** Simulation tier sync — deterministic eviction across all observers for future multiplayer
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## Development Workflow
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See `docs/DEVOPS.md` for full procedures. Your key targets:
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- `make setup` — verify Rust toolchain and Godot
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- `make build` — build both client and server
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- `make test` — run all tests (IPC round-trip tests critical for your domain)
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- `make ci` — full CI pipeline locally
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- Server code: `server/` (Rust, networking layer)
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- Client code: `client/` (Godot, network client)
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- Cross-boundary tests: `tests/` (IPC serialization fixtures, protocol regression)
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## Key Documents
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- decisions/ - domain-split decision files (see decisions/README.md for index)
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- docs/DEVOPS.md - build, test, lint, CI procedures
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- docs/discussions/ - archived design rounds
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