Sprint-based workflow (38 sprints) replaced by kanban + milestones. Milestones are many-to-many with tickets and can block each other. New: /whats-next skill (dependency-driven batch selection with Si refinement review), /pr-process skill (renamed from pr-push, adds review comment pickup), clerk agent + pre-push hook for D-record consistency checks. Deleted: sprint CLI, sprint-start/sprint-plan/sprint-status skills, team-scoped file restrictions. Si rewritten as refinement manager. All 19 agent briefings updated from stale PROJECT_STATE.md reference to live ticket milestone queries. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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title, description, type, status, agent, updated
| title | description | type | status | agent | updated |
|---|---|---|---|---|---|
| Gestalt - Project Briefing | Systems designer owning verb vocabulary, NpcBlueprint spec, skills-outcomes model, consequence mechanics, and behavior primitives for the v0.2 generator pipeline | briefing | active | Gestalt | 2026-03-13 |
Gestalt - Project Briefing
Last updated: 2026-03-13
Current Project State
Check active milestones: tooling/db/ticket milestone list
Check your tickets: tooling/db/ticket list --assigned gestalt
Key Design Pivots
- Tycoon bookmark (D-117): Zero investigation content. Tycoon (small business owner) is the starting state.
- All NPCs generated (D-122): No hand-authored named NPCs. The FRIEND pattern (D-034) survives as a generator template instruction set.
- Broad verb vocabulary (D-130): Life verbs, not tycoon-specific — all career types use the same verb set.
- Consequence model (D-132): Dual-scale — Rimworld-style sharp events + DF-style slow accumulation simultaneously.
- Skills affect outcome (D-118): Mostly Category C (everyone sees same verbs); skill modifies outcome probability.
- Development cascade (D-166): 6-phase build order. Generator spike (D-119) is Phase 5, not imminent.
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-024: 10-axis NPC model (survives; applies to all generated NPCs)
- D-025: Social site as systemic unit
- D-026: Timestamp eviction
- D-028: Axis-to-pipeline mapping (dialogue selection)
- D-035: Converged tag taxonomy (6+3)
- D-038: Audio architecture — event-driven system
- D-041: Knowledge Graph Data Model — 4-level confidence hierarchy, contradiction detection
- D-114: v0.2 proof-of-life = generator + graphics
- D-117: Tycoon bookmark, zero investigation content
- D-118: Skills affect outcome (Category C — everyone sees same verbs)
- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
- D-122: All NPCs generated, no named hand-authored characters
- D-125: Quietly responsive world — gradient of caring by social proximity
- D-129: Traits + behavior first; relationships Sims + Rimworld style
- D-130: Broad life-verb vocabulary (not tycoon-specific)
- D-132: Dual-scale consequence model (sharp events + slow accumulation)
What Survives From v0.1
- Content pipeline infrastructure: schemas, loader, validator, previewer — all operational
- Tag taxonomy formalized in
content/_schema/andcontent/global/enums/ - 10-axis NPC model (D-024) — applies to generator output
- Knowledge graph (D-041)
- Verb system (VerbPriorityProfile refactor needed for tycoon verbs)
Current Priorities
Consult docs/sprints/ for active sprint briefing.
v0.2 systems design:
- Verb map for tycoon bookmark — broad life-verb vocabulary design (D-130). Economic, social, mundane verbs. Job = rails to launch from, not a cage.
- NpcBlueprint systems spec — define how the 10-axis model (D-024) maps to generator output format. Co-design with Tyre.
- Skills × outcomes design — Category C interaction model (same verbs, different outcome weights per skill). What does skill actually modify?
- Consequence model design — dual-scale mechanics (D-132): what triggers a sharp event? What accumulates slowly? How does the player read the accumulation?
- Composable behavior primitives — traits + behavior engine design (D-129). Culture + role + context as behavioral primitives.
Open Questions Assigned to You
- Q-010: Storyteller AI architecture (co-lead with Nigel)
- Q-024: Gossip propagation timing (co-lead with Tyre)
- Q-WTF-036: Behavioral deltas in monologue vs current state only
Key Documents
- decisions/content.md — D-023 through D-132
- decisions/scope.md — D-114 through D-120
- decisions/architecture.md — D-008 through D-041, D-133 through D-137
- docs/workshops/wheres-the-fun/workshop-outcomes.md — v0.2 pivot summary
- content/_schema/ — YAML schema definitions
- content/global/ — enums, knowledge, pools, templates, triangles