Commit Graph

21 Commits

Author SHA1 Message Date
021c2480d8 docs(spec): character reuse + the seven-campaign arc
A direction spec: one character, seven campaigns (one per demon king),
one saga — then it ends. The character, companions, deeds and level carry
between campaigns; the world does not.

Deliberately adds no milestone and no BOM line. Its real payload is a set
of guardrails on milestones that are about to be built blank and would
otherwise foreclose the shape:

- M5 owes a level curve — design it to a ceiling of 20 across 7 tiers,
  with tiered enemy stat blocks and never a scaling multiplier.
- M9 owes a save format — two objects (Saga + Campaign), not one blob.
  Humiliations move to the Saga or they die with the campaign.
- M3/M4 — don't foreclose a saga entry path; don't couple construct() to
  the creation scene.
- Build tool — add tier:1..7 when the item/quest namespaces land.

Difficulty is fixed at world-construction time from the campaign index,
never during play. That prohibition is the whole design; a world that
re-levels with the player is a treadmill.

The canon-log contract does not change: party[].disposition,
humiliations[] and established_facts[] already exist, and player still
admits no number. The Saga becomes the source; the canon log a projection
of it. The seam is one optional fourth arg to NewGame.construct().

Greywater at tier 1 under Ghaul is, unintentionally, already campaign 1.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 17:16:50 -05:00
c171299cb4 docs(spec): content track — demand-driven, bounded by the slice
Content (lore, economy, items, quests, map) was untracked and unbounded.
Bound it: a second roadmap (content/roadmap.md) with Spine / Bill of
Materials / Backlog, demand-driven by the milestone that consumes it.

- Vertical slice = one town + one dungeon (adopt + deepen Greywater).
- Ghaul the Yoke is the ledger chain's patron, so the quest chain and
  the cosmology are one object, not two.
- Economy splits per §18: the loop is code (M8), the numbers are content.
  Currency = 1g/100s/10,000c, copper as the stored atom; lands before M7.
- Build tool needs `item` + `quest` namespaces; locations already exist.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 16:29:29 -05:00
9aa06d59d7 docs(spec): Duncarrow purge — decouple scaffolding from infrastructure
Delete the Duncarrow scaffolding while preserving the schema/disposition-gate
infrastructure it carries: reparent rule.disposition-ladder into a new
mechanics.md, stand up a synthetic status:candidate specimen (validated but
never emitted), repoint the skill/tests/evals. Zero real game content; the
in-flight NPC redesign and the hand-authored POC seed JSON stay out of scope.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
2026-07-12 15:11:14 -05:00
d15a8fdcab docs(spec): divide FTH callings along the war (Bonesetter/Bloodsworn)
Adds the FTH-axis calling mapping to the cosmology spec: Bonesetter
channels the Warden, the Bloodsworn (names the [CANON-TBD] warlock
calling) pacts one of the Seven, Hedge-Mage is a pointed outsider,
martials unaligned. Luck-immunity intent kept as flavor and flagged for
the M5/Improviser reconcile (§7-sensitive), not built here.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
2026-07-12 12:01:28 -05:00
8f137aba20 docs(spec): cosmology — the Warden and the Seven (overarching theme)
Establishes the good-god/seven-demon-lords cosmology as the game's
overarching content theme, mapped onto the content schema as canon
entities, with the world-building skill updated to reconcile all future
authoring against it. Duncarrow scaffolding decoupled now, purged in a
follow-up.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
2026-07-12 11:49:33 -05:00
a3506f7f02 docs(spec): NPC addressing design (runtime cycle)
Lock the NPC identifier: full namespaced id (npc.mera-fenn) is canonical
everywhere — stored data, client dict key, and the /npc/speak wire. The API
load_npc changes from a filename lookup to an id-indexed load (matching the
client's ContentDB), reads persona from content/server, and resolves the
client's reveal-set fact_ids to topic bodies. Legacy Fenn keeps working; no
migration required. First task of the runtime-consumption cycle.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
2026-07-12 01:58:30 -05:00
16527e9d60 docs(spec): content & canon build tool design
Compiler for content/lore/*.md (MD bible + fenced YAML) -> validated
content/world (client) + content/server (server-only) JSON. Python tool
under tools/, manual build + CI --check, band-number-free (client owns the
midpoint mapping), validation gate aborts on any schema violation. Promotes
Duncarrow as the acceptance test; documents the specimen fixes promotion
must apply (shrine->place rename, related stubs, dropped knows/related
spoiler links).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
2026-07-11 17:39:17 -05:00
db5ee247e7 docs(spec): content & canon schema design
Schema lock built bottom-up from the Duncarrow specimen (candidate-town.md):
- disposition rungs as bands over the engine integer (code owns numbers)
- town fact = engine reveal-topic (authoring layer over §6, no new runtime)
- MD bible -> build -> JSON; split by role (game vs server), secrecy as lint
- canon home: content/lore (source) -> content/world + content/server (built)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
2026-07-11 17:00:40 -05:00
aeb9ee4a9d docs(spec): races & classes mechanical design
Settles the §17 class-name reconcile (charter §8 vs mock callings) in
favor of the gritty callings, and gives every race trait a concrete rule.
Feeds M4 character creation; combat ability kit deferred to M5.

- Resolution model: deterministic value vs DC, LCK selects the borderline
  band (§7) — flat mods, no random d20, no advantage.
- 5 saves (LCK owns none); death saves = LCK.
- Races: features only, no stat mods; Nightsight ruling for darkvision.
- 7 callings (charter-7), 2 names [CANON-TBD]; casters=MP, martials=cooldowns.
- Flags two contract migrations for M4: canon-log gains `race`; deserter
  origin's allowed_classes migrates to new calling ids.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 14:11:07 -05:00
0249cbcf09 docs(spec): Title screen (M3) + unified version design
Editor-first Title screen from mock: warm atmosphere (GPUParticles embers,
AnimationPlayer glow, palette-uniform shader bg), logo block, keyboard/mouse
menu (New Game -> shell, Quit works, rest inert), footer. Plus a single
/VERSION source of truth read by both the API (startup + /version) and the
client (synced into project.godot config/version, read via ProjectSettings).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 10:19:17 -05:00
cc365c8b73 docs(spec): M3-b Main Window shell (2a) design
The exploration HUD frame: two-panel tabletop split, DM narration book
wired to the proven /dm/narrate loop (prose-only + refire), thin tested
ShellState for HUD readouts, inert system dock + command bar as faithful
placeholder. Pure-core/thin-shim per the house pattern.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 08:35:02 -05:00
2d7ed469bf docs(specs): add M3-a shared Theme design
First of three M3 cycles (Theme -> shell 2a -> Title). Palette.gd consts
as the single source of truth; game_theme.tres for flat-bordered UI;
shaders for the three signature surfaces. EB Garamond replaces
proprietary Georgia. Proof is a human-eyeballed showcase harness.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 20:13:25 -05:00
57acfb75d9 docs(roadmap): considering-state done; shelve streaming for the POC
Flip considering-state to done+merged+live-confirmed. Strike the streaming
item — the considering-state reframes the wait and is tested/live; real
streaming's transport rework + mid-stream failure surface isn't worth it for
the POC. Streaming spec retained as a record (banner SHELVED). Includes the
human's folded-in further-down roadmap ideas.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 15:44:15 -05:00
96432bee87 docs(spec): considering-state + transport timeout; park streaming
Pivot M2 anti-freeze from streaming to a lighter considering-state: a rotating
in-character 'the Master considers…' indicator (authored content, §13 spirit)
on the proven non-streaming loop, plus the HttpTransport request-timeout fix so
a hung call yields to the fallback instead of spinning forever. Meets §14's
anti-freeze goal by reframing the wait; near-zero new failure surface. Streaming
design PARKED (banner + roadmap ○), revisit if playtest shows the wait hurts.
Conscious §14 deviation recorded per §18.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 14:37:20 -05:00
1ed863d3fe docs(spec): Narrator streaming (M2) design
Real token streaming to hide the ~2s call (§14). Proxy emits its own minimal
NDJSON (delta/done/error); /dm/narrate becomes a 200 stream (422 stays sync,
model errors become an in-stream frame). Client reworks to an HTTPClient
poll-loop StreamTransport behind a testable seam; hold-back tag filter;
keep-partial mid-stream degrade; folds in the HttpTransport timeout fix.
Narrator first; NPC fast-follow.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 14:23:32 -05:00
097ac618f4 docs(spec): bounded NPC conversation (/npc/speak) design
M2 core experiment. Server owns persona+knowledge (spoilers/IP, no DB);
client owns live state and computes available_moves. Free text straight
to the NPC prompt (no Adjudicator). Sibling NpcService + pure MoveValidator;
moves validated against state, invalid dropped, prose always kept (§6).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 11:36:44 -05:00
3a85d11439 docs(spec): Client HTTP loop (M2) design
First M2 vertical slice: CanonLog -> HTTP -> /dm/narrate -> prose ->
screen -> fact-harvest, with a §13 degraded-DM fallback on any failure.
Pure DmService core behind an injectable DmTransport seam (headless-
testable); throwaway harness scene; one authored fallback line under
client/content (renderer owns the file's home).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 09:33:44 -05:00
ec01ce5c9b docs(spec): qwen3.5 narrator default + think:false; add model probe
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 16:25:17 -05:00
959abc79eb docs(spec): Narrator/Ollama pipeline (server) design
Shared server-side model-call pipeline (Ollama client, role->model routing,
prompt loader + canon-log digest, §10 call logging, retry->typed 502) wired
through /dm/narrate as the first role. Non-streaming; server returns raw
prose, client extracts tags. Two phases: pipeline foundation, Narrator online.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 15:58:03 -05:00
5a1f1ac0ca docs(spec): client canon log engine (Plan B) design
The client half of the canon log contract: typed RefCounted model with
invariants-in-the-model, Luck-centric game state, new-game construction
from origin+world+creation, turn-to-turn mutators, and a pure regex tag
extractor. Headless GUT-tested logic layer; UI/HTTP/save-load deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 13:46:53 -05:00
800811dac2 docs: canon log schema + origin seed design
Design spec for the §11 canon log, plus origin seeds as thin initial-state
overlays over a single static world. Three layers (world content / origin seed /
runtime canon log), the in/out boundary (numeric Luck never enters the AI
payload, §7), field-level schemas, new-game construction order, turn-to-turn
maintenance, and JSON storage validated on both client and api.

Folds content/npcs and content/quests under content/world/; adds
content/world/{locations,items} and content/origins. fallback/ kept outside
world/ (authored prose, not id-referenced).

Spec: docs/superpowers/specs/2026-07-09-canon-log-schema-design.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 12:03:37 -05:00