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Decision Log

Status markers:

  • locked: should guide implementation unless a deliberate reversal is documented
  • provisional: preferred default, but still open to change after paper or prototype testing
  • open: intentionally unresolved

Current Decisions

Date Topic Status Decision Why
2026-03-11 Simulation priority locked The game is simulation-first and not avatar-first. This is the core product identity.
2026-03-11 World model locked The authoritative model is a true 3D discrete grid. Fake 3D would weaken the main differentiator.
2026-03-11 Presentation locked The default presentation is constrained 3D with slicing and overlays. Readability matters more than immersion.
2026-03-11 Engine choice provisional Build the runtime in Bevy. It fits the code-first workflow and ECS-heavy view layer.
2026-03-11 Architecture split locked Keep the simulation core separate from Bevy-facing entity state. This is required for tests, saves, and replay.
2026-03-11 Theme direction provisional Use an arcane-industrial core with a bio-industrial secondary layer. It preserves the factory identity without collapsing into generic fantasy.
2026-03-11 Enemy pressure locked Exclude enemies from the first playable slice. The first milestone is about building and inspection clarity.
2026-03-11 Machine scale provisional Most slice machines are 1 x 1 x 1, with limited multi-cell infrastructure. This keeps placement readable while still proving 3D occupancy.
2026-03-11 Transport subset locked Use belts, lift wheels, and wires for the first playable slice. This is enough to prove horizontal routing, vertical routing, and power topology.
2026-03-11 Resource model locked Use discrete solid items plus an explicit power network and contamination field for the first playable slice. It gives mixed systemic behavior without overbuilding chemistry.
2026-03-11 Contamination model provisional Model contamination as a volumetric field plus occasional material impurity. It creates spatial pressure without infecting every recipe with bookkeeping.
2026-03-11 Time controls locked Support pause, 1x, 4x, and single-step in the first playable slice. Simulation debugging and inspection need all four.
2026-03-11 Inspection tooling locked Slice controls, placement ghosting, blocked feedback, and at least connectivity/throughput overlays are required in the first playable slice. 3D density is unreadable without them.
2026-03-11 Prototype exclusions locked Exclude enemies, avatar mode, procedural maps, fluids, long-range logistics, moving contraptions, and multiplayer from the first playable slice. The slice must stay narrow enough to validate the core idea.
2026-03-12 Build inventory model provisional Keep a shared global build inventory for the first playable slice. It keeps fabrication, placement, and UI simpler while the core loop is still being validated.
2026-03-12 UI screen model provisional Prefer one continuous in-world HUD plus contextual panels over multiple modal inventory/configuration screens. This keeps the player in the build/inspect loop and avoids UI sprawl.
2026-03-12 UI tone locked Keep navigation and diagnostics GUI-first rather than diegetic in the first playable slice. The game is analytical and slice-driven; diegetic UI would obscure state instead of clarifying it.
2026-03-12 Asset sequencing locked Finish a final pre-asset UI pass before the first serious Blender blockout pass. Machine silhouettes should answer a stable interaction contract, not chase moving HUD/inspect/slice decisions.

Questions Still Open

  • Should the long-term game stay mostly industrial or push harder into bio-industrial and arcane systems?
  • Does contamination deserve active mitigation machines after the first paper design pass?
  • Should the first scenario use one handcrafted objective or a short chain of milestone objectives?
  • At what point do multi-cell production machines become necessary instead of just multi-cell infrastructure?
  • How much progression should exist before the project has proven the base building loop?