Skip to content

Track alpha demo implementation umbrella #260

@JOY

Description

@JOY

Source

  • docs/design/128-alpha-route-camera-readability-and-screenshot-gates.md
  • docs/design/127-alpha-location-naming-and-map-label-contract.md
  • docs/design/26-alpha-game-design-document.md
  • docs/design/47-alpha-execution-tracker.md
  • docs/design/70-alpha-route-and-evidence-script.md
  • docs/design/90-alpha-scene-blockout-object-list-and-shot-plan.md
  • docs/design/112-alpha-map-implementation-slice-order-and-cut-plan.md
  • docs/design/114-alpha-map-playtest-evidence-manifest.md
  • docs/design/115-alpha-map-implementation-issue-split-and-agent-packets.md
  • docs/design/123-alpha-full-route-evidence-pack-builder-brief.md
  • docs/design/148-open-design-decision-backlog.md
  • docs/setup/alpha-open-issue-handoff-coverage.md
  • docs/setup/alpha-playable-loop-handoff-coverage.md
  • docs/playtests/_templates/alpha-route-full-pass/README.md

Purpose

Track the remaining alpha demo implementation work that is currently described across ROADMAP, source design docs, decision backlog, and evidence templates.

This is a tracking issue only. Do not implement directly from #260.

Scope

  • Core Loop V1 implementation across The Garden, Gate prep, Gate mission, outcome report, offline-agent return, and reinhabitation touchpoints.
  • Alpha map implementation order: M0 scene skeleton, M1 Garden interaction layout, M2 Gate entry and first combat, M3 proof/extract/outcome return, M4 optional full-clear pressure, and M5 presentation pass.
  • Full alpha route evidence: body identity, Garden orientation, focused NPC, facility action, Mission Board, Gate attempt, threshold safety, first combat, proof, extraction, outcome report, and Garden return consequence.
  • Server authority boundaries for body, mission, combat, objective, reward, TIME, SECOND, inventory custody, memory, relationship, LLM output, and client UI.
  • Player-facing evidence packs, scorecards, state excerpts, screenshots, console summaries, known gaps, and readiness verdicts.
  • Route labels, map copy, and evidence notes must respect Dayton real-city usage and TIME-class geography decision rows before final player-facing wording is accepted.

Child Implementation And Evidence Issues

Connected System Issues

Readiness Gate

#260 is not ready until:

  • M0-M3 can be walked or reviewed from evidence without hidden debug-only controls.
  • Capture full alpha route evidence pack #287 full-route evidence pack is filled.
  • Promotion gate notes from child evidence say whether each next slice is promoted, blocked, or mock-only, and whether Track alpha demo implementation umbrella #260 is ready, blocked, or internal-demo only.
  • Body, mission, combat, objective, outcome, reward, ledger, memory, and Garden consequence states have excerpts or honest mock notes.
  • Authority notes confirm no client-only reward, no client-only mission clear, no LLM state mutation, and no hidden debug dependency.
  • Route labels and player-facing map copy follow the current Dayton and TIME-class geography decisions, or clearly mark unresolved wording as blocked.
  • Known gaps are mapped to owner issues.
  • M4 and M5 are labeled optional unless JOY changes alpha route scope.
  • Unity validation happens in the integration workspace or a locked validation workspace only.

Notes

Use child issues for implementation. Use #260 to judge whether the overall alpha demo route is ready, internally demo-ready, or still blocked by missing evidence.

Metadata

Metadata

Assignees

No one assigned

    Labels

    area:designGame design, economy rules, lore, and GDD workarea:unityUnity client, scenes, assets, or editor workflowenhancementNew feature or requestpriority:p1High priority for current milestonesize:lLarge task

    Type

    No type
    No fields configured for issues without a type.

    Projects

    Status

    Backlog

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions