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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.
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.
Source
docs/design/128-alpha-route-camera-readability-and-screenshot-gates.mddocs/design/127-alpha-location-naming-and-map-label-contract.mddocs/design/26-alpha-game-design-document.mddocs/design/47-alpha-execution-tracker.mddocs/design/70-alpha-route-and-evidence-script.mddocs/design/90-alpha-scene-blockout-object-list-and-shot-plan.mddocs/design/112-alpha-map-implementation-slice-order-and-cut-plan.mddocs/design/114-alpha-map-playtest-evidence-manifest.mddocs/design/115-alpha-map-implementation-issue-split-and-agent-packets.mddocs/design/123-alpha-full-route-evidence-pack-builder-brief.mddocs/design/148-open-design-decision-backlog.mddocs/setup/alpha-open-issue-handoff-coverage.mddocs/setup/alpha-playable-loop-handoff-coverage.mddocs/playtests/_templates/alpha-route-full-pass/README.mdPurpose
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
Child Implementation And Evidence Issues
Connected System Issues
Readiness Gate
#260 is not ready until:
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.