Break the monolithic 2.2 design into Phases A-D that can each be
implemented in a separate session with cleared context. Each phase
section is self-contained with all needed specs and file references.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Design for LLM-driven emergent crafting and invention system.
NPCs gather resources from terrain, craft at workshops, and
occasionally have eureka moments where an LLM invents new items.
Updates LLM roadmap: this becomes item 2.2, old goal selection
splits into 2.5 (POI naming).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements LLM-powered narration for NPC social interactions:
- Rate limits updated to 20 RPM / 1000 per day (OpenRouter free tier)
- NarrationEvent type with template fallback text generator
- NarrationService with rolling event buffer and LLM priority queuing
- Narration emitter wired between social and relationship systems
- Socket.io events for real-time narration delivery
- Tabbed left panel (Stats + Events) replacing old Superlatives panel
- Recent events section in NPC info panel
- Follow tracking via socket for LLM narration priority
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add trunk decoration layer to GameMap and mapGenerator
- Load trunk.png asset in BootScene
- Increase superlatives panel size and font sizes for readability
- Simplify mapGenerator (remove procedural terrain features)
- Add LLM integration planning documents
- Remove stale day-night cycle worktree plans
- Update local Claude settings
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
12-task TDD plan covering bond registry, proposal interactions,
classification rework, config additions, and client display updates.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Separates feelings (asymmetric sentiment values) from formal
relationship statuses (mutual bonds in a central registry).
Introduces proposal interaction protocol for partnership formation
with acceptance/rejection mechanics.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers shared types, stat generation, modifier system, system
integrations (needs decay, social), serialization, and UI display.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Two-tier stat system (Physical + Personality) using 3d6 generation,
transient modifiers, slow baseline drift, and integration points
for needs decay, brain, and social systems.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
9-task TDD plan covering shared types, socialSystem, brain/movement
guards, game loop wiring, state serialization, client emoji overlay,
and info panel integration.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers awareness zone, interaction state machine, cooldowns,
brain/movement guards, broadcast format, and client emoji overlay.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
10-task TDD plan covering shared types, appearance generator,
name generator, portrait compositor, HTML/CSS panel, GameScene
integration, and EarthBound-inspired styling.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Design for follow-mode NPC info panel with composited portraits,
EarthBound-inspired UI, live-updating needs bars, and name generator.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add follow mode (F key) to cycle camera between NPCs
- Make server URL configurable via VITE_SERVER_URL env var
- Add comprehensive README with Debian LXC deployment guide
- Add character sprite assets to repo
- Add design docs and implementation plans
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>