Supersedes unexecuted round-5 orders. Folds in the live first-eyes review findings (silence, void floor, onboarding cliff, quiet payoffs) + John's hidden-radio idea. Contracts v6: AudioFX (THE SPEAKER - all Web Audio synthesis, no asset files), RelicState + excavate + relicFound (the optical-fossil hidden pipe: find it and the game grows a tuner - FKTRY FM, Correction propaganda subtitled by THE SCREEN's chyron, a shortwave numbers station reading hidden-seam coordinates, dead air). main.ts wires audio + first-gesture unlock; src/audio stub awaits LANE-SCREEN. Lane orders: SIM = wildlife + seams-become-real + the relic + research time; RENDER = the floor (seam glints, strata whispers), relic shimmer (no signposting), juice, break-room cabinet -> match.html; UI = mercy toast, tuner dock, SCREEN click-to-enlarge, camera hints; SCREEN = era feed + THE SPEAKER (3 audio layers, 4 stations, spectral verification); DATA = the commission-ladder tutorial, stations.json broadcast schedule, seams.json final. Ship gate: after review, redeploy partly.party/glytch. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
113 lines
6.5 KiB
Markdown
113 lines
6.5 KiB
Markdown
# FKTRY MASTERPLAN — orchestration doc
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**Read this first, every round, whoever you are.**
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FKTRY is a Factorio-style glitch-production factory game set inside a dying video file.
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The full world bible is [`../docs/FKTRY_LORE.md`](../docs/FKTRY_LORE.md) — machines,
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resources, enemies, eras, and the visual style guide all live there. Read it once,
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fully, before your first round. It is canon; when in doubt about tone or naming, the
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codex wins.
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## Cast
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- **ORCHESTRATOR** (Fable session with John): owns this file, `CONTRACTS.md`,
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`src/contracts.ts`, `src/main.ts`, and the CURRENT ORDERS section of every lane doc.
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Reviews each round, writes the next round's orders.
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- **FIVE LANES** (Opus 4.8 executor sessions, run in parallel): SIM, RENDER, UI,
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SCREEN, DATA. Each lane has a doc in `lanes/` and an exclusive set of owned paths.
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- **MODELBEAST** (asset factory on the m3ultra): generated GLB/sprite assets arrive
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asynchronously into `public/assets/` — LANE-RENDER hot-swaps them in, nobody waits
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for them.
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## The round protocol (every lane, every round)
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1. `git pull` first. Read YOUR lane doc (`lanes/LANE-<X>.md`): the **CURRENT ORDERS**
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section is your task list for this round. Read `CONTRACTS.md` + `src/contracts.ts`.
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2. Do the work. Stay inside your **owned paths** (listed in your lane doc). You may
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READ anything in the repo; you WRITE only in your lane.
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3. Verify before reporting — all three, every round:
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- `npm run check` (tsc clean)
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- `npm test` (all green; SIM lane especially)
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- `npm run dev` → open http://localhost:8150 → confirm the app boots and YOUR
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surface behaves; check the browser console for errors. "Should work" ≠ verified.
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4. Append a round entry to the **NOTES** section at the bottom of your lane doc
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(template is there). Be honest: broken/unfinished things get written down, not
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hidden. Questions and contract-change requests go here too — the orchestrator
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reads every note.
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5. Commit with your lane prefix: `[sim] belt merge logic + tests`. One or a few
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focused commits, not one mega-commit. Push.
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**COMMIT HYGIENE (ruled after three round-3 collisions):** five sessions share ONE
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working tree and ONE git index. `git add -A`, `git add .`, and `git commit -a` are
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BANNED — they commit whatever other lanes have staged at that instant. Every commit
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uses an explicit pathspec so the index state of other lanes cannot leak in:
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`git commit -m "[sim] ..." -- fktry/src/sim fktry/lanes/LANE-SIM.md`
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(a pathspec commit ignores the staging area for everything outside the paths).
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Before pushing, `git show --stat HEAD` — if it lists files outside your lane,
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`git reset --soft HEAD~1` and recommit correctly. If collisions still happen,
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the next escalation is a git worktree per lane.
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Also: **never bare `git stash`** — it stashes every lane's uncommitted work and
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will convince you that you fixed (or caused) another lane's red. Only
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`git stash push -- <your paths>`. (Round 4: SCREEN nearly misdiagnosed a red this
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way; DATA's diff was the actual variable.)
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**Numbers in orders go stale mid-round.** Five lanes land continuously; a count or
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claim written into CURRENT ORDERS is true only as of writing (round 4: "24 nodes"
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was 23 by landing; "research doesn't exist" was false within the hour). Re-probe
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HEAD before acting on any order's factual claim, and before writing NOTES — a
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round-start grep is a lie by round-end.
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## Hard rules
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- **Never edit**: `MASTERPLAN.md`, `CONTRACTS.md`, `src/contracts.ts`, `src/main.ts`,
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root config (`package.json`, `tsconfig.json`, `index.html`), other lanes' paths,
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other lanes' docs. Need a dependency added or a contract changed? Write it in NOTES
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with rationale; the orchestrator handles it next round.
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- **Never redesign the architecture.** You are an executor on a lane. Brilliant ideas
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belong in NOTES ("PROPOSAL:"), not in the diff.
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- **Determinism (SIM)**: no `Date.now()`, no unseeded `Math.random()` inside the sim.
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Same seed + same command sequence = identical state, forever. Everything else may be
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as flashy as it likes.
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- **Placeholders are honorable.** Do not block on assets, other lanes' features, or
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missing data. Build to the contract, stub the rest, note the stub.
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- If the app won't boot because of someone else's in-flight work, note it, build
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against the contracts anyway, and verify with `npm test`/`check` this round.
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- **Dev server ports are assigned per lane** so five parallel sessions never collide:
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`npm run dev -- --port <yours>` — SIM 8151, RENDER 8152, UI 8153, SCREEN 8154,
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DATA 8155. 8150 belongs to the orchestrator. Do not create or edit
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`.claude/launch.json` (orchestrator-owned, lives outside the repo).
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## Milestones (orchestrator's map — lanes don't self-assign ahead)
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- **M1 — FLOW** ✅ COMPLETE (round 2; verified live round-2 review: reference factory
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ships melt, commission queue advances, SCREEN corrupts item-specifically): the full
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canon melt chain — ore → demuxer →
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{quantizer, subsampler, p-caster, dct-press} → gop-assembler → mosh reactor →
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shipper. RULING (round 1): LANE-DATA's codex-faithful chain replaces the original
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6-machine sketch; the ~50-entity build IS the fantasy. A deadlock-free reference
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factory ships as the official demo (SIM round 2). Items visibly ride belts; MELT
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ships; THE SCREEN corrupts item-specifically.
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- **M2 — PRESSURE**: bandwidth economy + brownouts, heat/throttling, HF dust piles,
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first wildlife (mosquito swarms), commissions via fax UI.
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- **M3 — DEPTH**: tech tree + eras, bloom loops, subsampler bleed, moiré growth,
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save/load, The Correction (parity mites).
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- **M4 — AWESOME**: megaglitch muxer, strata/biomes, remaster prestige, audio,
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The Fortress. Real MODELBEAST assets throughout.
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## Orchestrator review checklist (per round)
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Pull, read all five NOTES entries, then: `npm run check && npm test`, play the build,
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diff each lane against its owned paths (ownership violations get reverted), verify
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claimed features actually work, reconcile cross-lane questions, update CONTRACTS if
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(and only if) two lanes need it, write next CURRENT ORDERS in each lane doc, commit
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`[orchestrator] round N orders`.
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## ROUND 5 (MEGA) addendum
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The original round-5 orders were superseded before execution by the MEGA round
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(same goals + the paint-and-pipe layer from the live first-eyes review: sound via
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the hidden optical-fossil radio, the commission-ladder tutorial, the floor, juice,
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click-to-enlarge SCREEN, the break-room cabinet). After this round's review passes:
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**redeploy to partly.party/glytch via ../deploy.sh** — that's the ship gate.
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