Atlas grows: the egg dossier, the air fryer, and P12 THE CAREER
Egg dossier (feeds Brief 4/P3): the crack, shell-half separation with yolk integrity, the float test as free information (so the rotten-egg fart beat is always YOUR fault, seed-varied so it lands every time), mayonnaise as a two-hand emulsion with the real rescue, the stick blender pulse doctrine + THE ZAP (300ms skeleton flash, once a day max, 'I saw your bones, love.'). Air fryer (P6): arrangement scored by Clark-Evans INVERTED (spacing with margins, contact shadows stay pale in the Field), the shake, and CookPrograms — convoluted multi-step recipe cards (180 for 5, turn, 190 for 15) with no auto-advance; several programs at once is the service clock in miniature. P12 THE CAREER: money via tips, the paper catalogue, equipment quality as tiers-modifying-existing-numbers (small board rolls dice onto the floor, copper bowl genuinely whips faster, heavy pan smooths the sear Field — noise and events, never flat score taxes), knife dulling + honing/whetstone, a three-branch skill tree where every node is a verb (stat-stick nodes banned), and rare primo offers the recipes notice. Hooks stubbed from P6 on so it bolts on without refactors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
3f3b073da9
commit
a1ae1be6d6
129
KITCHEN-ATLAS.md
129
KITCHEN-ATLAS.md
@ -48,7 +48,46 @@ depth multiplier), the KNIFE ROLL early (spec cuts feed every later dish).
|
||||
brunoise-2mm-in-40s. Specs are data, not code — one `CutSpec` type feeds
|
||||
the prep bench, the drills mode, and every recipe forever.
|
||||
|
||||
## 2. P6 — WATER & OIL (the pot, the steamer, the fryer)
|
||||
## 1.5 THE EGG DOSSIER (feeds Brief 4 / MASTERPLAN P3 — fold this in when cutting it)
|
||||
|
||||
P3 (eggs & air) gains a whole act BEFORE the poach: getting into the egg.
|
||||
- **THE CRACK**: tap-strength gesture on the bowl rim — too soft = nothing,
|
||||
right = clean halves, too hard = shell shrapnel in the bowl (a judged
|
||||
fish-the-bits-out with the spoon, mess + time). One-handed crack is a
|
||||
skill-tree flex (P12).
|
||||
- **THE SEPARATION**: pass the yolk between shell halves over the bowl —
|
||||
a tilt-and-pour rhythm gesture; each pass drains white, each sloppy tilt
|
||||
risks the yolk BREAKING (yolk integrity = a wobble value; broken yolk in
|
||||
the whites = no meringue for you, start over or serve the crime).
|
||||
- **THE FLOAT TEST**: a glass of water on the bench, always available —
|
||||
fresh egg sinks flat, old egg stands up, ROTTEN egg floats. Free
|
||||
information tool (doctrine 2) — skipping it is gambling.
|
||||
- **THE ROTTEN EGG**: crack one unfloated and it's the game's best comedy
|
||||
beat — green puff, a long fart audio synth (Web Audio, hand-made, JOHN'S
|
||||
LAW: it must be funny every time, so seed-vary the pitch/length), the
|
||||
judge recoils on camera, bench mess spike. The float test exists so this
|
||||
is always YOUR fault. Eggs spawn with a freshness roll; the carton shows
|
||||
the date band (info, not certainty).
|
||||
- **MAYONNAISE — the emulsion**: yolk + mustard (M18's jars!), then oil in
|
||||
a THIN STREAM while whisking — pour rate vs whisk speed is a two-hand
|
||||
tension (pour gesture + the P3 whisk swirl). Too fast = it BREAKS (a
|
||||
visible split — grainy field); rescue = new yolk in a clean bowl and
|
||||
re-emulsify the broken batch into it (the game teaches the real fix).
|
||||
Judge criterion: THE EMULSION (gloss/stiffness band).
|
||||
- **THE STICK BLENDER (pulse doctrine)**: immersion blender for soups and
|
||||
rescue jobs — the skill is PULSING (tap-tap-tap) vs holding (comedy
|
||||
disaster: hold it and lift = the splatter paints the SCREEN — a mess
|
||||
decal on the camera itself, wiped with the cloth gesture). Pulse rhythm
|
||||
scored like stroke rhythm on the grater. And per John: water + a mains
|
||||
appliance = **THE ZAP** — a 300ms X-ray flash (skeleton silhouette +
|
||||
yellow outline, synth bzzt, no lasting harm, judge line: "I saw your
|
||||
bones, love."). Wet hands near the stick blender's socket triggers it;
|
||||
pure slapstick, fires at most once per day so it never stops landing.
|
||||
- Assets (P3 batch, seeds 340–369): egg carton (dated), glass of water,
|
||||
shell halves, mayo jar, whisk (if not yet), stick blender (hero prop),
|
||||
broken-vs-glossy mayo 2D reference pair, green stink puff sprite.
|
||||
|
||||
## 2. P6 — WATER & OIL (the pot, the steamer, the fryer, THE AIR FRYER)
|
||||
|
||||
The pot is the pan's sibling: a heat-under-vessel with a LIQUID field.
|
||||
- **`sim/pot.ts`**: water state (cold→simmer→rolling; bubble visual+audio
|
||||
@ -64,13 +103,34 @@ The pot is the pan's sibling: a heat-under-vessel with a LIQUID field.
|
||||
for chips (the ticket teaches it: "twice, love. once for cooked, once
|
||||
for golden"). Water-drop-in-oil = the spit event (mess + a judged burn
|
||||
incident — the knuckle lesson's floor applies: careful play never burns).
|
||||
- **THE AIR FRYER — a minigame in itself (John's spec, verbatim honored)**:
|
||||
the basket is a small 2D tray and ARRANGEMENT is the skill — pieces need
|
||||
AIR GAPS under and around the wire rack. Scoring is Clark–Evans INVERTED:
|
||||
the same point-statistics that reward even topping spread here reward
|
||||
spacing-with-margins; pieces touching = a contact map, and contact area
|
||||
→ uneven cook (the browning Field literally masks where air can't reach
|
||||
— shadowed faces stay pale). Overfill = everything steams, nothing
|
||||
crisps ("that's not fried, that's WARM"). Mid-cycle SHAKE gesture
|
||||
redistributes (and its own mini-skill: too hard = pieces jump the rack).
|
||||
- **CONVOLUTED RECIPE CARDS — the multi-cycle timer doctrine**: air fryer
|
||||
recipes read like the real cursed things: "180° for 5, turn everything
|
||||
180°, then 190° for 15, rest 2". A `CookProgram` = ordered steps
|
||||
{temp, minutes, action-between}; the ticket shows the card and the
|
||||
PLAYER must execute the transitions — no auto-advance, no alarm unless
|
||||
they've bought the timer (P12 shop!). Demanding recipes run SEVERAL
|
||||
independent programs at once (air fryer + oven + pan, each on its own
|
||||
cycle) — this is the service-clock endgame in miniature, and it
|
||||
generalizes to every station that has a clock.
|
||||
- **Dishes unlocked**: pasta night (boil + pan sauce + emulsify with pasta
|
||||
water — the swirl), soft-boiled egg soldiers (toast reuse!), fish &
|
||||
chips (batter dip + fry + drain), steamed greens side.
|
||||
chips (batter dip + fry + drain), steamed greens side, air-fryer wings
|
||||
(a 3-step CookProgram + the shake), air-fryer chips vs deep-fried chips
|
||||
(the ticket has OPINIONS about which you chose).
|
||||
- **Feel that must be right:** the fryer's menace. You should hover.
|
||||
- Assets (seeds 400–429): stockpot, pasta pot w/ strainer lid, steamer
|
||||
basket, chip basket, drain rack, oil jug, thermometer probe, egg timer
|
||||
(prop only — the REAL clock is the bubbles), chip cup, newspaper cone.
|
||||
(prop only — the REAL clock is the bubbles), chip cup, newspaper cone,
|
||||
air fryer (hero prop — drawer open/closed pair), wire rack, wings ×2.
|
||||
|
||||
## 3. P7 — THE SPICE RACK (alchemy; the irreversibility doctrine lands)
|
||||
|
||||
@ -207,15 +267,72 @@ The pot is the pan's sibling: a heat-under-vessel with a LIQUID field.
|
||||
whole fish ×2, carving board with juice groove, gravy boat, dinner
|
||||
plates ×3, the pass window shelf, credits hero art 2D.
|
||||
|
||||
## 7.5 P12 — THE CAREER (money, the skill tree, and gear that matters)
|
||||
|
||||
The meta-layer John asked for. It ships LAST-ISH (needs P5 service for
|
||||
income and several phases of techniques to gate) but it's DESIGNED now so
|
||||
every phase hangs its hooks: techniques get `skillId`s, equipment gets
|
||||
quality tiers, ingredients get provenance. Everything is data on bones.
|
||||
|
||||
- **MONEY**: tips scale with grade (S pays; a D pays in abuse). Costs are
|
||||
real but gentle — this is a kitchen, not a roguelike economy. Between
|
||||
days: **THE CATALOGUE** — a paper mail-order catalogue UI in the house
|
||||
voice (the ticket's cousin), dog-eared pages per category.
|
||||
- **EQUIPMENT QUALITY — tiers as data modifying numbers that already
|
||||
exist** (this is why it's cheap to build and deep to feel):
|
||||
- **Chopping boards** (John's call): size × quality. The starter board
|
||||
is SMALL — dice 16 pieces on it and the outer chunks roll OFF the
|
||||
edge (mess event, "the floor seasoning"); it also WOBBLES under
|
||||
sawing (adds wobble noise to every cut). The big maple board holds
|
||||
everything steady; the end-grain board also dulls knives slower.
|
||||
- **Bowls**: the cheap narrow bowl tips when you whisk hard (a
|
||||
spilled-mise event) and splatters at high speed; the wide steadied
|
||||
bowl just works; the COPPER bowl (real chemistry!) whips peaks
|
||||
measurably faster — the P3 whip constant reads bowl tier.
|
||||
- **Pans/pots**: thin pan = hot-spot noise in the sear Field (uneven
|
||||
by HARDWARE, not skill — buying the heavy pan literally smooths the
|
||||
Field); cheap pot boils over easier.
|
||||
- **Knife upkeep**: knives dull with cuts (bite decays); the HONING ROD
|
||||
is a rhythm mini-gesture before service; the WHETSTONE (skill-gated)
|
||||
restores fully with an angle-hold minigame. The Best Thing never
|
||||
dulls. Of course it doesn't.
|
||||
- Tier rule: cheap gear adds NOISE and EVENTS, never a flat score tax —
|
||||
the player feels the upgrade in their hands, not in a stat sheet.
|
||||
- **THE SKILL TREE**: skill points from S-ranks, drill medals (P8), and
|
||||
first-time dish completions. Nodes are TECHNIQUES the atlas already
|
||||
defines, gated not invented: one-hand crack, chiffonade, tourné,
|
||||
double-fry, bloom, crosshatch, fork-anchor carving, confident-blind
|
||||
(serve without info tools for a standing bonus), palate (taste reads
|
||||
slightly steadier). Three short branches — KNIFE / HEAT / PALATE — a
|
||||
page, not a constellation. No stat-stick nodes ("+5% score" is BANNED);
|
||||
every node is a new verb or a new floor.
|
||||
- **INGREDIENTS & PROVENANCE**: the brand system (WONDERSLICE vs
|
||||
Crustworthy) generalizes to everything — eggs by freshness date, brie
|
||||
by ripeness, and the RARE OFFERS: some mornings the catalogue's back
|
||||
page has one primo item, limited stock — "a good provolone, love.
|
||||
don't waste it" — which upgrades a recipe's ceiling (the good pasta
|
||||
NOTICES the good cheese: flavor vector + judge line acknowledge it).
|
||||
Buying primo and then butchering the dish is the game's saddest
|
||||
scorecard, and it should be.
|
||||
- **Feel that must be right:** the first cut on the big maple board —
|
||||
the silence of nothing rolling off the edge.
|
||||
- Assets (seeds 630–679): boards ×3 tiers, bowls ×3 (incl. copper hero),
|
||||
pans thin/heavy pair, honing rod, whetstone, catalogue cover + page
|
||||
spreads 2D ×4, coin/till 2D, skill-page paper 2D ×3, provolone hero,
|
||||
primo crate.
|
||||
|
||||
## 8. Execution rules (how Opus runs this atlas)
|
||||
|
||||
1. **One phase = one brief.** Cut OPUS-BUILD-BRIEF-N.md from this atlas
|
||||
when its turn comes (P6→Brief 4 is next after Brief 3 ships... unless
|
||||
P3 eggs comes first — MASTERPLAN P3–P5 still precede or interleave;
|
||||
the reviewer decides the order each time based on what the last phase
|
||||
taught. Suggested weave: P2 → P3 → P6 → P7 → P4 → P8 → P9 → P5 → P10
|
||||
→ P11 — heat before water, alchemy before plating, everything before
|
||||
the banquet).
|
||||
taught. Suggested weave: P2 → P3(+egg dossier) → P6 → P7 → P4 → P8 →
|
||||
P9 → P5 → P10 → P12 → P11 — heat before water, alchemy before plating,
|
||||
the career once there's income and techniques to gate, everything
|
||||
before the banquet). P12's HOOKS (skillIds on techniques, quality
|
||||
tiers on gear, provenance on ingredients) get stubbed as plain data
|
||||
fields from P6 onward so the career layer bolts on without refactors.
|
||||
2. **Every phase follows Brief 3 §1 working agreements** (harness first,
|
||||
lanes, floors not lotteries, one pressure per day, STATUS discipline,
|
||||
deploy per stage) and §2 traps. New traps get APPENDED to the next
|
||||
|
||||
@ -108,7 +108,7 @@ Composition becomes the scored surface. The plate is a Field + point set:
|
||||
masses, brutal curves (§2). Wrong-salt-at-the-pass judged here.
|
||||
- **Feel that must be right:** the swoosh. One confident stroke.
|
||||
|
||||
> **P6–P11 live in KITCHEN-ATLAS.md** — water & oil, the spice rack (the
|
||||
> **P6–P12 live in KITCHEN-ATLAS.md** — water & oil, the spice rack (the
|
||||
> irreversibility doctrine), the knife roll + drills, directed heat (the
|
||||
> torch, the crack), cold & time (cures across days), and the banquet
|
||||
> (carving, the symphony). Read it after P2 ships; suggested weave in its §8.
|
||||
|
||||
Loading…
Reference in New Issue
Block a user