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Project-M/Docs/Vault/06_Roadmap/Lantern_Operator_Questions.md
kronic 07a07ec64d Docs: LANTERN — record operator decisions (all parked questions resolved 2026-07-14)
Build Phase 1 gym first; standing ★-review auth; build A0 material foundation now;
delete siege branches. Phase 1: manual aim (auto-target cut), 4 discrete ability buttons,
Harpooner yanks target-to-you, roadmap 5 Sparks. Fresh save epoch (no migration).
Dark-side contact = non-telegraphed chip. Lantern = free-position plant.

Locked into: operator-questions (resolved summary), Phase 1 spec (open forks -> resolved),
currency spec (fresh saves), world-model Build Spec (operator-resolutions block).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 08:33:38 -07:00

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LANTERN — Operator Questions

Parking lot for decisions I couldn't make autonomously during the 2026-07-13 autonomous build run (operator stepped away: "build everything you can, don't stop, create a doc of operator questions as needed"). Each item has my recommendation so you can answer in one pass. Nothing here blocked me from continuing — I took the recommended default in the design docs and flagged it, so answering may just confirm or redirect.

Convention: = I proceeded on the recommendation (design assumes it; easy to change). = I did NOT proceed; genuinely blocked pending your call.

ALL RESOLVED (2026-07-14)

Every parked question answered by the operator (all on the recommended option). Decisions locked:

# Decision
1 Build Phase 1 (combat gym) first — the primary verb / SoD fun gate.
2 Standing authorization to auto-run the ★ pre-code design review before each netcode-heavy slice (findings still surfaced).
3 Build the A0 material foundation now — palette atlas + 3 master shaders + a placeholder (operator judges the style-proof gate).
4 Suit-frame kit = Bathynaut + Harpooner as specced; the roadmap 5 Sparks (decoy-wisp, hook/pull, vortex, blink, one zone).
5 Manual aim — soft auto-target CUT (optional tiny per-Spark in-arc assist only).
Socket input = 4 discrete ability buttons (MOBA/SoD bar).
Harpooner reel = pull the target to you (a separate grapple Spark may pull you later).
6 Fresh save epoch — no migration of co-op-Hades saves.
8 Dark-side contact = non-telegraphed low chip/grab (dimming = quiet-for-blind is a real cost; full bursts only when lit).
9 Waypoint-lantern = free-position plant (only the atomic withdraw+persist idiom transfers).
10 END-1/EB-1 confirmed mothballed — the RegionTag→PocketTag pass DELETES their branches.
7 Shipping title — still deferred to marketing (no action).

The detailed question text below is kept as the record. Next action: Phase 1 combat gym — run its ★ pre-code review (standing auth), then plan-gate, then implement; A0 material foundation in parallel.

Process / authorization

  1. New netcode CODE implementation. All LANTERN slice code is greenfield and netcode-touching (new ghosts / prediction / relevancy / RPCs), so it needs (a) plan-approval per the /dots-dev gate and (b) a focused Unity editor (an unfocused editor throttles MCP + breaks Burst — you're away). I did not write any Unity code this run. Recommendation: on return, focus Unity, then greenlight implementation phase-by-phase from the build specs I wrote. All design/build-spec scaffolding is ready so code can move fast.
  2. Additional multi-agent design-review Workflows. You explicitly greenlit the world-model review. Each remaining ★review-first slice (Phase 1's light-relevancy prototype; Phase 2 world code; hazards; etc.) also wants one before coding. I did not fire more heavy Workflows unprompted. Recommendation: greenlight "run the ★ review before each netcode slice" as a standing autonomous authorization, or I run them one-by-one on your go.
  3. / Blender A0 art execution. Blender MCP is live. I wrote the art-pipeline recipes + the A0 material spec (docs). Whether I should autonomously attempt the in-engine style-proof scene (needs your eyes to judge — screenshots hide material bugs) vs. wait: I lean wait for your eyes on the gate judgment, but I can build the palette atlas + a first placeholder asset as a starting point. Recommendation: let me stage the palette atlas + one placeholder prop/creature/suit for the scene, but you judge the gate.

Phase 1 — combat gym (design forks in Lantern_Phase1_Combat_Gym_Build_Spec)

  1. Suit-frame kit specifics. I specced the Bathynaut (anchor-and-crash melee) and Harpooner (line-and-iron skillshots) chassis verbs + a 4-socket kit. The exact Spark list (first 45) and per-frame movement feel are recommendations — see the build spec's fork table. Confirm or swap.
  2. Manual-aim vs the current soft auto-target. Design cuts soft auto-target for SoD-grade manual aim (per Identity). Confirm you want the auto-target fully gone in the gym (I kept the reticle plumbing).

World model (forks surfaced by the design review — World_Model_Build_Spec)

  1. Dark-side contact policy (NR-3). Enemies act in the dark (server-side), but their telegraph is culled with them — so a full strike from the dark would be undodgeable. The spec gates enemy wind-up start on the light-union. Open feel-fork: should an enemy still in the dark deal a non-telegraphed low chip / grab ("the dark bites"), or nothing at all until lit? Recommendation: non-telegraphed chip (makes "dimming = quiet-for-blind" a real cost without undodgeable burst). Confirm.
  2. Lantern placement granularity (RS-6). Is a waypoint-lantern a free-position plant or a build-grid cell placement? Decides how much of BuildPlaceSystem transfers. Recommendation: free-position plant for the slice (only the atomic withdraw+persist idiom transfers; less machinery). Confirm before coding pinning.
  3. END-1 / EB-1 mothball timing (RS-2 site-class c). The RegionTag→PocketTag semantic pass must delete the Core-fallback (END-1) + structure-aggro (EB-1) branches rather than generalize them across N pockets. Confirm these siege-era systems are mothballed (they are, per Lantern_Strip_Mothball_Inventory) so the pass deletes those branches. Recommendation: confirmed-mothball → delete the branches.

Economy / naming

  1. Currency re-mean mapping. Ore/Aether/Biomass/Charge → Flame/Lumen/Gloam/Loudness/Salvage/Chum/Tallow. Proposed mapping in the currency spec. Confirm the byte-id assignments before any save-schema work.
  2. (deferred) Shipping title. "LANTERN" is the internal codename; a marketing naming pass is deferred (per Identity_Lantern). No action needed now.

Answered this session (for the record)

  • Co-op pocket occupancy → co-located, one active pocket (2026-07-13).
  • Light-as-information scope → party light-union, Wicks always visible (2026-07-13).
  • Run the world-model adversarial review → yes, full review (2026-07-13).