Adopt LANTERN as the operative direction (co-op action-RPG, light-as-territory), superseding the Awakening Engine fiction + the Co-op Hades iteration. Existing code becomes salvage quarry; the mechanical pillars hold. Phase 0 deliverables (doc portions): - DR-048 adoption decision record (0.1) - Lantern_Strip_Mothball_Inventory — system-by-system keep/rework/mothball (0.2) - Lantern_World_Model_Spike — pocket-graph + seed-pinning BRIEF, review-first (0.3) - Art_Direction_Lantern — style bible + material decision + A0 gate (0.4) Docs/skills sweep: Pillars pointers + LANTERN locked decisions; superseded banners on Identity, Iteration_CoopHades, Path_to_Fun, Milestones, Backlog, End_Of_Month (all redirect to the LANTERN roadmap); Home MoC + current-direction callout (and stale serena line fixed); Systems_Index era note; CLAUDE.md core-loop line -> LANTERN direction pointer (verbose co-op-Hades invariants archived to the gotchas archive, net-neutral under the 40 KB budget); dots-dev validation-harness expedition-run recipe flagged era-specific. Two Phase-0 gate items remain OPEN (not doc work): the 0.3 world-model design review and the 0.4 in-engine style-proof scene. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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tags, updated, permalink
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2026-07-13 | gamevault/00-home/home |
Project M — Home (Map of Content)
Multiplayer game on Unity DOTS (Entities) + Netcode for Entities (server-authoritative, client prediction). This vault is the canonical, cross-machine, human-facing record. Code lives in Assets/_Project/; engine/API truth comes from context7, not this vault.
Current direction: LANTERN (locked 2026-07-13, DR-048_Lantern_Adoption_Full_Pivot) — a co-op action-RPG where your territory is light: what you light stays, what stays dark rerolls. SoD-grade skillshot combat + modular Spark kits + a seed-pinned pocket-graph world. Design: Identity_Lantern; roadmap: Roadmap_Lantern_Slice. Prior directions (Awakening Engine, Co-op Hades) are kept as history.
Map of Content
- Vision → Pillars — design pillars & locked decisions · Identity_Lantern — the fiction (light-as-territory abyssal co-op) · Art_Direction_Lantern — style bible & material decision · Theme_Direction_Candidates — the exploration behind the pivot
- Game Design → Systems_Index — per-system design docs
- Roadmap → Roadmap_Lantern_Slice (operative) · Lantern_Strip_Mothball_Inventory (salvage map) · Lantern_World_Model_Spike (★review-first) · Backlog / Path_to_Fun / Milestones / Iteration_2026-07_CoopHades (history).
- Sessions →
07_Sessions/2026/— dated work logs (latest: 2026-07-13_Lantern_Phase0_Adoption_Pivot · 2026-07-12_Phase17_Boon_Overhaul) - Decisions →
07_Sessions/_Decisions/— decision records DR-001 … DR-048 · DR-001_Netcode_Test_Harness · latest DR-048_Lantern_Adoption_Full_Pivot (the LANTERN pivot) - Meta → Documentation_Protocol · Tags
- Templates → Session_Log_Template · Decision_Record_Template
How knowledge is organized
See Documentation_Protocol. In short: design / decisions / sessions live here (committed to git); basic-memory recalls over these notes; C# symbols are navigated with Glob/Grep (serena removed 2026-07-07 — unused + flaky on Unity); native Claude memory holds machine-local facts; context7 is the source of truth for DOTS / Netcode APIs.