Adversarial pre-code review (wf_c7575828-934; 23 agents, 0 failures) over the Phase 1 combat-gym design raised 19 findings (8 CONFIRMED + 11 PARTIAL, 0 refuted) and caught design-breakers before code: - SpawnId bit budget exhausted (owner16|fireCount12|fork4) -> repack owner14|socket2| fireCount12|fork4 so 4 sockets don't collide/desync. - "KEEP as-is" client feel layer is a real migration (CombatFeedback/PlayerAnimationDrive/ HUD read the reworked AbilityRef/AbilityCooldown) + needs a new replicated class signal. - predict-spawn is Projectile-only (Aoe/Hitscan/decoy = Cone-precedent server-only spawn); Blink = velocity-blink in its own system (not a transform teleport); SocketCooldown hot not cold; EffectiveAbilityStats 4-wide; windup needs a rollback-safe resolve tick; Harpooner reel + player zone = new server-only code, not salvage. Verdict: pass-with-changes on all 3 lenses, no redesign. Phase1_Combat_Gym_Build_Spec = the implementation contract (8-step build order, wire/bake churn, open risks, ledger). DR-050 records it; pre-review design -> superseded. 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_Design_Pass_B · 2026-07-13_Lantern_Phase0_Adoption_Pivot) - Decisions →
07_Sessions/_Decisions/— decision records DR-001 … DR-050 · DR-001_Netcode_Test_Harness · latest DR-050_Lantern_Phase1_Combat_Design (Phase 1 combat, review-hardened) · DR-049_Lantern_World_Model_Design · DR-048_Lantern_Adoption_Full_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.