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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 superseded.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>
30 lines
2.4 KiB
Markdown
30 lines
2.4 KiB
Markdown
---
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tags:
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- moc
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- home
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updated: 2026-07-13
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permalink: gamevault/00-home/home
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---
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# Project M — Home (Map of Content)
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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.
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> **Current direction: LANTERN** (locked 2026-07-13, [[DR-048_Lantern_Adoption_Full_Pivot]]) — a co-op
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> action-RPG where **your territory is light**: what you light stays, what stays dark rerolls. SoD-grade
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> skillshot combat + modular Spark kits + a seed-pinned pocket-graph world. Design: [[Identity_Lantern]];
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> roadmap: [[Roadmap_Lantern_Slice]]. Prior directions (Awakening Engine, Co-op Hades) are kept as history.
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## Map of Content
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- **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
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- **Game Design** → [[Systems_Index]] — per-system design docs
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- **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).
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- **Sessions** → `07_Sessions/2026/` — dated work logs (latest: [[2026-07-13_Lantern_Phase0_Design_Pass_B]] · [[2026-07-13_Lantern_Phase0_Adoption_Pivot]])
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- **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]]
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- **Meta** → [[Documentation_Protocol]] · [[Tags]]
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- **Templates** → [[Session_Log_Template]] · [[Decision_Record_Template]]
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## How knowledge is organized
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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. |