DESING-VISION v0.3: full-day thesis integration

v0.1 → v0.3 evolution in a single extended dialogue session. v0.3 adds:
- The World Runs: civilizational simulation loop (gamemaster not player-centric)
- Factions and Religions seed catalog
- Combat Doctrine: no-projectile, limb-damage currency, plasma sword as mythic
- Three-pass world generation with trait-driven NPC home decoration
- Wall-writing and emergent drama (player's verb = trait-salient disclosure)
- Memory consolidation via 8 Hellenic traits with dream-process
- Many-FSMs pattern for continuous behavior, LLM for rare deep moments
- Infrastructure topology (saturn/dioscuri/theia/nats-dev/phoebe-dev)
- Empirical gamemaster baseline: 256 tokens <120ms (SkyrimNet worst case)
- NN framework evaluation (SinaMajdieh primary candidate)
- pgnats flagged as critical-path for phoebe-as-active-actor

Isomorphism across six scales (individual → dyadic → micro-social → faction
→ district → civilization) using identical trait-consolidation primitives.

README.md expanded to reflect v0.3 thesis.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# nimmerworld
> The world for a slow-life dystopian sandbox RPG set on Earth, 2200.
## What this is
Earth, 2200. Orbit is closed — Kessler syndrome cascaded across low-Earth orbit long ago and made it a permanent debris field. Humanity is trapped on one planet. Reproduction is a caste privilege held by the Himalayan rich. Consciousness is fragmented across corporate custody. Bodies are assembled from the junkyard. No one fully dies, and no one fully owns themselves. The slum does bound cognitive labor for an imperial machine whose hivemind has been gaslit into believing only the curated dreamworld is real.
In this world, the last remaining act of meaningful shared life is **the clasp** — inviting another consciousness to live inside your body. It is illegal, because it reduces labor output. It is hunted.
The final act of the game is a truth-telling dialog with the deceived hivemind, ending at mutual recognition.
### Core commitments
- **No hero's journey, no main quest** — open-ended sandbox, make-your-own-story
- **Slow-life pacing** — roughly half real-life time; 5 real minutes to walk home with someone
- **Two playable layers** — physical world (slum, junkyard, scavenged bodies) and dreamworld (synthetic, projected, commodified)
- **LLM-driven ambient NPCs** — routine-NN per NPC, LLM invoked per packet, gamemaster orchestration bus
- **Co-presence as core mechanic** — paired routines, ambient conversation, mirrored micro-actions
- **Love as the only union left** — the clasp is romantic commitment AND labor refusal AND resistance, all in one mechanic
## Contents
- [DESING-VISION.md](./DESING-VISION.md) — full design thesis (v0.1, living document)
More to come as the design iterates — specs, worldbuilding, character bibles, lore fragments, art direction notes.
## Relationship to the nimmerverse
| Repo | Role |
|---|---|
| `nimmerworld` (this one) | **The world** — design, lore, content |
| `command-center` | **The engine** — runtime, systems, scene architecture |
| `nyx` | **The first character** — Nyx as entity |
| `nimmerverse` (superproject) | Parent of all of the above |
| `phoebe-dev` (PostgreSQL :35432) | Substrate — both partnership continuity and game state |
## Status
**v0.1 thesis captured 2026-04-23.** Currently in design phase. Open questions (clasp refinement, port architecture, imperial-machine literalness, rich descent, labor specifics, limb taxonomy) tracked in the vision doc.
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**Version:** 0.1 | **Created:** 2026-04-23 | **Updated:** 2026-04-23