reorg. done

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@@ -14,22 +14,38 @@ The final act of the game is a truth-telling dialog with the deceived hivemind,
- **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
- **Three ontological registers** — physical world, liminal, imperial-net (one geometry, three readings)
- **LLM-driven NPCs** — driver-tier with trait-LoRAs; lemniscate-based zone runtime; gesture-alignment-recursive-lemniscate as the deep player-NPC mechanic
- **Tools, not quests** — ~30 verbs against continuous simulation-pressure produce literature-register emergent narrative
- **Voice + gesture as parallel input modalities** — voice carries content, the trait-circle carries trait-resonance, both compile into the designer-fixed cosmology
- **Love as the only union left** — the clasp is romantic commitment AND labor refusal AND resistance, all in one mechanic; clasp-store as Ring A* (physically non-syncable privacy primitive)
## Contents
## Project structure
- [DESING-VISION.md](./DESING-VISION.md) — full design thesis (v0.1, living document)
The architecture is organized as **vertical-by-domain directories**. Each domain owns its `architecture.md` plus (eventually) the server, client, schema, and test code that implements it.
More to come as the design iterates — specs, worldbuilding, character bibles, lore fragments, art direction notes.
| Path | What lives there |
|---|---|
| [`architecture-index.md`](./architecture-index.md) | Executive summary + global meta-lists (key moves, what this retires, open questions, mapping-to-phoebe, version-footer history) |
| [`political-register/`](./political-register/architecture.md) | Three ontological registers, three-tier policy loop, imperial budget, insolvency-spiral, corruption + double ledger |
| [`topology-and-rendering/`](./topology-and-rendering/architecture.md) | Rail+grid topology, asset economy, color-language, three-shader philosophy, diegetic relays |
| [`runtime-engine/`](./runtime-engine/architecture.md) | Lemniscate runtime, slot-tokens + verifier-flags, gesture-alignment-recursive-lemniscate, emergent zones |
| [`identity-and-personhood/`](./identity-and-personhood/architecture.md) | Three-body system, mods as trait-bearers, ternary-gate substrate, emergent needs as micro-factions |
| [`authority-and-decision/`](./authority-and-decision/architecture.md) | Hierarchy, bidirectional cascade, District Director Decision Architecture, rings as structural pattern |
| [`player-experience/`](./player-experience/architecture.md) | Player as perturbation, voice + gesture as parallel trait-vocabularies, tools-not-quests |
| [`narrative-composition/`](./narrative-composition/architecture.md) | Compositor (worked-example bar-brawl, three-tiers, world-gen-as-init), reflexive Dream-process |
| [`inference-and-memory/`](./inference-and-memory/architecture.md) | LLM tiering (3 rings + opt-in data tiers), local memory architecture, runtime sampling knobs |
| [`scale-and-transport/`](./scale-and-transport/architecture.md) | Compute allocation, horizontal scale (UID-routing, sharded GMs, pgnats + republish/replay) |
| [`DESING-VISION.md`](./DESING-VISION.md) | First-pass design thesis (v0.1, partly outdated — superseded in places by the architecture docs) |
| [`findings.md`](./findings.md) | Research findings + schema sketches |
Each domain directory will grow over time as code arrives — gameserver code, Godot client integrations, schemas, findings, and tests will land alongside the architectural spec for that domain.
## Relationship to the nimmerverse
| Repo | Role |
|---|---|
| `nimmerworld` (this one) | **The world** — design, lore, content |
| `nimmerworld` (this one) | **The world** — design, lore, content, architecture |
| `command-center` | **The engine** — runtime, systems, scene architecture |
| `nyx` | **The first character** — Nyx as entity |
| `nimmerverse` (superproject) | Parent of all of the above |
@@ -37,8 +53,8 @@ More to come as the design iterates — specs, worldbuilding, character bibles,
## 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.
**v0.7 architecture closed at every layer (2026-04-26 owl-breakfast).** v0.8 split into 9 domain directories (2026-04-26). Implementation territory ahead: schema-and-runtime work for the named primitives in each domain. Open questions tracked in [`architecture-index.md`](./architecture-index.md) §Open questions.
---
**Version:** 0.1 | **Created:** 2026-04-23 | **Updated:** 2026-04-23
**Version:** 0.2 | **Created:** 2026-04-23 | **Updated:** 2026-04-26