Assume a pausing in-game dialog primitive in the tutorial sketch
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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1 changed files with 4 additions and 3 deletions
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@ -44,7 +44,7 @@ on **events, never polling**.
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- dock and undock;
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- pickup completed;
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- warp arrival;
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- Ink choice made.
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- dialog closed, or a dialog choice made.
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Primitives, marked by whether they exist on `codex/item-provenance` today:
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@ -61,10 +61,11 @@ Primitives, marked by whether they exist on `codex/item-provenance` today:
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| Flee out of detection range | missing | a state steering away from a target |
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| Sweep a set of positions (a search pattern) | missing | a patrol over positions, not orbits |
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| Agent warps through a wormhole | missing | needs the `Run` lifecycle cut |
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| Ink beat hooks from the director | missing | `LocalMenu` plays stories bound to orbitals only |
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| In-game dialog that pauses the game | assumed (operator, 2026-09-17) | the director opens a dialog, the simulation step pauses, and closing it or making a choice is an event |
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| Ink beat hooks from the director | missing | `LocalMenu` plays stories bound to orbitals only; the dialog primitive can host Ink |
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The **missing** rows are the whole agent-side cost of the tutorial: four small states, one
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director, and an Ink hook. Everything else the script asks for already exists.
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director, and an Ink hook into the dialog primitive. Everything else the script asks for already exists.
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## Beats
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