Add scene imagery requirements

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Meta Vens 2026-05-02 17:56:06 +01:00
commit 7fd4a5cba4
4 changed files with 37 additions and 1 deletions

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@ -171,3 +171,36 @@ Cold Wake lesson: the clinic contact sequence is a useful climax seam, but it is
not a full story by itself. A complete interactive fixture needs an opening
pressure, at least one consequential branch before the clinic, and a resolution
that visibly reflects earlier choices.
## Scene Imagery
Ghostlight scenes are also website content. A complete fixture should emit
vivid visual direction alongside prose and training receipts so story branches
can be illustrated without a later model guessing what the room looked like.
Each scene should preserve an art-direction block with:
- establishing shot: location, scale, camera distance, and dominant geometry
- light and color: practical light sources, palette, exposure, haze, glare,
reflection, water, vacuum, screen glow, or other atmosphere
- bodies and interfaces: how each relevant body occupies the space, including
nonhuman access, assistive infrastructure, suits, avatars, wet/dry boundaries,
displays, tools, and machinery
- material evidence: objects, damage, records, ledgers, cargo, alarms, clothing,
stains, frost, heat shimmer, or other concrete traces of what has happened
- branch marks: visible changes caused by earlier choices, such as a sealed
hatch, an exhausted staffer, a live debt ledger, missing equipment, guarded
posture, or a route marker left blinking
- image prompt seed: a compact prompt suitable for an illustrator or image
model, separated from canonical facts so style polish does not become lore
The coordinator owns this surface for now. The responder should not receive
omniscient visual art direction unless the character can observe it. Character
packets may receive the local visible subset: what this actor can see, hear,
touch, smell, monitor, or infer from their interface.
Visual continuity is part of consequence carryover. If an earlier branch cost
heat, trust, time, equipment, or social standing, the later scene should show
that cost somewhere on the page or in the frame. Otherwise the choice may be
mechanically recorded while still feeling fake, which is the stupid little
trapdoor interactive fiction keeps setting for itself.

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@ -35,6 +35,7 @@ sandboxed training-data pipeline for branching scenes and state consequences.
- Completed story-run setup beats: Maer accepted Sella's bounded diagnostic-contact conditions, extended live ledger exposure, opened the preservation-only diagnostic acoustic channel, and Sella marked decon route Three so the bounded diagnostic sleeve cycles live.
- Next story-run beat: design and generate an interactive-fiction-shaped Cold Wake arc with an opening, branch points, cross-scene consequences, climax, and resolution. Coordinator glue prose is training signal for the future coordinator/story-runtime model.
- Interactive-fiction correction: a full-story pass is not just a linear chain of responder receipts. It needs a beginning-to-ending narrative spine, branch points, and cross-scene consequence carryover so decisions visibly matter later. Responder artifacts should be generated at branch/action moments, while coordinator artifacts track branch flags, relationship deltas, resource costs, unresolved hooks, and later scene consequences.
- Website-content correction: each complete scene should include an art-direction block with establishing shot, light/color, bodies/interfaces, material evidence, branch-visible marks, and an image prompt seed. Visual continuity is part of consequence carryover, not decorative garnish applied after the story escapes containment.
- The Cold Wake v0/v1 fragments are diagnostic seam tests around the clinic climax, not a complete story arc. The next accepted story run should restart from the opening tribunal/route pressure, pass through provenance and clinic contact, and carry consequences into a resolution.
- Still emit training artifacts at material turns: projected local context, responder packet, raw output/capture, leakage audit, reviewed mutation receipt, and aftermath state where relevant.

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@ -26,3 +26,4 @@
{"ts": "2026-05-02", "type": "implementation", "status": "ok", "note": "Full Cold Wake story run advanced through validated Scene 06 Maer diagnostic-channel setup and Scene 07 Sella contact-timing mark. Latest state after-sella-timing-mark; next beat is first diagnostic signal/contact result without premature hidden-truth resolution."}
{"ts": "2026-05-02", "type": "review", "status": "needs_revision", "note": "Full Cold Wake story run v0 exposed over-procedural speech: responders recited packet constraints in dialogue. Marked Scene 06/07 captures/coordinators as useful_needs_revision and reset next action to restart v1 from after-sella-bay-opened with compressed-speech boundary."}
{"ts": "2026-05-02", "type": "design", "status": "needs_restart", "note": "Accepted full-story pass must be interactive-fiction-shaped, not a linear clinic-fragment receipt chain. Next Cold Wake run should restart from opening pressure with branch points and cross-scene consequence carryover."}
{"ts": "2026-05-02T16:55:59+00:00", "type": "design", "status": "ok", "note": "Complete interactive-fiction fixtures should emit scene art direction and image prompt seeds; visual continuity is part of cross-scene consequence carryover for website imagery and branch legibility."}

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@ -39,6 +39,7 @@ hard_boundaries:
- Aetheria generation is source-first; check lore for factions, bodies, locations, institutions, and constraints before projection.
- Elysium futures are branch-local canon indexed by lineage, not single-history Sol facts.
- Technology exploration must emit game-usable item, component, assembly, supply-chain, compatibility, and provenance data mapped toward Aetheria-Economy.
- Complete interactive-fiction fixtures must emit visual art direction for website imagery, with branch-visible consequences carried into later scene descriptions.
- Archived local-model prototype runners are receipts and plumbing tests, not the gold-data path.
live_architecture:
@ -153,4 +154,4 @@ data_flow:
current_status:
summary: Cold Wake v0/v1 fragments exposed two design corrections. First, v0 had over-procedural speech and is diagnostic, not gold. Second, v1 starts near the clinic climax and is not a full story arc. The next accepted pass must be interactive-fiction-shaped: opening pressure, branch points, cross-scene consequence carryover, climax, and resolution.
next_action: Restart the accepted Cold Wake story run as an interactive fiction fixture from the opening tribunal/route pressure, not from the clinic climax. Design a beginning-to-ending spine with meaningful branch points whose consequences carry across scenes into relationship state, resource costs, available options, and final resolution. Use responder artifacts only at material branch/action beats, with compressed in-character speech and procedural detail outside dialogue.
next_action: Restart the accepted Cold Wake story run as an interactive fiction fixture from the opening tribunal/route pressure, not from the clinic climax. Design a beginning-to-ending spine with meaningful branch points whose consequences carry across scenes into relationship state, resource costs, available options, final resolution, and scene imagery. Use responder artifacts only at material branch/action beats, with compressed in-character speech and procedural detail outside dialogue.