diff --git a/docs/architecture/ink-branching-scenes.md b/docs/architecture/ink-branching-scenes.md index ab38725..e13f183 100644 --- a/docs/architecture/ink-branching-scenes.md +++ b/docs/architecture/ink-branching-scenes.md @@ -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. diff --git a/notes/ghostlight-implementation-plan.md b/notes/ghostlight-implementation-plan.md index 58db81b..49e4b69 100644 --- a/notes/ghostlight-implementation-plan.md +++ b/notes/ghostlight-implementation-plan.md @@ -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. diff --git a/state/evidence.jsonl b/state/evidence.jsonl index 84f69af..964f82b 100644 --- a/state/evidence.jsonl +++ b/state/evidence.jsonl @@ -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."} diff --git a/state/map.yaml b/state/map.yaml index 5923092..1f6c89a 100644 --- a/state/map.yaml +++ b/state/map.yaml @@ -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.