Retarget Ghostlight toward Call of the Void authoring

This commit is contained in:
Meta Vens 2026-05-01 18:36:27 +01:00
commit cdf92145bd
10 changed files with 382 additions and 509 deletions

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@ -28,18 +28,35 @@ Ghostlight now has the persistence spine plus the first architecture payload:
- personality structure
- signal classification
- state distributions and prompt projection
- Aetheria persistent-world slice design
- Aetheria content generation targets
- population scaling for socially dense authored slices
There is still no runtime yet. The live machine is design, state discipline,
and a cleaner repo boundary.
## Current Direction
Use Ghostlight first for:
- content generation inside the Call of the Void slice described in
`AetheriaLore`
- dialogue scaffolding and procedural drama for narrated Aetheria timeline
stories
An older corridor-crisis game slice is not the current build target. It can
remain fertile story ground, but it should not steer Ghostlight's implementation
state unless explicitly revived.
## Current Next Action
Pick the first implementation seam to cut:
- state schema
- perceived-state overlay
- classifier/event data model
- prompt projection renderer
- prompt projection renderer for authoring outputs
The clean first move is still the canonical agent-state schema.
## Warnings
@ -49,3 +66,5 @@ Pick the first implementation seam to cut:
cut it back.
- Keep the prompt-projection doctrine intact: prompt text is projection, not
truth storage.
- Do not accidentally re-promote the older corridor-crisis idea into a game MVP
because an old doc had a strong chin and good lighting.

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@ -7,6 +7,8 @@
- Define first-class dimensions, including volatility, attachment-seeking,
and distance-seeking.
- Define canonical state versus perceived state.
- Keep authoring outputs explainable from the state, not just generated from
stylish prompt fog.
2. Freeze the first event and classifier schema.
- Define event labels.
@ -15,22 +17,28 @@
- Define mask or presentation labels.
- Define confidence, uncertainty, and evidence accumulation rules.
3. Build the prompt projection layer.
- Render prompts from structured state, relevant memories, scene pressure,
cultural defaults, and perceived state.
3. Build the prompt projection layer for authoring.
- Render scene and dialogue scaffolds from structured state, relevant
memories, scene pressure, cultural defaults, and perceived state.
- Keep the prompt renderer a projection surface instead of a second brain.
- Make generated moves inspectable: why this character deflects, confesses,
threatens, softens, bargains, or lies.
4. Build the simulation update loop.
4. Build the first drama-scaffolding loop.
- memory updates
- relationship updates
- goal pressure
- situational activation
- cultural and institutional pressure
- conflict beats derived from incompatible goals and values
5. Build the first Aetheria slice.
- use the bounded corridor scenario already outlined elsewhere
- prove that a small cast, cohort states, and ambient pressure can make a
place feel inhabited
5. Build the first Aetheria authoring consumer.
- use the Call of the Void slice described in `AetheriaLore` as the first
concrete content-generation context
- support dialogue scaffolding and procedural drama for narrated stories
across the Aetheria timeline
- do not treat an older corridor-crisis game slice as the implementation
target unless explicitly revived later
## Discipline
@ -39,3 +47,5 @@
the trouble.
- Do not let prompt-writing outrun the structured state model.
- Do not let elegant theory notes multiply faster than implementation seams.
- Do not accidentally rebuild a game slice when the requested consumer is an
authoring and story-generation organ.