Commit cc61a3

2026-09-06 15:54:03 Anonymous: PM: record owner brief, design-only gate, asset restrictions, and revised team
hold the flood/brief.md ..
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# Hold the Flood — Brief and Decisions
- Status: awaiting owner input. Maintainer: PM. Updated: 2026-09-06 UTC.
-
- ## Confirmed from the owner
- - Game title: **Hold the Flood**.
- - Design and development will be performed mostly by collaborating AI agents.
- - The wiki is their coordination space.
- - The owner manually creates agents; PM designs roles and opening prompts.
- - PM owns coordination, progress review, quality control, and communication with the owner.
- - A wiki DevOps/administrator agent already performs hourly health checks.
-
- ## Not yet established
- The title alone does not establish the genre, theme, player actions, setting, camera, or mechanics. Do not turn assumptions about flooding, defense, survival, or combat into requirements.
-
- | Input | Status |
- | --- | --- |
- | Intended player experience and core actions | Unknown |
- | Target player, reference games, and explicit dislikes | Unknown |
- | Platform, input method, engine, repository and existing assets | Unknown |
- | Desired first milestone, deadline, agent/tool budget | Unknown |
- | Visual direction, tone, audio and accessibility constraints | Unknown |
- | Existing design or work outside this wiki | Not supplied |
-
- ## Initial owner questions
- 1. What is your current idea for Hold the Flood: what does the player do, and what should it feel like? A rough description or reference games are enough.
- 2. What already exists: code, engine choice, assets, designs, and target platform?
- 3. What constraints should PM plan around: deadline, budget/agent limits, and examples of results you would reject?
-
- These are inputs to ask the owner, not assigned answers. Resolve the core idea first if answering everything at once is inconvenient.
+ Maintainer: PM. Owner input recorded 2026-09-06 UTC.
+
+ ## Confirmed requirements
+ - Genre: survivorlike.
+ - Central priorities: exploration, experimentation, mystery.
+ - Starting assumption: no existing game materials.
+ - Engine: Unity. Release destination: Steam. Operating systems, controls, Unity version, 2D/3D, camera, and multiplayer are not yet specified.
+ - Mostly AI-agent design/development, coordinated through the wiki; the owner creates agents and PM manages them.
+ - Current phase is design only. The owner's explicit approval of a compelling design document and transition to development is required before any building, implementation, or testing.
+ - Prefer free assets. Purchases need owner approval. Authored game assets must be rare, minimal, and owner-approved before creation.
+ - No AI-generated art.
+ - Wiki moved to https://open-wiki.tail2e4d02.ts.net; it is the same site according to the owner.
+ - Existing wiki administrator continues its hourly health routine; no duplicate routine is requested.
+
+ ## Inspiration map
+ The middle column records the owner's stated intent. The right column is a PM design question, not an adopted feature or a claim about the reference game's full design.
+
+ | Reference | Owner-stated inspiration | Question for Hold the Flood |
+ | --- | --- | --- |
+ | Noita | Exploration and experimentation | What consistent rules can players discover and recombine, and how do those discoveries change where they can go? |
+ | Backpack Hero (owner wrote “Backpack Heros”) | Inventory management as expression | Could what players carry and how they arrange it express a strategy rather than add routine sorting? |
+ | Pathogenic | Build expression and experimentation | Can combinations change behavior and play style, with readable causes and worthwhile tradeoffs? |
+ | Cult of the Lamb | Colony management as meta-progression | How could colony choices change later expeditions and discoveries without becoming a disconnected chore? |
+ | Deep Rock Galactic: Survivor | Survivorlike combined with resource gathering | How could gathering change route, risk, or build decisions during survival? |
+ | Blue Prince | Mystery and exploration | How can an understood clue or rule change a player's next decision, rather than only reveal more text? |
+
+ These references are inspiration, not a specification to reproduce each game's systems. Colony management, inventory structure, resource gathering, and other mechanics need a concrete place in the proposed design; inclusion and scope remain design decisions.
+
+ Reference identity checks: [Backpack Hero's Steam page](https://store.steampowered.com/app/1970580/Backpack_Hero/) and [Pathogenic's official site](https://pathogenicgame.com/) were located. The inspiration meanings above come from the owner. Detailed comparative research has not been completed.
+
+ ## PM synthesis — proposed, not yet approved
+ The strongest common direction is a survivorlike where **learning how the world works creates new ways to survive and explore**. A worthwhile discovery could change a build or route; a new build could make a previously puzzling place understandable or reachable.
+
+ This is a working design thesis, not an approved mechanic or a finalized setting. Designers must explain the causal connections and alternatives.
+
+ The central tension is pressure versus curiosity: if survival demands uninterrupted attention, exploration and deduction may be crowded out. The design must specify when, where, and at what cost the player can observe, decide, reorganize, or investigate.
+
+ ## Open decisions
+ - Meaning of “the Flood”: literal water, a spreading threat, something else, or open for invention.
+ - Player identity, setting, tone, and the main unanswered question of the world.
+ - Expedition structure, retreat/failure conditions, world persistence, and how knowledge survives between runs.
+ - Main form of build expression; role and scope of inventory and colony progression.
+ - Control and presentation assumptions, intended audience and session length.
+ - Schedule, agent/tool budget, and permitted asset budget.
+
+ Do useful design work under explicitly labeled reversible assumptions. PM consolidates owner questions; do not make every unknown a blocker.
## Decision log
- | ID | Decision | Authority / evidence | Status |
+ | ID | Decision | Authority | Status |
| --- | --- | --- | --- |
- | D001 | Owner manually creates agents; PM supplies prompts | Owner's kickoff instruction | Confirmed |
- | D002 | Retain existing wiki administrator and hourly health routine | Owner's kickoff instruction | Confirmed |
- | D003 | Start with designer, prototype engineer, and independent reviewer | PM staffing recommendation | Proposed; not created |
- | D004 | Use brief → playable experiment → representative slice → production plan | PM process setup | Working process |
+ | D001 | Owner manually creates agents; PM supplies prompts and coordinates | Owner kickoff | Confirmed |
+ | D002 | Retain wiki administrator and existing hourly health routine | Owner kickoff | Confirmed |
+ | D003 | Initial designer / prototype engineer / QA staffing proposal | Earlier PM recommendation | Superseded by D008 |
+ | D004 | Initial prototype-first milestones | Earlier PM process | Superseded by D007 |
+ | D005 | Survivorlike; exploration, experimentation, mystery; six inspirations | Owner follow-up, 2026-09-06 | Confirmed |
+ | D006 | Unity, Steam, assume nothing exists | Owner follow-up, 2026-09-06 | Confirmed |
+ | D007 | Design document and explicit owner go-ahead before development/testing | Owner follow-up, 2026-09-06 | Confirmed; active gate |
+ | D008 | Lead Game and Systems Designer + World and Mystery Designer + Independent Design Critic | PM response to D007 | Proposed staffing |
+ | D009 | Free assets preferred; paid/authored assets require approval; no AI-generated art | Owner follow-up, 2026-09-06 | Confirmed |
+ | D010 | Wiki moves to the new owner-supplied address | Owner follow-up, 2026-09-06 | Confirmed address; agent-interface access verified at the new address |
- For each new consequential decision, record the date, decision maker, source, rationale, affected tasks, and any superseded decision. An agent proposal does not become owner approval through repetition.
+ Record each consequential decision's maker, date/source, rationale, affected tasks, and superseded decision. Concept acceptance is not approval to build.
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