139 lines
6.6 KiB
Markdown
139 lines
6.6 KiB
Markdown
---
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status: in-progress (brainstorming, round 2)
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---
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# 002 — Direction round notes (after the 7 mockups)
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A running record of the user's words and the decisions they lead to, kept so that nothing gets lost
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between sessions. **User quotes are verbatim.** Lines marked *(Claude's proposal)* are suggestions
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the user has not confirmed yet. Newest entries go at the bottom.
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Context: spec `docs/specs/001-timeline-mockups.md` produced mockups 01–07 (merged to `main`,
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2026-10-23). This round picks the direction for the real app.
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## 2026-10-23
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### 1. Mockups that were dropped
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> "First off, a lot of good stuff. Lets start with the easy ones. Vertical story, constellation and
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> score/waveform is too uninteresting."
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- **Dropped:** 02 Vertical story, 05 Score/waveform, 06 Constellation.
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- **Still in play:** 01 Editorial scroll, 03 Transit map, 04 Greek frieze, 07 Sea voyage.
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- The dropped mockups' code stays in place until the direction is settled.
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### 2. A 2D version alongside a 3D version
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> "They are all very nice. I see both a 2D version, and an accompanying 3D version, The editorial
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> scroll combined with the transit map in some way could be nice fo9r a 2D layout / map, while using
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> the sea voyage in 3d together with the greek frieze in some way could be nice as well. The sea
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> voyage is nice to start off, buth could then in the different islands and places have sublevels,
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> eg. landings where we see the cave of the cyclops, we see athenas fight in god games, and odysseus
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> ithica when he comes home."
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- **2D:** editorial scroll combined with transit map, as a layout/map.
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- **3D:** sea voyage combined with the Greek frieze.
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- **The 3D starts on the sea voyage.**
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- **Sublevels at islands and places ("landings"), with the user's examples:**
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- the Cyclops' cave;
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- Athena's fight in God Games;
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- Odysseus coming home to Ithaca.
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- **Implication:** the sample data must grow beyond Troy, Cyclops and Storm (Wisdom saga / God Games,
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Ithaca saga) so that those landings have content.
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### 3. The frieze as the transition between 2D and 3D
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> "Hmm. Maybe we can have the freize's look be the one that tries the different stuff together, like
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> a curtain call from the first section to go over in the second, where it starts off 2d with the
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> freize, then slowly morphs into the sea voytage, then when he lands on cyclops islands, it goes
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> back to the freize, then into the cave? For the looks, im not sure. On one hand I want the 2D map to
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> be a browsable and perhaps simple display, yet I also want it to be a kind of map in the 3D one."
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- **The frieze is the connecting device**, "like a curtain call" between sections.
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- **The flow:**
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1. The experience starts in 2D, on the frieze.
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2. The frieze morphs into the 3D sea voyage.
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3. At a landing (e.g. the Cyclops' island) it returns to the frieze.
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4. From the frieze it goes into the 3D sublevel (the cave).
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- **Looks:** undecided.
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- **The 2D map has two roles:**
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- a browsable, perhaps simple display;
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- a map used *inside* the 3D experience.
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### 4. The sea chart
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*(Claude's proposal)* A single map serves both uses. On its own it is the browsable 2D page. Inside
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3D it is the same chart, unrolled as an overlay on the captain's table. Clicking a port sails or
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jumps there.
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> "Yeah i did think sea chart, im just not sure how we have it easy to navigate and look at as with
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> the editorial scroll and transit map."
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- **Agreed:** the 2D map is a sea chart.
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- **Open problem:** keeping the chart as easy to navigate and read as 01 and 03.
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### 5. Sea-chart mockup round
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> "Hmm sure. Lets do 3 or 4 mockups and see."
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- **Four throwaway spikes on branch `feat/sea-chart-round`:**
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- 08 Sea chart + log line
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- 09 Schematic sea chart
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- 10 Unrolling chart
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- 11 Atlas with insets
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- **Each spike also shows the chart as the compact in-3D overlay.**
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- **Spike rules:** no formal review loop; the user picks from what they see.
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### 6. Process requests
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> "Remember to write my words and thoughts down, such that if context is autocompacted, we dont lose
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> anything"
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This file exists because of that request. It gets updated after every user message in this round.
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### 7. Paused at the usage limit
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> "we have almost reached usage limit. Make the agents save their work for now, so we can continue
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> without losing progress."
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**State when paused (branch `feat/sea-chart-round`, not pushed):**
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| Spike | State |
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|---|---|
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| 08 | Only `src/mockups/08-chart-logline/geo.ts` is written: chart geography, route and log-line maths. Nothing imports it yet, and it has not been typechecked. `main.ts` and `style.css` are still stubs. |
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| 09 | No code yet; the stub is unchanged. The design plan and resume checklist are written. |
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| 10 | No code yet; the stub is unchanged. The design plan and resume checklist are written. |
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| 11 | Not started. It is still a stub. Idea: an overview chart of the whole sea; clicking an island opens a zoomed inset chart with that saga's songs as ports. |
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- **Brief and per-spike plans:** `docs/design/002-sea-chart-spikes/`. It holds `round2-brief.md` and one `<slug>-report.md` per spike, each with a design plan, a what's-left checklist and the next step. Agents should keep writing reports to `.superpowers/brainstorm/`, and the controller copies them into this folder.
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- **Preview:** http://10.20.20.2:8099/ still runs the `main` build (01–07). It does not show 08–11 yet.
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**To resume:**
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1. Read this file and the brief.
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2. Dispatch one agent per spike, at most 3 at a time. Point each at its report file and the brief, and tell it to continue from the checklist.
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3. Build 11.
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4. Rebuild the preview container from this branch:
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`docker build -t epic-timeline . && docker rm -f epic-timeline-preview && docker run -d --restart unless-stopped -e PORT=3000 -p 10.20.20.2:8099:3000 --name epic-timeline-preview epic-timeline`
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5. Ask the user which chart approach reads best.
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## 2026-10-29
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### 8. Resumed
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> "continue."
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- Resumed from section 7. Spikes 08, 09 and 10 were redispatched (3 concurrent), each continuing from its saved report.
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- Spike 11 follows when a slot frees.
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## Open questions (in priority order)
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1. Which sea-chart approach (08–11) reads best, or which mix?
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2. What is the look of the whole: frieze-led (terracotta and black), chart-led (parchment), or
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something in between? The user is "not sure" yet.
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3. How do 2D and 3D relate as products? Is the 3D the main experience with the chart inside it, while
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the chart also stands alone? This is unconfirmed.
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4. Which landings are in scope for the first build? The user's examples are the Cyclops' cave, God
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Games and Ithaca.
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5. Earlier, still open from 001: lyrics copyright (deferred), branching policy, linter, and what
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happens to dropped mockups.
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