272 lines
15 KiB
Markdown
272 lines
15 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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- **All four spikes are finished and committed on `feat/sea-chart-round`.** Each final report is in `docs/design/002-sea-chart-spikes/<slug>-report.md`.
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- 08 Sea chart + log line: a full Admiralty-style chart on top, synced to an editorial log line below.
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- 09 Schematic sea chart: an octilinear transit diagram over a faint chart, with a slider that morphs it into rough true geography.
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- 10 Unrolling chart: the editorial scroll drawn on a vellum portolan, with a ship marker and a minimap.
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- 11 Atlas with insets: an overview of the whole voyage on one screen; each island opens an atlas plate.
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- The preview at http://10.20.20.2:8099/ was rebuilt from this branch so the user can compare them.
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### 9. Verdict on the sea-chart spikes
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> "8 and 9 doesnt work too well. 11 work ssurprisingly well, but the mtro map when you zoom into
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> stuff doesnt hit as well. The style of 10 is much cooler."
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- **Dropped:** 08 Sea chart + log line, 09 Schematic sea chart.
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- **Keep from 11:** the atlas *navigation*: the whole voyage on one overview, islands opening inset plates.
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- **Not working in 11:** the transit-style ("metro map") motif lines inside the zoomed plates.
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- **Keep from 10:** the *style*: vellum portolan, rods, red dashed route, ship, compass rose.
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- *(Claude's proposal)* Converge into one mockup, **12 Vellum atlas**: 11's overview → plate
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navigation drawn in 10's vellum style. The metro band inside plates is replaced, and the plate
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motif treatment is a toggle inside the mockup with three options to compare:
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- **A. Threads under the sea** (10/01-style): soft threads below the route, knots at ports.
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- **B. Pennants at ports**: no lines; each port flies small coloured pennants for its motifs, and
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a selected motif draws a faint sea-current curve linking its ports.
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- **C. Ink only**: no motif marks on the chart until a motif is picked; then its ports are ringed
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and named parts are written beside them in the motif's ink colour.
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### 10. Paused again at the usage limit
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> "We are going to hit 5 hour limit soon, wind down and wait for my go to continue."
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- 12 Vellum atlas was being built by one agent from `docs/design/002-sea-chart-spikes/12-vellum-atlas-brief.md`.
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It was told to stop and write a pause report (what's done / checklist / next step) to
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`docs/design/002-sea-chart-spikes/12-vellum-atlas-report.md`; its partial work is in
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`src/mockups/12-vellum-atlas/` and committed as WIP on `feat/sea-chart-round` (not pushed).
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- **To resume (only on the user's go):** read this file, the 12 brief and the 12 report; dispatch one
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agent to continue from the report's checklist; check its screenshots; rebuild the preview
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container (command in §7); tell the user 12 is live and ask A/B/C.
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### 11. Resumed
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> "All right, usage limits back. Continue."
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- Resumed from §10: one agent continues 12 from its pause report.
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- **12 is finished and committed** (`feat/sea-chart-round`, not pushed); final report in
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`docs/design/002-sea-chart-spikes/12-vellum-atlas-report.md`. Preview rebuilt with 01–12.
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- *(Agent's recommendation, unconfirmed)* A as default with more room on busy plates, borrowing C's
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hand-lettered part names for the picked theme. Known weak spot: A's faded labels on the 7-theme
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Cyclops plate are ~9px.
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### 12. Motifs inside a plate: threads
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> "Threads, definetly."
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- **Chosen:** treatment **A, Threads under the sea**, for motifs inside a plate. B (pennants) and C
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(ink only) are deselected.
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- Known weak spot to fix when it is built for real: faded thread labels on busy plates (~9px on the
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7-theme Cyclops plate) need more room.
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- *(Claude's proposal)* The 2D sea chart is now 12 Vellum atlas with threads. Next open questions are
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the look of the whole and how the frieze/3D layers attach to this chart.
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### 13. A short mockup of the transition
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*(Claude's question)* The look of the whole: 1 vellum throughout, 2 two worlds (vellum chart and 3D,
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terracotta frieze only at transitions; Claude's recommendation), 3 frieze-led. Offered a short
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mockup of the transition.
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> "Short mockup please :)"
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- The user did not pick 1/2/3 yet, so mockup **13 Curtain call** shows the transition sequence with
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the look as a toggle (1/2/3), defaulting to 2.
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- Sequence: frieze (2D) → morphs into the 3D sea → ship reaches Cyclops' Island → back to the frieze
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→ into the cave. The vellum chart (12) appears as the map on the captain's table at sea.
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- three.js is allowed in 13 (it is already a dependency; it reuses 07's sea).
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- **13 is finished and committed** (`feat/sea-chart-round`, not pushed); report in
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`docs/design/002-sea-chart-spikes/13-curtain-call-report.md`. Preview rebuilt with 01–13.
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Known rough spots: a small sideways camera shuffle at landfall, sun glare in looks 1/2, a boxy giant.
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### 14. Verdict on 13 Curtain call
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> "Yes it looks pretty good! Small design issues here and there but these can be fixed. 1, 2 and 3 all
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> look decent. The UI of 2 and 3 tend to look a bit better though. For the models/3d, its better to go
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> stylistic than realistic. While going through the 3D experience, its still important to have the
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> right side window open, to show information, paths, lyrics, and fan works."
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- **Accepted:** the curtain-call flow (frieze → sea → landfall → frieze → landing) works; small design
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issues are fixable later.
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- **Look:** all three are "decent"; the UI of **2 (two worlds)** and **3 (frieze-led)** looks better.
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Look 1 (vellum throughout) is effectively out; 2 vs 3 is not decided.
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- **3D models: stylistic, not realistic.**
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- **New requirement:** during the 3D experience a **right-side window stays open**, showing:
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- information (about the current song/place);
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- paths (motif threads / the route);
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- lyrics;
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- fan works.
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- *(Claude's proposal)* Converge into **14 Voyage with side panel**: 13's flow with stylised models and
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a persistent right panel (tabs: About · Paths · Lyrics · Fan works), with a 2/3 look toggle.
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Fan works and lyrics are placeholders (no real lyrics, no real fan artists' names or links).
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- **14 is finished and committed** (`feat/sea-chart-round`, not pushed); report in
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`docs/design/002-sea-chart-spikes/14-voyage-panel-report.md`. Preview rebuilt with 01–14.
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Agent's choices: the panel stays open in all five beats (frieze beats too); the small vellum chart
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moved into the Paths tab. Rough spots: empty space around the frieze band with the panel open, light
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sea patches that read like lily pads, heavy outlines on the giant.
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### 15. Verdict on 14: leaning look 2, paths too hidden
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> "This is actually surprisingly really good work. The design for 3 really makes the whole site feels
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> like it works together, both in terms of frieze, the side panel and the world. However, im leaning a
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> lot more towards 2. The colors pop a lot more. The paths feel a bit too hidden away now. All in all
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> though, its looking better and better"
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- **Look:** leaning strongly to **2 (two worlds)**: "the colors pop a lot more".
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- **What 3 does better:** it makes frieze, side panel and world feel like one site. Worth carrying
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that cohesion into 2.
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- **Problem:** the paths (motif threads) are "a bit too hidden away" inside the Paths tab.
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- Not yet a final approval ("looking better and better").
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- *(Claude's proposal)* Mockup **15 Voyage, look 2**: look 2 only, borrowing 3's cohesion (shared
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frieze border/ornament and type across frieze, panel and HUD), and paths brought out of the tab, with
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a toggle of three placements:
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- **A. Pinned strip** — a compact thread strip always visible at the top of the panel, above the tabs.
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- **B. Threads in the world** — the current song's motifs as coloured ribbons in the 3D sea,
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trailing the ship and running ahead to where they return.
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- **C. Timeline at the bottom** — the step bar becomes a horizontal song timeline with motif threads
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under it (the original "big horizontal line"), with "you are here".
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- **15 is finished and committed** (`feat/sea-chart-round`, not pushed); report in
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`docs/design/002-sea-chart-spikes/15-voyage-look2-report.md`. Preview rebuilt with 01–15.
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Agent's recommendation (unconfirmed): C (bottom timeline) as the home for paths, with B's ribbons
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as an optional extra in 3D. Known: B's labels stack over the cave mouth; A is dense (numbers only);
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C takes ~220px of stage height.
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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?~~ 11's navigation + 10's style (§9).
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Then A/B/C inside plates: **A threads** (§12).
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2. What is the look of the whole? Leaning strongly to look 2, with 3's cohesion (§15). Where do paths live (15's A/B/C)?
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3. How do 2D and 3D relate as products? Partly answered: in 3D a right-side panel stays open with
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info, paths, lyrics and fan works (§14). Whether the chart also stands alone is unconfirmed.
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3b. Fan works: what are they (art, covers, animatics?), where do they come from, and how are they
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credited? No data model for them yet.
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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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