Full Node Grid (36 Hexes with Task Descriptions)

Hex Phase Task Prerequisites Unlocks
00 discover archaeology of past local conventions — SSH into RG, extract patterns from Pearl Diver, Oracle Chamber, Mozart, IN-REACH (none) 06
01 discover Worldsim research — how Hermes nests structured multi-choice for gamepad response (none) 06
02 discover nesting in games — case survey of games with minimal text input for complex state (none) 07
03 discover nesting logic — algorithmic survey (MCTS, Socratic, decision trees) (none) 07
04 discover virtual keyboards — case survey of gamepad text input systems (none) 06
05 discover conversation trees — dynamic context, modular, multiple choice (none) 08
06 discover synth: keyboard + input signals — synthesize 00, 01, 04 into structured report 00, 01, 04 (2 of 3) 09, 10
07 discover synth: nesting + response signals — synthesize 02, 03 02, 03 (1 of 2) 09, 11
08 discover synth: convo structure + dynamic context — synthesize 05 05 10, 11
09 define define: keyboard surface requirements — from synth 06 06 12
10 define define: MC interview flow requirements — from synth 06, 08 06, 08 13, 14
11 define define: Hermes skill bracing requirements — from synth 07, 08 07, 08 14
12 define spec: keyboard UI params — concrete parameters from 09 09 15, 16
13 define spec: MC interview params — concrete interview parameters from 10 10 17
14 define spec: Hermes skill + integration params — from 10, 11 10, 11 17, 18
15 design design: keyboard UI concept 1 (grid-based, D-pad) — from spec 12 12 19
16 design design: keyboard UI concept 2 (radial/chips) — from spec 12 12 19, 25
17 design design: MC interview flow — wireframes from specs 13, 14 13, 14 20, 21
18 design design: integration + wildcard — from spec 14 14 21, 22
19 design design: refined keyboard spec — synthesize 15 + 16, select strongest concept 15, 16 24
20 design design: MC logic / nesting flow — refine interview logic from 17 17 26
21 design design: conversation / reply / options flow — end-to-end interaction design 17, 18 24, 26
22 deliver design: integration architecture — blueprint from 18 18 28
23 deliver design: Hermes skill architecture — from 14, 18 14, 18 27
24 deliver build keyboard prototype 1 — implement from design 19, 21 19, 21 29
25 deliver build keyboard prototype 2 — implement from design 16, 21 16, 21 29
26 deliver build MC / nesting logic prototype — from design 20, 21 20, 21 29
27 deliver build Hermes skill(s) — self-skill from within harness, architecture from 23 23 29
28 deliver integrate prototype into game surface — per architecture 22. ⚠ Verify Wargame scene system can handle overlay vs full-scene switching 22 30
29 deliver test on RG hardware — deploy, test, screenshot, document 24, 25, 26, 27, 28 31, 32
30 deliver document and package artifacts — compile all deliverables, README 28 31, 33
31 deliver synthesize and polish — review all deliverables, gap analysis 29, 30 35
32 review architecture review — Rif (has full Design context) 29 35
33 review code + integration review — BOTH Rif AND separate Hermes instance review 30 35
34 review UX / playability review — usability on RG, prototype comparison 29 35
35 review post-mortem + metabolism plan — absorb concepts into OmniWiki 31, 32, 33, 34 (complete)