| 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) |