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44r0n7 0265afa054 chore: bootstrap lean sysadmin-chronicles repo
Import the runnable game code, content, docs, scripts, and repo guidance while leaving local agent state, dependency installs, build output, and backup copies out of the published tree.
2026-05-02 11:49:07 -04:00

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SYSADMIN CHRONICLES — DEVELOPMENT ROADMAP

Version 5.0 | Status: Active development

Changelog: v5.0 — GDScript/Godot removed. Node.js + Svelte is the only codebase. v4.0 — Full architecture pivot to Node.js + Svelte. v3.x — GDScript/Godot era (superseded).


IMPLEMENTATION PHASES (Node.js + Svelte)

Phase Description Status
1 Game server skeleton — Express, ContentLoader, SaveState, GET /api/state [x] done
2 TrustSystem, ProgressionSystem, QuestEngine, TicketService, ticket routes [x] done
3 ValidationEngine — SSH into VMs, all rule types [x] done
4 EmailService — inbox, follow-up emails, reply options, mail routes [x] done
5 WebSocket broadcasts — trust:changed, mail:new, shift:tick, incident:alert [x] done
6 Svelte frontend — all panels built, dist/ served by game server [x] done
7 XFCE workstation VM — cloud-init, SPICE/QXL, Chromium, Tilix, autostart [x] done
8 SageService + docs routes + SagePanel + DocViewer [x] done
9 IncidentScheduler + ShiftTimer + pressure tick loop [x] done
10 Full playtest — boot all VMs, play Q001→Q002 end to end [ ] pending

Phase 7 details: workstation.sh profile provisions the full XFCE desktop via cloud-init: SPICE+virtio display with spicevmc channel for vdagent resize, Chromium autostart via open-portal wrapper (waits for game server before launching), Tilix as default terminal (update-alternatives + helpers.rc), dark theme, screensaver off, desktop icons executable. Snapshot chain: baseline.day-one, baseline.recovery taken by seed-vms.sh.


CONTENT STATUS

The quest system and story are being completely reworked. All existing quest, ticket, dialogue, and incident content (Q001Q008, T001T008, I001I003) is considered legacy and will be replaced.

Story Design Assets

File Purpose
docs/CHARACTERS.md All characters — bios, relationships, story hooks, unresolved threads
docs/STORY_DESIGN_CONTEXT.md How story works in this game — narrative arc, quest structure, character model, design constraints
docs/COMPANY_LORE.md World, company, products, tone guidelines

QUEST TIER DEFINITIONS

Tier Label Characteristics
1 Tutorial Arc Single VM, clear symptoms, one obvious fix, one better fix, no time pressure
2 Workday Arc Multi-symptom, one quest affects another, trust pressure, incidents active
3 Stretch Multi-VM, ambiguous root cause, political pressure, real prioritization stakes