docs(02): create phase 2 plan — 5 plans across 3 waves

Phase 2 (Season 1 Vertical Slice — Soil) plan set:
- 02-01 (Wave 0): foundations (BigQty + Zustand 5 store + tick scheduler + V1Payload extension + save lifecycle hooks + Phaser EventBus + ESLint sim-purity rule)
- 02-02 (Wave 1, parallel): Begin → Plant → Grow vertical slice
- 02-03 (Wave 1, parallel): Harvest → Journal → Compost + Season 1 fragments + PIPE-02 verification
- 02-04 (Wave 2, parallel): Lura's 3 Ink-authored gate beats (1st/4th/8th harvest, STRY-10)
- 02-05 (Wave 2, parallel): Letter + Settings + boot-path save lifecycle + Playwright PIPE-07 e2e

All 24 Phase-2 REQ-IDs covered across the plan set. VALIDATION.md per-task verification map filled (15 tasks); nyquist_compliant: true.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3. Player can compost an immature plant and receive a tonal beat acknowledging the choice to let go; the deterministic fragment selector never duplicates a fragment within a playthrough until the pool is exhausted, respects authored Season/story-state gating, and Lura appears at the garden gate with text-message-cadence dialogue authored in Ink and compiled to JSON.
4. Player who closes the tab and returns up to 24 hours later finds the garden has progressed by elapsed real time (not `setInterval` ticks), with the simulation refusing negative deltas and capping any single offline catch-up at 24 hours; the return screen is a *letter from the garden* (not a stat dump) describing what bloomed and what Lura said, and saves fire correctly on `visibilitychange` to hidden, on `beforeunload`, and on Season transitions.
5. A Playwright e2e smoke test passes: it loads the game, dismisses the begin gate, plants a seed, fast-forwards growth, harvests a fragment, verifies the fragment text appears in the journal, refreshes the page, and verifies the harvested fragment persists. Story progression gates on tick count (not wall time), so manipulating the system clock cannot fast-forward through Lura's authored beats.
**Plans**: TBD
**Plans:** 5 plans
Plans:
- [ ] 02-01-foundations-PLAN.md — BigQty + Zustand 5 store + tick scheduler + V1Payload extension + save lifecycle hooks + Phaser EventBus singleton + ESLint sim-purity rule (Wave 0; foundations every other Phase-2 plan depends on)
- [ ] 02-02-begin-plant-grow-PLAN.md — sim/garden core (4×4 grid, 3 plant types, growth state machine, plantSeed) + render layer (Phaser primitives, ready-pulse, tile-coords) + BeginScreen + audio bootstrap + SeedPicker + UI strings (Wave 1; AEST-07, UX-01, GARD-01, GARD-02)
- [ ] 02-03-harvest-journal-fragments-PLAN.md — Season-1 ≥10 authored fragments + sim/memory selector (deterministic, gated, no-dup, exhaustion) + harvest + compost + Memory Journal + FragmentRevealModal + JournalIcon + PIPE-02 structural verification (Wave 1; GARD-03, GARD-04, MEMR-01..06, PIPE-02)
- [ ] 02-04-lura-gate-beats-PLAN.md — inklecate compile pipeline + 4 authored .ink files (3 Lura beats + compost acknowledgements) + sim/narrative tick-count gate (1st/4th/8th harvest) + LuraDialogue overlay + InkRenderer drip + Phaser gate visual indicator (Wave 2; STRY-01, STRY-06, STRY-07 vacuous, STRY-10)
- [ ] 02-05-letter-settings-e2e-PLAN.md — sim/offline + auto-harvest + letter Ink + Letter overlay + Settings (Export/Import/Restore) + persistence-toast + boot-path save lifecycle wiring + URL-flag FakeClock injection + Playwright PIPE-07 e2e (Wave 2; UX-02, UX-10, CORE-03, CORE-11, PIPE-07)
**UI hint**: yes
### Phase 3: Watercolor & Cello Aesthetic