brainstorm: hunker¶
Capture of the chat that produced the hunker tracer. Kept as the reasoning
trail behind the spec.
How we got here¶
- Started from the seed epic list (
persuade-the-guard,secret-rule,interrogation, …). Persona toys were the cheapest first tracers but felt slight. - Pivot: make the first tracer substantial and de-risking — the deliberate
embryo of the MUD-LLM-roguelike graduation target (
agent-mud), and have building it stand up the shared web launcher every later prototype needs. - Reference frame: Hoplite — tile-based, one-screen, turn-based, "minimal but complete environment." Not a large world; boxed.
- Landed on a one-screen survival homestead: a valley + a cozy home you live in, where the LLM runs weather, events, growth/decay, and sieges.
Key decisions (and why)¶
- Adjudicator is the soul, not the Director. Both ship, but the fun-test measures improvised survival because it's falsifiable in a 10-minute session and more distinctly "only an LLM could do this." Director intelligence is hard to tell from good RNG in a short session, so it's the delivery layer, not the thing under test.
- Finite goal ("survive until the thaw"). Completable → clean fun-test. Endless-score roguelike is a later option.
- Bigger than 9×9. ~20×14 exterior so crossing costs real time (route tension), ~8×7 interior so the home feels cozy and you move around. Still boxed — regions/teleport are the production game.
- Homestead stations as adjudication surfaces. Hearth, forge, bed, storage now; research/magic wards + deep farming as slice-2 fast-follows on the same pattern.
- Interior/exterior split doubles as the smallest honest "rooms" — direct MUD lineage.
- Anti-"yes-and" is structural, not vibes. Engine owns integers + all dice; LLM proposes deltas + difficulty; engine validates, rolls, applies.
Meta: build for churn¶
- The force multiplier isn't a saved process — it's a clean engine/content
seam so game #2 is clone-and-swap (see the engine-content-seam ADR). A pivot
like "maybe
secret-rulewould've worked better" = clonehunker/, swap content into the same manifest, new soul on the same harness. - Skillify the process only after
hunkeractually works, so we encode a proven process, not a guessed one — in the spirit of "prove it before you build it." Running notes now make writing that skill cheap later. The skill would scaffold a new game folder from the template, fill the manifest, drop in starter prompts, and register it in the launcher.
The process we're encoding (draft, to skillify later)¶
- Name the fun-test as one emotional sentence.
- Find where the LLM is load-bearing — or admit it's a lookup table and stop.
- Draw the honest split: engine owns truth + all dice; LLM proposes + narrates.
- Concrete minimal-but-complete environment.
- Cut slice 1 to just prove the feeling; defer the rest onto the same harness.
- Play it, judge the fun-test, log the lesson (
fun-proven/not-fun-shelved).