MISSION_EMBER_PLAN.md 5.3 KB

1AU remaining mission implementation plan

Authorized on 2026-09-06: finish navigation/wipes, then plan and implement the remaining mission without further approval. The user launches the game manually. Install completed candidates only while it is closed; preserve settings/save and make rollback backups.

Evidence and implementation rules

Reference video: https://www.youtube.com/watch?v=PqurUhqC2CE ; saved copy /tmp/ember-reference/1au.mp4. Opening cutscene reference: https://www.youtube.com/watch?v=IUmUYHELJAY . Existing timestamp observations are in MISSION_EMBER_REFERENCE.md. SDK topology, compact inventories and subsequent frame inspection are recorded in build/full-mission-audit/.

Use authored squad identities, spawn rules/anchors, combat objectives, devices, objects, navpoints, scenes, triggers and dialogue. Video timestamps describe event ordering; progression must follow gameplay receipts rather than the recording's elapsed time. Keep completed encounters complete across backtracking and streaming. A deliberate wipe resets only its checkpoint, with new object/ship generations and stale-event protection. A copied SDK declaration is not evidence that its native interaction already works.

Execution result

All seven work packages reached an installed full-route candidate on2026-09-06. The SDK audit and controller/wire regressions passed; the complete route, checkpoint reset policies and ending are implemented. The native thermal/exposure and timed escape-failure policies remain incomplete, and actual gameplay has deliberately not been launched. See MISSION_EMBER_STATUS.md for exact limits and installation evidence. The work order below records the plan used to build the candidate.

Work order

  1. Landing navigation and wipe foundation — candidate installed. Native directive target references, visible normal/darkness respawn policy, death evidence, three-second all-dead countdown and native membership wipe. Reset at Mercury before rescanning; retain completed approach and lever. Offline regressions passed. Native HUD/fade and co-op presentation await the user's live test.
  2. Complete the package audit before wiring later populations. Resolve the SDK's ambiguous Processing spawn-rule edges and missing access/ready-room definitions. Extract each combat objective's task-group bounds. Map region ownership and objects to their native entry/model, interaction/destruction/carried state, and paired devices. Verify progression gates against closer video samples.
  3. Mineral Processing / link, region56 (~05:30–11:00). Entry squads and shutters; obstructed grinder discovery; fusion-cell pickup, carry and receptacle; activation and defend waves; clearing debris and opening the exit. Include machinery/klaxon/lighting, dialogue and forward guidance. Give the defense its own retry checkpoint.
  4. Sunside / cinder, region40 (~11:00–20:50). Exterior solar-exposure behavior and authored cover/route; Sunside squads and retreat scenes; ready rooms, tumbler, chamber/ascent/meat-grinder route; Foundry/Bruiser and exit machinery. Load interactable and environmental objects when their area becomes active. Preserve staged waves and their objectives; checkpoint each contained encounter. Finish at the energy-stream exit.
  5. Light's End / apex, region0 (~21:00–27:45). Access and security squads, Interceptor availability, reactor east/west/core encounters. Cycle authored vent devices and expose the corresponding destructible targets; count actual target destruction. Progress from two side exchangers to the core, then fusion-cell pickup and reservoir deposit. Add enemy reinforcements, dialogue, objective counters, navigation and checkpoint cleanup.
  6. Escape and ending (~27:45–35:27). Overload scene, escape route and authored ship handoff; identify and sequence the two final cinematic states, including native skip incidents. Complete Ember exactly once. Chosen gameplay after~35:54 is a separate mission and is outside this script.
  7. End-to-end verification and installation. Run the mission controller against an SDK-backed simulated event stream: normal route, skipped narrow triggers, deaths and retries, duplicate receipts, carried-object recovery, streaming/backtracking, and final completion. Validate every referenced slot/squad/state and objective task bound. Build native code, run relevant wire/decoder regressions, install and SHA-verify the complete candidate with a backup. Record remaining live-only checks honestly.

Initial audit findings

The generated SDK has 2,051 slot declarations, 162 squad sensors and160 squad definitions; 138 definitions pass its existing exactness/profile checks. Processing's11 defense sensors each have two rule candidates with unresolved association;13 sensors in later access/ready-room content have no generated squad definition. These require package investigation before claiming every later squad is supported. One shared valid directive and dialogue sensor carries the mission's authored text/cues across its gameplay states.

The existing landing behavior and user-confirmed Harvester doors/exit are the regression baseline. New code must preserve the verified initial spawn, optional lever gate, pre-bridge Ghost requirements, troop delivery delay, and first-section darkness completion.