A diegetic 90s handset rendered as a small three.js scene in a fixed 1:2
portrait stage (visual spike at /?phone=1, three.js lazy-loaded so the
board bundle is unchanged). Blocky flat-shaded clamshell with glowing
keys, a flip-open animation with an intro camera orbit that settles
head-on before the DOM screen appears, a hinge barrel on the pivot axis,
and a chubby antenna. Pressable 3D keypad (raycast + keyboard) with DTMF
tones drives a dialer: connect / voicemail / SIT "unobtainable", against
a stub number->node directory with flag-gated node enablement.
The screen UI is real DOM positioned in percent of the stage, kept
pixel-exact by the head-on ortho camera.
Also documents the persistent-board flow model (docs/persistent-boards.md):
board_key reuse across level nodes, present-but-hidden flag-gated exhibits
with live arrival reveals, reset/new-game semantics, and A/B/M citation codes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- migration 022 drops utterances.advances_to_utterance_id and .effect, which the
parent-only/child-count dialogue model never used; purge their references.
- rewrite docs/story-graph.md to match what was built (parent-child utterances,
vertical mystery graph, graph runtime, gate stubs).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce the narrative layer as a directed story-flow graph: an authored
campaign a player walks node by node, replacing the interim slot/chapter model.
Schema (migrations 015-021):
- mysteries, global NPC templates + named poses, per-user playthroughs
- story_nodes, terminals, utterances (the flow graph and dialogue trees)
- clean cutover: retire slot cutscenes/chapters/seen_dialogue
Runtime:
- New Game creates a playthrough bound to the JWT identity (dev test-user fallback)
- advance() walks the graph cutscene -> dialogue -> level -> ..., auto-skipping gates
- branching dialogue: player choices route out through node terminals
Admin authoring:
- NPC editor: upload named poses to the gupi MinIO bucket
- mystery graph editor: vertical node canvas, wiring, entrypoint, delete-by-click
- dialogue crafter: utterance tree, Tab to add child, 1/2 speaker, undo
Content authored via the manifest importer / admin panel and seeded for Glass
Harbour. MinIO added to the dev stack; dev container runs in development mode.
Also includes a folder-widget simplification (removes open/close) and a
resolveUserId auth helper.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>