Update planning package after Phase 0B

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JesseMarkowitz
2026-09-01 20:41:23 -04:00
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# Adventure Storyteller — Media Extension Contract
**Status:** Draft v0.1
**Status:** v1.0 architecture contract — providers remain future/optional
**Purpose:** Define the stable interfaces and data boundaries needed to add local image, video, and audio generation later without coupling media generation to the core story engine.
## 1. Design Goal
@@ -1287,13 +1287,9 @@ Open Dungeon is especially relevant for:
- character visual continuity,
- image workflow UX.
During Phase 0B, inspect:
- how scene prompts are built,
- how images are attached to story,
- provider coupling,
- whether media can be separated from destructive history model.
Phase 0B confirmed Open Dungeon should remain a media/UX reference rather than the production base. Study its local image worker protocol, scene/image attachment, and character visual-continuity ideas during the future media implementation stage if useful.
Do not copy its persistence limitations into the core story architecture.
Do not copy its linear/destructive persistence assumptions into the core story architecture.
## 80. Gamentic Reuse
@@ -1313,23 +1309,18 @@ Corvus may be useful for:
Again, use concepts selectively.
## 82. V1 Physical Schema Decision
## 82. V1 Physical Schema Direction
Open question:
The v1 requirement is architectural compatibility, not media generation.
Should media tables physically exist in v1?
Required now:
- scene snapshots,
- stable optional visual profiles,
- provider-neutral request/result types or equivalent interface contract.
Recommended:
A physical media job/asset table may be introduced in the dedicated future-media-hooks milestone if it is inexpensive and useful for schema stability. Its physical presence is an implementation detail, not a prerequisite for story functionality.
> Include minimal media-ready schema/interfaces if inexpensive, but do not build provider implementation solely to justify them.
Minimum useful v1 fields:
- scene snapshot,
- stable visual profiles,
- media provider interface/types,
- optional media asset table.
Phase 0B should determine cost.
Do not implement a provider merely to justify a table.
## 83. V1 Required Media Readiness
@@ -1383,20 +1374,14 @@ Pass if:
- abandoned-branch events are not included,
- media generation does not mutate story.
## 87. Phase 0B Validation Questions
## 87. Phase 0B Findings Applied
Codex should answer:
1. How does Open Dungeon attach generated images to story messages/scenes?
2. Is image generation coupled to linear/destructive message history?
3. Can its visual character continuity data be reused independently?
4. What provider assumptions are hardcoded?
5. Can ComfyUI/local provider calls run fully offline?
6. Does AI-DnD already have scene-like structured state suitable for media extraction?
7. Can scene snapshots be added without RPG schema coupling?
8. What parts of Gamentic's provider abstraction are worth reimplementing?
9. Should media asset tables exist in v1 or be deferred?
10. Can media generation remain entirely optional without special-casing core story logic?
- Open Dungeon has useful local image-generation and visual-continuity concepts, but they are not a reason to use it as the production fork.
- The production base has no required media subsystem today; this is acceptable for v1.
- Media must remain derived from accepted scene/story state and branch-aware.
- Provider portability for Open Dungeon's image worker is deferred until image generation is actually scheduled.
- Scene snapshots and visual continuity fields are sufficient near-term architecture commitments.
- TTS/STT/video remain future providers behind the same local optional boundary.
## 88. Acceptance Criteria for Architecture
@@ -1410,11 +1395,11 @@ The architecture passes if:
- provider-specific syntax stays outside Story Engine,
- local providers can be substituted,
- future image/video/audio/TTS types fit the output job/asset model,
- future STT fits the same provider architecture while feeding editable draft input rather than story state,
- future STT fits the provider architecture while feeding editable draft input rather than story state,
- generated media never automatically becomes canon,
- abandoned-history media remains recoverable but inactive.
## 89. Current Recommendation
## 89. Selected Contract
Use this conceptual contract:
@@ -1422,25 +1407,16 @@ Use this conceptual contract:
Authoritative Story
|
v
Scene Snapshot
Scene Snapshot / Scene Packet
|
v
Scene Packet
Optional Media Coordinator
|
v
Media Coordinator
|
+--> Local Image Provider
+--> Local Video Provider
+--> Local Audio Provider
+--> Local TTS Provider
|
v
Media Asset + Provenance
+--> Image Provider
+--> Video Provider
+--> Audio Provider
+--> TTS Provider
+--> STT Provider (draft input path)
```
The media subsystem should depend on the story engine.
The story engine should not depend on the media subsystem.
That one-way dependency is the most important architectural requirement in this document.
No production media provider is required for v1.