unity-roject-test/workspace/outline/index.page

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<title>Outline — Unity-Roject-Test</title>
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<full--width--area data--page--area="" contenteditable="true" spellcheck="false" autocorrect="off" autocapitalize="off" style="outline: none;"><h1>Outline</h1><div>This project is a narritive heavy simulation game protoype for a Unity dev application role</div></full--width--area>
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<full--width--area><h2>Vision</h2><div><font color="#929caf">A project I can open to showcase a small simulation game that has some story during a simulation game for Unity</font></div></full--width--area>
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<two--columns--area data--page--area="" contenteditable="true" spellcheck="false" autocorrect="off" autocapitalize="off" style="outline: none;"><h2>Current State</h2><div>The three core singletons all have code now: <marked-text>GameStateManager</marked-text>, <marked-text>DialogManager</marked-text> (with a full DialogProcessor/DialogBlock graph engine), and <marked-text>SimulationManager</marked-text> (turn loop over GamePhases). See <a href="../reference/index.page">reference/index.page</a> for how each one works.</div><div><br></div><div>None of it has been opened in the Unity Editor yet - only compile-checked outside it (see <a href="../guides/compiling-without-unity/index.page">guides/compiling-without-unity/index.page</a>). There is no real UI - DialogManager's Show() throws, and the SimulationRenderer is a stub that completes instantly.</div></two--columns--area>
<two--columns--area data--page--area="" contenteditable="true" spellcheck="false" autocorrect="off" autocapitalize="off" style="outline: none;"><h2>What's next</h2><div>1. Open the project in the Unity Editor and verify the new scripts actually work there (create test assets, check the console).</div><div>2. Sign off on a handful of implementation assumptions the tech outline left open - see <a href="tech/index.page">outline/tech/index.page</a>, "Implementation Status".</div><div>3. Build real dialog UI and wire it into DialogManager.</div><div>4. Write concrete example GamePhases (turn-start conditions, world simulation) once the state they need to track is clearer.</div></two--columns--area>
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<two--columns--area><h2 style="letter-spacing: -0.3px;">MVP/Core Features</h2><div style="color: rgb(146, 156, 175); letter-spacing: -0.3px;">Demonstrating mainly the code needed for a narrivative heavy simulation game</div></two--columns--area>
<two--columns--area><h2 style="letter-spacing: -0.3px;">Highlights &amp; Details</h2><div style="letter-spacing: -0.3px; color: rgb(146, 156, 175);">A data-driven dialog graph (branching, conditions, actions, all as ScriptableObject assets) that runs standalone or as a phase inside the turn loop - see <a href="../reference/dialog/index.page">reference/dialog/index.page</a>.</div></two--columns--area>
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<two--columns--area><h2>Tech Stack</h2><div><font color="#929caf">There are more pages about this, since this will be created:<br><a href="tech/index.page">workspace/outline/tech/index.page</a></font></div></two--columns--area>
<two--columns--area><h2 style="letter-spacing: -0.3px;">Misc</h2><div style="color: rgb(146, 156, 175); letter-spacing: -0.3px;"><span style="letter-spacing: -0.3px;">Additions</span></div></two--columns--area>
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