diff --git a/README.md b/README.md index e584d5a..f1e55a8 100644 --- a/README.md +++ b/README.md @@ -5,7 +5,7 @@

- An offline-first branching dialogue workstation for Unity and Pixel Crushers.
+ An offline-first narrative design and production workspace for branching games.
Write, localize, review, playtest, version, and export a story from macOS, Windows, or an Android tablet.

@@ -24,7 +24,7 @@ Reed is built for narrative teams working on branching, multilingual dialogue. S Optional Git and GitHub collaboration is disabled per project until the author enables it. Android's Remote Agent Access is a separate, explicit, expiring session that exposes only guarded Reed tools to an external agent. > [!IMPORTANT] -> Reed is pre-1.0 software. Keep project backups and verify Pixel Crushers output against the Unity/plugin versions used by your production before shipping a game. +> Reed is pre-1.0 software. Keep project backups and verify generated output against the exact engine, localization, and production toolchain used by your game before shipping. ## See Reed @@ -48,10 +48,10 @@ The screenshots use the disposable demo project created by [`scripts/create-demo ## What Reed includes - A visual graph for line, choice, junction, and cross-conversation flow, with direct connector dragging and create-on-drop. -- Permanent Line IDs, stable Pixel Crushers numeric mappings, conditions, Lua, sequences, tags, variables, cast metadata, and voice context. +- Permanent Line IDs, stable export mappings, conditions, scripts, sequences, tags, variables, cast metadata, and voice context. - Side-by-side languages, a 47-language game catalog with BCP 47 custom tags, translation coverage, local validation, read view, text-only playtest, beat map, review snapshots, and search. - Autosave with a visible state, SQLite/WAL history, rolling and named backups, deterministic JSON, and reversible or confirmed destructive actions. -- Voice-actor PDFs, studio XLSX/CSV, screenplay Markdown, word/minute budgets, audio manifests, and Pixel Crushers JSON. +- Voice-actor PDFs, studio XLSX/CSV, screenplay Markdown, word/minute budgets, audio manifests, and common game/localization exports—including Pixel Crushers Dialogue Database JSON. - Optional local Git checkpoints, branches, GitHub sync, and pull-request review from inside Reed. - A local stdio MCP server and CLI backed by the same versioned core contracts as the editor. diff --git a/docs/PRODUCT_BRIEF.md b/docs/PRODUCT_BRIEF.md index ac7d8f7..0a711e6 100644 --- a/docs/PRODUCT_BRIEF.md +++ b/docs/PRODUCT_BRIEF.md @@ -2,7 +2,7 @@ ## Product -Reed is a local-first dialogue-authoring toolkit for a Unity game using Pixel Crushers Dialogue System. It separates dialogue structure from multilingual line content and gives narrative designers, localization reviewers, voice production, and external generation agents one safe data core. +Reed is an offline-first narrative design and production workspace for branching games. It brings visual story structure, multilingual dialogue, validation, playtesting, version history, voice production, common game-development exports, and guarded external-agent tools into one local project. Narrative designers, localization reviewers, writers, performers, and developers work against the same safe data core without depending on a hosted service. ## System shape @@ -18,7 +18,7 @@ Reed is a local-first dialogue-authoring toolkit for a Unity game using Pixel Cr Scene records mirror the external Obsidian beat map through `beatRef`. Dialogue nodes carry a permanent scene-prefixed Line ID, speaker/listener references, multilingual text, menu text, branching links, optional Lua conditions and scripts, sequence commands, statuses, verification, VO context, and tags. -Dialogue flow and line content remain separate. Numeric Pixel Crushers conversation and entry IDs are persisted and never regenerated after assignment. +Dialogue flow and line content remain separate. Permanent Line IDs and format-specific numeric mappings are persisted and never regenerated after assignment. ## Human workflows @@ -42,9 +42,13 @@ Dialogue flow and line content remain separate. Numeric Pixel Crushers conversat ## Languages -Initial configured set: English, Greek, Italian, German, and Griko as its own language code. Each line has a spoken/base language; other languages can serve as subtitles or reference. All interfaces and exports use UTF-8 and full Unicode. +Projects choose from a curated 47-language game catalog or add a custom BCP 47 tag. English, Greek, Italian, German, and Griko are first-class catalog entries rather than hard-coded limits. Each line has a spoken/base language; other languages can serve as subtitles or reference. All interfaces and exports use UTF-8 and full Unicode. -## Pixel Crushers export +## Game-development exports + +Reed produces deterministic JSON and CSV for general pipelines, localization interchange through GNU gettext PO and XLIFF 2.0, and ready-to-import string resources for Unity, Godot, Unreal, and Yarn Spinner. These formats hand off authored text and metadata without becoming a second source of truth. + +Pixel Crushers Dialogue System is a deeper optional integration for projects that need the complete branching graph: - One-way export: Reed is authoritative and Unity data is generated. - Export local DialogueDatabase JSON; no Pixel Crushers server or Arcweave API. @@ -59,7 +63,7 @@ Initial configured set: English, Greek, Italian, German, and Griko as its own la 1. Core + SQLite WAL + permanent IDs + validation + history/backups + migrations. 2. Conversation graph schema and `get_schema`. 3. CLI-proven vertical slice. -4. Pixel Crushers export with golden-file Unity round-trip tests, split databases, and Base IDs. +4. Deterministic game/localization exports plus the deeper Pixel Crushers graph contract, split databases, and Base IDs. 5. Local MCP server and guardrails. 6. Editor graph, characters, hierarchy navigator, and beat map. 7. Play mode, filtering, search, and usage view.