From ad41f0e140cb9337b35ecc323255b4efe7528fbe Mon Sep 17 00:00:00 2001 From: Daniel Date: Tue, 8 Sep 2026 14:00:27 -0700 Subject: [PATCH] MORE RE-ORGANIZING --- art-direction.md => docs/art-direction.md | 0 .../functional-spec-v1.md | 0 .../functional-spec-v2.md | 0 docs/sanctification-tcg-workshop-backlog.md | 1091 +++++++++++++++++ .../blender_prototype}/README.md | 0 .../build_sanctification_card_prototype.py | 0 .../card_finish_material.py | 0 .../blender_prototype}/premium_finishes.py | 0 .../render_linen_foil_example.py | 0 .../render_premium_review.py | 0 .../renders/card_three_quarter_thickness.png | Bin .../renders/comparison_lineup.png | Bin .../renders/comparison_material_revision.png | Bin .../renders/darker_lighting_preview.png | Bin .../renders/david_foil_closeup.png | Bin .../renders/david_foil_reflection.png | Bin .../renders/david_holographic_head_on.png | Bin .../david_holographic_opposite_angle.png | Bin .../david_holographic_spectrum_angle.png | Bin 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spikes/flutter-scene-spike}/web/index.html (100%) rename {flutter-scene-spike => spikes/flutter-scene-spike}/web/manifest.json (100%) diff --git a/art-direction.md b/docs/art-direction.md similarity index 100% rename from art-direction.md rename to docs/art-direction.md diff --git a/functional-spec-v1.md b/docs/functional-spec-v1.md similarity index 100% rename from functional-spec-v1.md rename to docs/functional-spec-v1.md diff --git a/functional-spec-v2.md b/docs/functional-spec-v2.md similarity index 100% rename from functional-spec-v2.md rename to docs/functional-spec-v2.md diff --git a/docs/sanctification-tcg-workshop-backlog.md b/docs/sanctification-tcg-workshop-backlog.md new file mode 100644 index 0000000..1c7d31d --- /dev/null +++ b/docs/sanctification-tcg-workshop-backlog.md @@ -0,0 +1,1091 @@ +# Sanctification TCG — Functional Spec Workshop Backlog + +This document collects the unresolved or insufficiently-defined decisions in the current functional spec. + +The goal is to work through these one at a time, make explicit decisions, and then fold the final answers back into the functional spec so the spec no longer contains contradictory, placeholder, or ambiguous behavior. + +--- + +## Tier 1 — Core Product Mechanics + +### 1. What exactly earns the daily reward? + +Questions to resolve: + +- If one user tracks 3 habits and another tracks 8, can the second user earn a better pack? +- If custom habits exist, how do we prevent users from creating extra trivial habits to improve rewards? +- Should rewards be based on: + - Raw number of completed habits? + - Percentage of planned habits completed? + - A fixed set of reward-eligible core habits? + - Weighted categories? + - Some other normalized system? +- How should optional or non-daily habits interact with the reward? + +The functional spec already establishes: + +- Habit completion is binary from the application's perspective. +- Duration or self-reported difficulty should not increase rewards. +- The economy should assume honest participation rather than attempt anti-cheat verification. + +--- + +### 2. What is the lifecycle of a daily pack? + +The current core loop says the user can open the day's pack immediately or save it, while the pack-upgrade idea says the same pack improves throughout the day. + +Questions to resolve: + +- Can the user open the pack before finishing their habits? +- If so, what happens to rewards earned afterward? +- Does the pack remain sealed and upgrade throughout the day until the user explicitly finalizes it? +- Is there a cutoff time when the day's pack automatically finalizes? +- Can the user manually finalize early? +- Does opening a pack end that day's reward progression? +- How does logging yesterday's habits affect yesterday's pack? + +This should become one explicit state machine in the functional spec. + +--- + +### 3. How does habit completion upgrade a pack? + +Candidate mechanisms: + +- Add cards. +- Improve rarity odds. +- Improve expected condition. +- Upgrade the pack type. +- Some combination of the above. + +The current spec leans toward adding cards because it may feel less like manipulating gambling-style odds, but this is not yet decided. + +Questions to resolve: + +- Which mechanism feels rewarding without becoming casino-like? +- Should users visibly understand exactly what each completed task did? +- Should later upgrades affect every card in the pack or only newly-added slots? +- Is the pack upgrade path deterministic or probabilistic? + +--- + +### 4. How much better is a fully completed day than simply logging in? + +The login pack needs to: + +- Be meaningful enough to establish the daily hook. +- Not make opening the application equivalent to actually completing habits. + +Questions to resolve: + +- How weak is the starting pack? +- What is the maximum daily pack? +- What is the expected-value difference between: + - Login only. + - Partial completion. + - Full completion? +- Should full completion unlock a distinct final slot or presentation rather than merely adding more probability? + +--- + +### 5. What does consistency do mechanically? + +The spec has moved away from positive-habit streaks and toward consistency metrics. + +Potential measurements include: + +- 7-day consistency. +- 30-day consistency. +- 90-day consistency. +- Lifetime completion rate. +- Total completions. +- Returning after time away. + +Questions to resolve: + +- Which metrics exist in the MVP? +- Which are purely informational? +- Which, if any, affect rewards? +- Should consistency ever improve card economy output? +- Could consistency instead unlock: + - Cosmetics. + - Achievements. + - Binder decoration. + - Profile elements. + - Special non-economic recognition? +- How should consistency treat scheduled days versus days on which a habit was not expected? + +--- + +### 6. How do weekly and other non-daily habits work? + +Examples currently include: + +- Weekly church attendance. +- Volunteering. +- Potential future custom habits. + +Questions to resolve: + +- Can habits have arbitrary schedules? +- Are cadence types limited to daily / weekly for the MVP? +- How does a weekly habit affect a daily pack? +- Does church attendance improve one specific day's pack? +- Does it contribute gradually across the week? +- Does it produce a separate weekly reward? +- How is consistency calculated for habits that are not expected every day? +- How do flexible goals such as "volunteer once this month" work? + +--- + +### 7. Do negative habits affect card rewards at all? + +The spec intentionally avoids rewarding recovery milestones with packs so that failure cannot become part of an optimal reward strategy. + +Questions to resolve: + +- Does negative-habit abstinence ever improve pack rewards? +- Does simply continuing to honestly track affect rewards? +- Should negative-habit tracking be entirely economically separate from the TCG? +- Should its rewards instead be: + - Messaging. + - Scripture. + - Visual recognition. + - Recovery milestones. + - Accountability interactions. +- Could tying card rewards to abstinence unintentionally create shame when a user falls? + +A strong candidate direction is to keep negative-habit recovery entirely outside the card economy, but this still needs an explicit decision. + +--- + +### 8. How far back can reward-eligible logging go? + +Current working rule: + +- The user can log the previous day and still receive the reward that day qualified for. +- Older history can still be entered for statistics but does not generate packs indefinitely. + +Questions to resolve: + +- Is the grace period exactly one previous calendar day? +- Is it based on the user's timezone? +- What happens after travel or timezone changes? +- Does yesterday's pack still exist if it was never finalized? +- What happens if yesterday's habits are edited after its pack was opened? +- Should completed entries become immutable after the reward is claimed? + +--- + +## Tier 2 — Economy and Collection Design + +### 9. How many cards are in a pack, and what are the rarity probabilities? + +Questions to resolve: + +- Base number of cards in the weakest pack. +- Maximum number of cards in a completed-day pack. +- Rarity distribution for each pack state/type. +- Whether every pack guarantees a minimum rarity. +- Whether pack types have distinct probability tables. +- Whether rarity odds should remain globally fixed. +- How often economy variables may be rebalanced after launch. + +This needs simulation rather than intuition alone. + +--- + +### 10. What does "about a year to complete the collection" mean? + +The current spec suggests that one person collecting every base card should take roughly at least a year of very consistent use. + +Questions to resolve: + +- Does this refer to: + - The launch set? + - The shared Christian core? + - Every currently-released base card? + - Each individual set? +- What happens as new cards are added? +- Is duplicate protection ever used? +- Is completion expected without trading? +- How much should trade-ups accelerate completion? +- What completion target should be used for economy simulation? + +--- + +### 11. How do filler cards work economically? + +Questions to resolve: + +- Exact percentage of Common pulls that are filler. +- Whether filler cards: + - Have individual weights. + - Exist in a dedicated filler sub-pool. +- Whether fillers count toward: + - Base compendium completion. + - Prestige completion. + - Set completion. +- Whether every crafting/trade-up system treats filler the same as normal Common cards. +- Whether filler cards can have finish/material/printing variants. +- Whether fillers should be visually recognizable as a special classification. + +--- + +### 12. How do trade-ups / crafting work? + +Current conceptual example: + +> Consume 20 Common cards to generate 1 Uncommon card. + +Questions to resolve: + +- Exact input ratio. +- Whether output is guaranteed to be the next rarity. +- Whether input rarity must all match. +- Whether finish influences output. +- Whether material influences output. +- Whether printing influences output. +- Whether the user can choose the destination set. +- Whether the result can already be owned. +- Whether some cards are protected from trade-ups. +- Whether a card must be manually unlocked before it can be consumed. +- Whether destroyed inputs remain visible in provenance history. +- Whether trade-ups are the primary card sink or one of several sinks. + +--- + +### 13. What role does voluntary card burning actually serve? + +Possible concepts currently overlap: + +- Personal ceremony / reset. +- Destroying duplicates. +- Crafting input. +- Trade-up input. +- Economy sink. + +Questions to resolve: + +- Is "burning" a standalone action? +- Does burning yield anything? +- Is crafting visually represented as burning? +- Can any normal card be burned? +- Should rare or sentimental cards require extra confirmation? +- Does a burned card remain visible in historical records? +- Is the religious symbolism appropriate and useful, or is this simply an economy mechanic with a dramatic animation? + +--- + +### 14. When are saved-pack contents determined? + +Questions to resolve: + +- Are card identities rolled: + - When the pack is earned? + - When the day is finalized? + - When the pack is opened? +- Are finish/material/printing/wear rolled at the same time? +- Can economy rebalancing affect already-earned unopened packs? +- Does population count change only once the pack is opened? +- Can an unopened pack have provenance? +- Can saved packs ever become collectible objects themselves? + +The implementation should be deterministic enough that server/client behavior cannot accidentally reroll contents. + +--- + +## Tier 3 — What Constitutes a Card + +### 15. What is the final rarity structure? + +Current placeholder tiers: + +- Common. +- Uncommon. +- Rare. +- Extraordinary. +- Legendary. + +Questions to resolve: + +- Final names. +- Number of tiers. +- Whether rarity names should be explicitly Biblical/thematic. +- Whether thematic names create theological implications that should be avoided. +- Whether rarity affects only pull probability or also: + - Artwork composition. + - Border complexity. + - Animation. + - Presentation. +- Whether filler remains outside the rarity hierarchy. + +--- + +### 16. What does rarity mean across different sets? + +The spec defines rarity as prominence within the collection rather than spiritual worth. + +It also allows sets to have independent rarity structures. + +Questions to resolve: + +- Is a Legendary from one set economically equivalent to a Legendary from another? +- Are rarity probabilities shared globally or defined per set? +- Can a historically important person be Common in one thematic set and Legendary in another? +- Does a card identity have one canonical rarity or can each printing/set version have its own? +- How should rarity be communicated so users do not interpret it as spiritual importance? + +--- + +### 17. Are finish, printing, and material fully combinatorial? + +Current model implies independent properties: + +- Finish. +- Printing. +- Material. + +This creates combinations such as: + +- Holographic + borderless + metal. +- Textless + wood + matte. +- Foil + boundless + linen. + +Questions to resolve: + +- Is every combination legal? +- Can individual card definitions restrict combinations? +- Are some finishes incompatible with some materials? +- Are some printings incompatible with text-heavy cards? +- Do special combinations have different population tracking? +- Should invalid combinations be encoded as rules or simply never generated? + +--- + +### 18. What exactly is a printing? + +Current placeholders: + +- Normal. +- Borderless. +- Textless. +- Boundless. + +Questions to resolve: + +- Concrete visual definition of each. +- Difference between Borderless and Boundless. +- Whether printings can change: + - Cropping. + - Typography. + - Text placement. + - Artwork. + - Frame geometry. +- Whether alternate artwork is itself a printing or a separate artwork property. +- Whether tradition-specific versions are printings, separate cards, or artwork variants. + +--- + +### 19. What is the finish taxonomy? + +Current possibilities: + +- Matte. +- Glossy. +- Textured. +- Holographic. +- Foil. +- Future holographic/foil patterns. + +Questions to resolve: + +- Are these mutually exclusive? +- Can a card be both textured and holographic? +- Is "foil" a finish or a layer/effect? +- Are holographic patterns subtypes of holographic? +- Are finish variants purely visual, or do they also affect rarity/value? +- Do finishes alter simulated weight? + +--- + +### 20. What is the material taxonomy? + +Current possibilities: + +- Paper. +- Plastic. +- Wood. +- Linen. +- Metal. + +Questions to resolve: + +- Final MVP materials. +- Whether every card can exist in every material. +- Physical thickness by material. +- Weight implications. +- Lighting response. +- Flexibility / deformation behavior. +- Edge wear behavior. +- Whether unusual materials should be extremely rare or simply another independent variant dimension. + +--- + +### 21. How does condition / wear work? + +Current concept: + +- Continuous value between `0.00` and `1.00`. +- `1.00` is pristine. +- `0.00` is heavily worn but still readable and collectible. + +Questions to resolve: + +- Exact named bands. +- Exact ranges. +- Distribution of wear values when cards are generated. +- Whether rarity affects minimum condition. +- Whether material affects wear. +- Whether condition can ever change after a card is opened. +- Whether trading affects wear. +- Whether users can repair cards. +- How much condition should affect collector desirability. +- Lowest acceptable visual state. + +--- + +### 22. Do imperfections belong in the product? + +Potential imperfections: + +- Fingerprints. +- Hair. +- Minor print artifacts. +- Surface marks. + +Questions to resolve: + +- Do they make individual cards more interesting or merely noisy? +- Are they cosmetic only? +- Are any imperfections considered desirable misprints? +- Can imperfections affect population classification? +- Do users need a way to inspect/identify them explicitly? +- Should the MVP omit them until the rest of the variant system is proven? + +--- + +### 23. How should population be counted? + +Current proposed grouping: + +`Card ID + Finish + Printing + Material` + +Questions to resolve: + +- Whether artwork belongs in the population key. +- Whether set belongs in the population key. +- Whether condition should remain excluded. +- Whether imperfections remain excluded. +- Whether population numbers are: + - Global. + - Public. + - Approximate. + - Exact. +- Whether destroyed cards reduce current population while remaining in historical-minted counts. +- Whether the app shows: + - Current surviving population. + - Total ever opened. + - Both. + +--- + +### 24. Does simulated weight stay in the product? + +Current concept: + +- Cards have simulated weight. +- Material/finish can slightly alter it. +- A future digital scale could let users weigh unopened packs. + +Questions to resolve later: + +- Keep or cut. +- Whether it creates meaningful collectible behavior. +- Whether pack contents are actually inferable by weight. +- Whether this becomes exploitable rather than fun. +- Whether the system is worth the implementation complexity. + +This is intentionally low priority. + +--- + +## Tier 4 — The Trinity Card + +### 25. What is the final conceptual / theological framing? + +Current concept: + +- Every user receives The Trinity. +- It is given rather than earned. +- It cannot be traded. +- It cannot be destroyed. +- It is always mint. +- It does not participate in normal rarity/population mechanics. +- Its finish/material presentation can be customized. + +Questions to resolve: + +- Exact theological message. +- Whether "given, not earned" is framed explicitly as an analogy to grace. +- Whether that analogy creates denominational disagreement. +- Whether the card should be called: + - The Trinity. + - Holy Trinity. + - Another title. +- Whether this is technically a collectible card, foundation card, or a separate object type. + +--- + +### 26. Which Scripture belongs on the Trinity card? + +The current spec is inconsistent: + +- One section suggests John 3:16. +- The MVP table suggests Matthew 28:19. + +Questions to resolve: + +- Which passage best serves the actual purpose of the card? +- Should the card emphasize: + - The Trinity directly. + - Grace / gift. + - Baptismal formula. + - God's love and salvation? +- Whether a verse is sufficient or a short doctrinal text is more appropriate. + +--- + +### 27. What should the Trinity artwork depict? + +Current constraint: + +- Avoid an awkward or irreverent literal depiction of Father, Son, and Holy Spirit. + +Questions to resolve: + +- Symbolic approach. +- Architectural / stained-glass approach. +- Scripture-focused approach. +- Cross / dove / light symbolism. +- Whether any traditional Trinitarian iconography is appropriate. +- How to avoid accidentally privileging one tradition's visual theology. + +--- + +### 28. How customizable is the Trinity card? + +Current sections disagree slightly on whether customization includes: + +- Finish. +- Material. +- Printing. + +Questions to resolve: + +- Which properties can be changed. +- Whether customization is unlimited/free. +- Whether all users can access all options immediately. +- Whether customization has any collectible significance. +- Whether customization changes provenance. +- Whether a customized Trinity card remains one canonical instance. + +--- + +## Tier 5 — Christian Content and Editorial Policy + +### 29. Is the Nicene Creed permanently the doctrinal boundary? + +Current language describes it as the standard "for now." + +Questions to resolve: + +- Is Nicene Christianity the permanent product scope? +- Is it simply the MVP editorial baseline? +- How are groups outside the Nicene boundary represented? +- Is the application presenting a doctrinal position or merely using one as an organizational framework? +- What happens with traditions that accept the Nicene Creed but interpret later doctrines very differently? + +--- + +### 30. How deep do tradition-specific collections go? + +Initial high-level categories: + +- Catholic. +- Orthodox. +- Protestant. + +Questions to resolve: + +- Whether those categories become hierarchical. +- Examples: + - Catholic. + - Eastern Orthodox. + - Oriental Orthodox. + - Anglican. + - Lutheran. + - Reformed. + - Baptist. + - Methodist. + - Pentecostal. +- Whether traditions are represented as: + - Sets. + - Tags. + - Collections. + - All of the above. +- Whether cards can belong to multiple traditions. + +--- + +### 31. How are controversies and non-Nicene movements classified? + +Potential subjects include: + +- Arianism. +- Gnosticism. +- Pelagianism. +- Nestorian controversies. +- Latter-day Saint theology. +- Jehovah's Witnesses. +- Other disputed movements. + +Questions to resolve: + +- Taxonomy. +- Tone. +- Difference between: + - Historical heresy. + - Schism. + - Denominational disagreement. + - Non-Nicene movement. + - Modern religion with Christian origins. +- How labels are chosen without turning cards into insult cards. +- Who approves wording. + +--- + +### 32. Who reviews doctrinal and historical accuracy? + +Questions to resolve: + +- Whether content requires formal review. +- Who is qualified to review: + - Scripture. + - Church history. + - Catholic-specific content. + - Orthodox-specific content. + - Protestant-specific content. + - Controversial movements. +- Whether multiple reviewers are needed for disputed topics. +- How disagreements between credible traditions are presented. +- Whether the app should explicitly distinguish consensus from disputed interpretation. + +--- + +### 33. What is the citation/source policy? + +Questions to resolve: + +- What sources are acceptable. +- Whether every card requires citations. +- Whether primary sources are preferred. +- How Scripture references are stored. +- How historical quotations are attributed. +- Whether users can click through to: + - Scripture. + - Primary texts. + - Historical sources. + - Further reading. +- How sources are versioned if card text changes. +- Whether citations appear directly on the card or only in the detailed information panel. + +--- + +### 34. What religious-art representation rules are needed? + +The current general visual direction is established, but subject-specific rules still need consideration. + +Examples: + +- Jesus. +- God the Father. +- Holy Spirit. +- Angels. +- Saints. +- Crucifixion. +- Resurrection. +- Icons. +- Biblical figures without known historical appearances. + +Questions to resolve: + +- How literal depictions should be. +- Whether tradition-specific iconographic conventions are used. +- How visual differences between traditions are presented. +- What requires theological/art review. +- Whether some concepts should use symbolic rather than figurative art. + +--- + +## Tier 6 — Privacy, Accountability, and Social + +### 35. What is the actual privacy/encryption model? + +Current principle: + +Private customer content should not simply exist as administrator-readable plaintext. + +Questions to resolve: + +- Client-side encryption design. +- Whether encryption applies to: + - Custom habit names. + - Negative habits. + - Notes. + - Accountability messages. + - Prayer requests. +- Whether BYOK is practical. +- Key backup. +- Account recovery. +- Multi-device synchronization. +- Search over encrypted data. +- Anonymous statistics. +- What metadata necessarily remains server-visible. + +This will likely require a dedicated technical-spec decision after the functional expectations are settled. + +--- + +### 36. What are the exact accountability permissions? + +Current philosophy: + +- Private by default. +- Sharing is explicit. +- Shared state is obscure by default. +- Users can choose to reveal more detail. + +Questions to resolve: + +- Permission levels. +- Per-partner permissions versus global settings. +- Whether users can share: + - Generic prayer-needed status. + - Habit category. + - Exact habit. + - Completion history. + - Negative-habit lapse. + - Notes. +- Whether access is permanent or temporary. +- Whether users can revoke previously-shared information. + +--- + +### 37. What triggers an accountability / prayer signal? + +Questions to resolve: + +- Manual request only? +- Can the app suggest sending one? +- Can anything be sent automatically? +- Does reporting a negative-habit lapse trigger a prompt? +- Should the accountability partner ever know that a failure occurred unless explicitly told? +- Can users define standing rules such as: + - "Tell this partner when I ask for prayer." + - "Tell this partner if I have not checked in for X days." + +Privacy suggests manual or explicitly-configured behavior rather than implicit disclosure. + +--- + +### 38. What collection metadata is public? + +Potential metadata: + +- Binder. +- Card ownership. +- Finish/material/printing. +- Condition. +- Original opener. +- Opening date. +- Population. +- Trade history. +- Destroyed-card history. + +Questions to resolve: + +- Default visibility. +- Per-user privacy controls. +- Whether original-opener identity persists after trading. +- Whether users can anonymize provenance. +- Whether population data is public globally. +- Whether destroyed cards remain visible. + +--- + +### 39. How will trading work? + +Questions to resolve later: + +- Direct offers. +- Multi-card offers. +- Counteroffers. +- Trade confirmation. +- Trade cancellation. +- Locked/favorite cards. +- Protected Trinity/Foundation cards. +- Trade history. +- Population/provenance changes. +- Whether users need to be friends. +- Whether trading is global or limited to known users. +- Whether public trade listings ever exist. + +Trading is intentionally outside the first MVP but the data model may need to leave room for it. + +--- + +## Tier 7 — MVP and Technology + +### 40. Is the proposed MVP actually an MVP or a vertical slice? + +Current MVP includes: + +- Positive habits. +- Negative habits. +- Consistency metrics. +- Pack rewards. +- Saved packs. +- Approximately 50 cards. +- Filler cards. +- Multiple rarities. +- Multiple finishes. +- Multiple materials. +- Multiple printings. +- Wear. +- Binder. +- 3D inspection. +- 3D pack opening. +- Population/provenance. +- Economy simulation. + +Questions to resolve: + +- Is the goal: + - Minimum viable product for external users? + - Internal proof of concept? + - Technical vertical slice? + - Personal alpha? +- Which systems actually need production-grade completeness? +- Which can be prototypes? +- What does "MVP complete" mean? + +The current scope reads more like a vertical slice designed to prove the unique and technically difficult parts of the product. + +--- + +### 41. How many real cards does the first build actually need? + +Current target: + +- Around 50 real cards. +- Plus 4–6 filler cards, possibly inside or outside that count. + +Questions to resolve: + +- Do all 50 need finished art for the first renderer/economy prototype? +- Could the first implementation use: + - 10 hero cards. + - A smaller representative common/uncommon pool. + - Filler cards. +- When does the full ~50-card MVP set become necessary? +- Should content production happen after the hard renderer is proven? + +--- + +### 42. Three.js vs Flutter Scene / Flutter GPU + +Current plan: + +Run a technical spike comparing them using the same difficult card. + +Questions to evaluate: + +- Visual fidelity. +- Shader/material flexibility. +- Desktop performance. +- Mobile performance. +- Touch interaction. +- Developer ergonomics. +- Asset pipeline. +- Code sharing. +- Future native-client implications. + +The proposed hard test card is: + +> Legendary + borderless + metal + holographic + embossed + visible wear + +This decision should follow the spike rather than be made theoretically. + +--- + +### 43. What is the exact web framework? + +Current likely direction: + +- Web MVP. +- Potentially React. +- Potentially React Three Fiber if Three.js is chosen. + +Questions to resolve after the renderer spike: + +- React versus another framework. +- Rendering integration. +- State-management approach. +- Server rendering needs. +- Mobile-browser architecture. +- Whether the renderer lives as an isolated package. + +--- + +### 44. What is the shader/material architecture? + +The functional boundary is already fairly clear: + +- Database stores renderer-independent card properties. +- Runtime renderer interprets those properties. +- Blender is not a production dependency. + +Still unresolved: + +- Shared visual specification. +- Material parameter schema. +- Wear-mask format. +- Holographic implementation. +- Foil implementation. +- Embossing. +- Substrate response. +- Lighting. +- Renderer fallbacks. +- Performance tiers. +- How closely multiple renderer implementations must match visually. + +--- + +### 45. How are static thumbnails generated? + +Normal binder/search/trade screens are expected to use static or pre-rendered representations rather than active 3D rendering. + +Questions to resolve: + +- Client-side render-to-texture? +- Server-generated thumbnails? +- Build-time generation? +- On-demand cached rendering? +- Does each card instance need its own thumbnail because wear/finish/material differ? +- Are thumbnails generated at several lighting angles? +- How are holographic cards represented in static form? +- Can the same card contract drive both 3D and thumbnail generation? + +--- + +# Explicitly Deferred Topics + +These should not consume much workshop time until the core loop and economy are stable: + +- Monetization. +- Native Android/iOS implementation. +- API/webhook ecosystem. +- Large-scale card catalog expansion. +- Digital pack scale / weight mechanics. +- Deep prestige systems. +- Advanced social features. +- Full trading economy. + +--- + +# Recommended Workshop Order + +The first decisions should be made together because they define the reward economy: + +1. Daily reward normalization. +2. Daily pack lifecycle. +3. Pack upgrade mechanism. +4. Login versus full-completion reward gap. +5. Consistency mechanics. +6. Weekly/non-daily habit behavior. +7. Negative-habit relationship to rewards. +8. Retroactive logging. + +Once those are settled, proceed to: + +9. Pack size and rarity math. +10. Collection-completion target. +11. Filler economics. +12. Trade-ups and card sinks. + +Then move into the card-instance model, content policy, privacy/social design, and renderer/MVP decisions. + +--- + +# Workshop Status + +Use this section as decisions are finalized. + +| # | Topic | Status | Decision | +|---:|---|---|---| +| 1 | Daily reward normalization | Open | | +| 2 | Daily pack lifecycle | Open | | +| 3 | Pack upgrade mechanism | Open | | +| 4 | Login vs full-completion gap | Open | | +| 5 | Consistency mechanics | Open | | +| 6 | Weekly/non-daily habits | Open | | +| 7 | Negative habits and rewards | Open | | +| 8 | Retroactive logging | Open | | +| 9 | Pack size / rarity probabilities | Open | | +| 10 | Collection completion target | Open | | +| 11 | Filler economics | Open | | +| 12 | Trade-ups / crafting | Open | | +| 13 | Card burning | Open | | +| 14 | Saved-pack generation timing | Open | | +| 15 | Rarity structure | Open | | +| 16 | Cross-set rarity meaning | Open | | +| 17 | Variant combinatorics | Open | | +| 18 | Printing taxonomy | Open | | +| 19 | Finish taxonomy | Open | | +| 20 | Material taxonomy | Open | | +| 21 | Condition / wear | Open | | +| 22 | Imperfections | Open | | +| 23 | Population rules | Open | | +| 24 | Simulated weight | Deferred | | +| 25 | Trinity conceptual framing | Open | | +| 26 | Trinity Scripture | Open | | +| 27 | Trinity artwork | Open | | +| 28 | Trinity customization | Open | | +| 29 | Nicene boundary | Open | | +| 30 | Tradition taxonomy | Open | | +| 31 | Controversies taxonomy | Open | | +| 32 | Content review authority | Open | | +| 33 | Citation/source policy | Open | | +| 34 | Religious-art rules | Open | | +| 35 | Privacy/encryption model | Open | | +| 36 | Accountability permissions | Open | | +| 37 | Accountability triggers | Open | | +| 38 | Public collection metadata | Open | | +| 39 | Trading rules | Deferred | | +| 40 | MVP vs vertical slice | Open | | +| 41 | Initial card count | Open | | +| 42 | Renderer choice | Pending spike | | +| 43 | Web framework | Pending renderer | | +| 44 | Shader/material architecture | Pending spike | | +| 45 | Thumbnail generation | Open | | diff --git a/blender_prototype/README.md b/spikes/blender_prototype/README.md similarity index 100% rename from blender_prototype/README.md rename to spikes/blender_prototype/README.md diff --git a/blender_prototype/build_sanctification_card_prototype.py b/spikes/blender_prototype/build_sanctification_card_prototype.py similarity index 100% rename from blender_prototype/build_sanctification_card_prototype.py rename to spikes/blender_prototype/build_sanctification_card_prototype.py diff --git a/blender_prototype/card_finish_material.py b/spikes/blender_prototype/card_finish_material.py similarity index 100% rename from blender_prototype/card_finish_material.py rename to spikes/blender_prototype/card_finish_material.py diff --git a/blender_prototype/premium_finishes.py b/spikes/blender_prototype/premium_finishes.py similarity index 100% rename from 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