mirror of
https://github.com/tiennm99/nntv.git
synced 2026-10-15 20:15:48 +00:00
chore(plans): archive the completed playable-hard-offline program
Moves the finished plan and its nine audit and phase reports under plans/archive/, keeping each program's reasoning next to the plan it produced. plans/reports/ stays free for active work. The audits are kept rather than discarded because they hold the baseline measurements a future change would need to compare against, notably that removing every guard once changed no level's optimal solution.
This commit is contained in:
1 parent
e47a3368d3
commit
049f328d01
11 files changed
+21
-1
No files matched your search
+1
-1
@@ -19,7 +19,7 @@ All 11 playable levels are degenerate: deleting every guard changes BFS optimal
|
||||
moves on every level. Not an authoring problem — four engine defects mean the mechanics never execute.
|
||||
CI passed because `levels.solvability.test.js:42-48` asserts only *solvable* and *≤ par*, with no lower bound.
|
||||
|
||||
Source reports in `plans/reports/`:
|
||||
Source reports in `./reports/` (archived alongside this plan):
|
||||
- `puzzle-design-difficulty-audit-260725-2150-level-quality-report.md`
|
||||
- `engine-correctness-review-260725-2150-solver-sync-and-state-report.md`
|
||||
- `playability-and-ux-audit-260725-2150-player-experience-report.md`
|
||||
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
@@ -0,0 +1,20 @@
|
||||
# Archived plans
|
||||
|
||||
Completed work programs. Each directory holds the plan and the reports produced
|
||||
while executing it, so the reasoning behind a change stays with the change.
|
||||
|
||||
Active plans live one level up in `plans/`; new reports go to `plans/reports/`.
|
||||
|
||||
| Plan | Date | Outcome |
|
||||
|---|---|---|
|
||||
| [260725-2208-playable-hard-offline](260725-2208-playable-hard-offline/plan.md) | 2026-07-25/26 | Made the stealth mechanics actually execute, retuned levels 1–11, added offline play, responsive UI, and a hint system. |
|
||||
|
||||
## Why the reports are kept
|
||||
|
||||
The audits record measurements that are expensive to reproduce and hard to
|
||||
believe without evidence — most importantly that, before this work, deleting
|
||||
every guard from every level changed the optimal solution by zero moves, and
|
||||
the final playable level could be beaten by walking down the left edge and
|
||||
across the bottom. If a future change makes levels feel flat again, the
|
||||
ablation numbers in `puzzle-design-difficulty-audit-*` and
|
||||
`from-level-retune-phase3-*` are the baseline to compare against.
|
||||
Reference in new issue
Block a user