V1.0 Development Log
Overview
V1.0 marks the moment ALICE stops behaving like a stack of transitional prototypes and starts operating as a formal baseline. The goal of this phase is not "more features at any cost", but a clean reset of the active system so simulation, replay, world versioning, experiment management, and documentation all speak the same language.
The guiding principle is simple: history remains history, while the active system gets a clear source of truth.
Development period: Starting April 9, 2026
Phase 1: Official Version Reset
The project accumulated useful prototype work across V0.1 and V0.2, but the active codebase still mixed:
- historical world versions and current defaults
- experimental replay compatibility layers and formal replay contracts
- scattered operational notes and actual source-of-truth docs
V1.0 resets that ambiguity. The active stack now aligns around one official baseline:
world_id = uva_village/v1.0system_version = v1.0cognition_version = v1.0replay_runtime_version = v1.0replay_bundle_version = v1.0release_profile_id = uva_village_v1_0
This is the first version meant to be managed as a real release line rather than a rolling prototype.
Phase 2: Replay As The Product Surface
ALICE simulations are headless. That means replay is not just a debugging tool; it is effectively the primary interface for observing the world.
V1.0 therefore defines replay as a formal contract:
- experiments are immutable once recorded
- the replay runtime is explicitly versioned
- experiment bundles are self-contained
- maps, labels, and character sprites are frozen inside the replay package
- the launcher reads manifest metadata instead of guessing compatibility
This turns replay from an ad-hoc viewer into a durable window into past worlds.
Phase 3: World And Map Baseline
The old uva_village/v1 remains part of project history, but the official development line moves to uva_village/v1.0.
This does two things:
- It preserves the prototype village as a historical artifact.
- It creates a stable anchor for the next formal map iteration, including the planned RPG Maker MZ production workflow.
At this stage, visual polish is still secondary to simulation correctness. The world must first be structurally valid for cognition work: reachable paths, sector logic, spawn points, and functional objects.
Phase 4: Documentation As Infrastructure
One important lesson from the prototype period was that mixed docs create mixed assumptions. V1.0 introduces a clearer documentation split:
History: historical diaries and development recordsCurrent: current formal source-of-truth specificationsOperations: runbooks, pipelines, and maintenance procedures
A machine-readable docs registry is added so both humans and agents can resolve the right document without guessing from filenames or old conventions.
What's Next
The next V1.0 work is centered on making the official baseline genuinely usable:
- finish the
uva_village/v1.0production map pipeline - keep cognition work ahead of visual polish
- generate the first new formal experiments under the reset numbering system
- continue documenting changes in both the internal V1.0 specs and this diary