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Paths to moollm and SimObliterator_Suite now under GroundUp/git; family album, tool palette, TODO, predictive cursor and god zone editor design
Includes pending work: family-album-as-storymaker, SOUL-ALBUM, simcity tool
palette, sims-io neighborhood test, new predictive-cursor-and-god-zone-editor.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Copy file name to clipboardExpand all lines: documentation/TODO.md
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| Area | Next concrete action | Priority |
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|------|----------------------|----------|
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| Album content authoring (design only) |[Page graphs → editions → game objects](designs/family-album-as-storymaker.md#pages-routes-and-generated-objects): specify route manifests, stable GUID mappings, and separate save-instance updates | Future |
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| Editing tools (design only) |[Predictive cursor + God zone editor](designs/predictive-cursor-and-god-zone-editor.md): audit snapshot determinism, zone states/footprints, and population units before implementation | Future |
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> **Trademark notice.***Micropolis* is used under license from Micropolis GmbH. *SimCity*, *The Sims*, and *Maxis* are EA Inc. trademarks; references are nominative use only. No affiliation with or endorsement by any listed studio is implied.
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> **Scope.** A companion-side extension of the user-authored Sims Family Album. The Sims engine remains the runtime; album pages compile back to documented `.iff` book/album objects. See [soul-city.md → Scope and intent](soul-city.md#scope-and-intent).
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> **Scope.** A proposed companion-side extension of the user-authored Sims Family Album.
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> Native album export and generated `.iff` book/album objects are separate targets;
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> each needs a documented, tested adapter. The Sims engine remains the game runtime.
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> See [soul-city.md → Scope and intent](soul-city.md#scope-and-intent).
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> **Lineage.** This design draws on a thread of prior work (HyperLook SimCity, SimCityNet, DreamScape, MediaGraph, iLoci, Bar Karma's StoryMaker, Urban Safari) that is documented elsewhere in the design suite — see the *Lineage* section in [designing-inward-miyamoto-principles.md](designing-inward-miyamoto-principles.md), [maxis-ea-shutdown-hn-2015.md](maxis-ea-shutdown-hn-2015.md) (SFC / Bar Karma / HiveMind), [storymaker/architectural-overview.md](storymaker/architectural-overview.md) (SFC slides + diagram), and the SimCity-to-Bar-Karma chronology referenced from [characters-as-hydrogen.md](characters-as-hydrogen.md). This doc focuses on the design itself; the lineage is not re-litigated here.
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- Storylines are author-curated paths through the shared scene pool.
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- Characters and lots travel inside scenes as content snippets; when reused, the [Bifrost protocol](moollm-microworld-os.md#the-bifrost-the-bridge-as-a-structured-ontological-transition) handles identity sync and provenance.
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The graph lives in git, federates by `git remote`, and round-trips through the [Adventure Compiler](moollm-microworld-os.md#the-adventure-compiler-is-a-coherence-engine-partner-not-a-one-shot-compiler) to a pageable Family Album book IFF object that the EA-published Sims 1 displays normally.
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The proposed graph can be versioned in git. Storage and export adapters must
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preserve node identity and disclose information lost in a linear target.
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The compiler and game-object output described here remain design work,
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not evidence of a working native round trip.
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## Pages, routes, and generated objects
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A page may contain images, captions, audio, or other media. It may be imported
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from any supported game's album, captured with little game metadata, or
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