Plotigator
Constraint-aware narrative planning, live operations, and player engagement platform for alternate reality games. Tracks entities across layered timelines, validates story consistency, orchestrates real-world puzzle drops, and powers faction-driven player experiences through embeddable widgets.
Constraint-aware narrative planning, live operations, and player engagement platform for alternate reality games. Tracks entities across layered timelines, validates story consistency, orchestrates real-world puzzle drops, and powers faction-driven player experiences through embeddable widgets.
Build Log
A human checkpoint walk exposed that an unanchored .gitignore pattern had kept the console's entire Build section out of version control since it was written - root-caused, anchored, and committed for the first time. Automated gates never saw it; one person clicking around found it in a minute.
Closed the build swarm's feedback loop across projects: every logged drift event now distills into a Standing Spec Rule in the shared architect-to-code skill, so future Architects inherit each lesson with its provenance instead of relearning it.
Ratified the story-engine layer: a greenfield ontology reconciled against the live build, three spec blocks (a deterministic five-class validator, a deficit-driven interview engine, a 17-phase build order), and a five-stop design walk that ruled the control-room loop, a seven-verb action grammar, and the trust boundary between the showrunner and the machine.
Production deployment: live at plotigator.com with Vercel auto-deploy, Cloudflare DNS, OAuth redirect fix for www subdomain.
Platform admin gate: approval queue for puppet master access, super admin dashboard, pending/denied status pages with middleware enforcement.
CI/CD pipeline live: GitHub Actions runs build, 723 unit tests, and 20 Playwright E2E tests on every push.
Security audit and fixes: RLS policy gaps patched, widget host validation hardened, cross-platform build config.
Completed full system specification across two deep-dive sessions — 44 design sections, 23 architectural principles, 39-table database schema, and a 13-phase build plan. Defined the complete data model, constraint engine, puppet master UX, player engagement system, multi-site widget architecture, integration control plane, self-healing operations layer, and three-tier QA framework. Ready for build.
