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docs: project standard, event research and lobby season spec - #214

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TheMeinerLP merged 1 commit into
chore/agpl-relicensefrom
docs/lobby-season-spec
Aug 28, 2026
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docs: project standard, event research and lobby season spec#214
TheMeinerLP merged 1 commit into
chore/agpl-relicensefrom
docs/lobby-season-spec

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Stacked on #213.

What this adds

Four documents under docs/ that the Stage branches implement against.

spec-lobby-saison-events.md — the requirements

49 user stories across 7 stages, 13 non-functional requirements, EARS acceptance criteria, MoSCoW priorities. Follows the OLF requirement-engineering standard.

Stage Scope Priority
1 Falco engine, world selection hardening Must
2 Seasons + real-time day cycle (Berlin) Must
3 Release stages: internal → lite → GA Must
4 Season packages as data Should
5 Build servers in the navigator Should
6 Per-season resource packs Could
7 Portals for server switching Could

event-modi-plan.md — the research behind it

The finding that shaped the spec, measured from Steam telemetry and spot-checked against the source tables: cosmetic seasonal events move concurrent players by roughly zero. Deep Rock Galactic runs both kinds in the same game — cosmetic Octobers at −0.37%, −12.16%, −4.92%, content seasons at +154%, +59%, +142%. Dead by Daylight and Destiny 2 agree independently.

Decoration is brand upkeep, not a growth lever. That is why the spec caps seasonal visuals at "data, not code" — the effort belongs in content.

olf-minestom-project-standard.md — the conventions

23 architecture rules with IDs, each with a rationale and an enforcement mechanism, derived from ManisGame, Cygnus, Tamias and the theEvilReaper libraries. Falco's falco-archunit already enforces six of them and is the reference implementation.

rollout-log.md

The record NFR-011 requires: which feature sat at which release stage, when, and why it moved.

Note

Two open decisions are recorded in the spec rather than silently assumed: contributor consent for the relicense (#213), and whether the extension migration lands before October — if it does not, Stage 4 slips to 2027 rather than colliding with the event.

Three documents that the upcoming lobby work builds on:

- olf-minestom-project-standard.md: 23 architecture rules derived from
  ManisGame, Cygnus, Tamias and the theEvilReaper libraries, each with a
  rationale and an enforcement mechanism. Falco's falco-archunit module
  already enforces six of them and is the reference implementation.

- event-modi-plan.md: research on seasonal events. Key finding, measured
  from Steam telemetry: cosmetic seasonal events move concurrent players
  by roughly zero (Deep Rock Galactic October: -0.37%, -12.16%, -4.92%)
  while content releases move them 20-150% and lift the floor for months.
  Decoration is brand upkeep, not a growth lever - so its cost must stay
  small.

- spec-lobby-saison-events.md: the requirements themselves. 49 user
  stories across 7 stages, 13 non-functional requirements, EARS
  acceptance criteria and MoSCoW priorities, following the OLF
  requirement-engineering standard.

- rollout-log.md: the record NFR-011 asks for, tracking which feature
  sat at which release stage.
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