SIDEQUEST← All guides

Adult reference · Traceability

36 source decisions, tracked.

The source had 6 setup steps and 30 project steps. Sidequest preserves the useful build patterns, replaces adult utility work with adventures, and removes unsafe or out-of-scope parts on purpose. This is a disposition map, not a claim that every old step became a new tutorial.

6 setup30 manual36 dispositions

Setup · 6 steps → replaced

Why

The source began with a simulator, a full repo, Tab5, two Cardputers, and live sync. Sidequest begins with one offline scan so a family can reach play sooner.

Old step New home
Install builder tools First weekend: use the official Cardputer guide and one visible test.
Create repo shape Build ladder: add folders only when a level needs them.
Ask Codex to scaffold web brain Excluded. The first quest needs no web brain or prompt file.
Bring up Tab5 Moved to Level 4, after the offline hunt.
Bring up both Cardputers One moves to Level 0; the second moves to Level 2.
Prove one live state update Saved progress plus Level 5 reliability checks.

Project 0 · 4 steps → preserved

The shared-state idea survives. The star ledger becomes neutral quest progress, without real names or chore rewards.

  1. Create the source of truthquest engine authority.
  2. Build the Home Base screen → Level 4 Tab5 mission map.
  3. Add parent controls → pause, skip, cancel, manual finish, and motor enable.
  4. Test persistence + reconnectlocal-first saves and the recovery contract.

Project 1 · 5 steps → replaced

Adult task tracking is outside this kid-only project. The same interaction lessons move into adventure play.

  1. Chore data model → clue, checkpoint, and completion events.
  2. Personal task screens → Reader and Explorer roles.
  3. Completion approval → deterministic card validation.
  4. Reward loop → sparkle, sound, progress light, and shared ending.
  5. Edge cases → wrong, repeat, removal, reboot, and grown-up reset tests.

Project 2 · 4 steps → replaced

Household list-making is excluded. Its useful "quick physical input" pattern becomes the Launch Pad.

  1. List surface → quest scene and map.
  2. Kitchen list → four safe-zone artifacts.
  3. Quick favorites → chunky GO and HINT keys.
  4. Light celebration → one short progress and victory pattern.

Project 3 · 6 steps → preserved and enriched

New home: The Lost Star

The old Quest project becomes the first complete product slice, with offline saves, safe places, card enrollment, wrong/repeat states, sound cues, reboot recovery, and child playtesting.

  1. Add Quest mode → clear start screen and four-scene story.
  2. Send private clues → short Reader/Explorer lanes with read-aloud options.
  3. Place checkpoints → adult-enrolled cards at unnamed safe zones.
  4. Validate scans → UID normalization, debounce, repeat rejection, and atomic save.
  5. Add GO + RGB → Level 1 Sidequest Beacon with the correct Chain bridge.
  6. Shared win → deterministic star repair; no prize or gated privilege.

Project 4 · 5 steps → preserved and safer

  1. Connect StackChan → optional event client; never the source of progress.
  2. Tiny expression set → four faces, sounds, and bounded motions.
  3. Map events → midpoint witness, hint, scan reaction, and victory.
  4. Voice / AI → deliberate capture only, with a saved local line.
  5. Annoyance budget → short, quiet, skippable reactions and a mute control.

Activation details and network safety live in StackChan MCP.

Project 5 · 6 steps → safe Victory Machine

Unsafe vault removed

Catch does not carry a lid, close a box, or guard a reward. It may lift a paper flag or release a feather-light gate after a grown-up enables it.

  1. Rewards surface → grown-up "enable finale" control.
  2. Vault state machine → disabled → enabled → moving → done → reset.
  3. Latch prototype → open paper-flag linkage with no pinch point.
  4. Enclosure → stable cardboard/foam-board base, exposed manual release, easy service.
  5. Unlock choreography → short light, sound, one bounded move, then motor off.
  6. Safety + recovery → jam, power loss, repeat command, timeout, and manual reset.

Useful manual patterns kept

Before / add / after

The build ladder shows what each gadget changes.

1

Step index

Sticky page contents and previous/next guide controls.

Check / fix

Every real build step names the visible result and the first recovery move.

Large states

Connection maps, device states, screen copy, and safety zones replace decorative renders.

The old package’s 8 concept-image categories are represented as: home/adventure vision, unboxing role map, first-weekend bench state, quest screens, physical checkpoints, StackChan expressions, safe finale mechanism, and finished-system map. New diagrams are schematic so they remain accurate to the owned hardware.