maniator / maniator/verticopolis

[Feature]: [P3] Venue peak-hour occupancy scaling (parked: hot path, redundant signal)

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enhancement
Dominant language
TypeScript
Stars
5
Forks
1
PR merge metrics
No merged PRs in 30d

Description

Imported from the engineering backlog (_bmad-output/implementation-artifacts/backlog.md, story venue-peak-hour-scaling).
Priority P3 (do-first order) | Severity: low | Status: parked | Epic: performance | Type: design-decision | Recorded: 2026-07-10

Problem / motivation

Parked: hot path, redundant signal. Party decision 2026-07-10 (commercial venue fix session). Proposal was: scale u.occupants up/down within open hours based on time of day (e.g., busier at noon for restaurants). CUT because (a) u.occupants is baked into the tile render cache key, so continuous variation would constantly invalidate the cache across every open venue every tick, a hot path problem; (b) the customersIn meal round-trip system already creates real transport stress during peak windows, so a fake visual envelope on top double-counts the story being told. If the player-visible heatmap "feels flat," revisit after the cinema occupancy display (above) is addressed and after per-person meal round-trips land.

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First steps

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  4. Open a pull request that references the issue number.

Research direction

Read _bmad-output/implementation-artifacts/backlog.md and the venue-peak-hour-scaling story for the recorded decision. No implementation is requested: the proposal is parked because occupants affects the tile render cache key and customersIn already represents peak transport stress; revisit only after the cinema occupancy display and per-person meal round-trips land.

Written by the indexing model from the issue text.

Assessment

Tech stack
typescript
Domain
game-dev, performance
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
15/100

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