Problem
The Factory visualization renders orchestrated development runs as a 2D Excalibur game scene, but currently lacks visual representation of several core aspects of the orchestration process:
- Code as a fabricated product — the visualization doesn't show code being made; artifacts appear as uniform colored squares with no lifecycle
- Orchestrator as hub/dispatcher — the orchestrator walks linearly through stations, but in reality it dispatches work to agents, collects results, consolidates reviews, and shuttles between stations
- Review-fix cycle — the iterative loop (coder receives consolidated findings → fixes code → re-delivers) is completely invisible
- Artifact provenance — no way to see who produced each artifact, how it was consumed, or its relationship to other artifacts
- Parallel work — reviewers working simultaneously is indistinguishable from sequential work
Relevant considerations
- This is above all an educational tool about code orchestration. Visual clarity for understanding the process takes priority over game aesthetics.
- The visualization should be flexible enough to represent any orchestrated workflow, not just the current 7-phase pipeline. The orchestrate skill is generic; if we handle its abstractions (phases, subagents, artifacts, iterations), we can visualize any run.
- Placeholder fidelity is fine — labeled blocks for artifacts, existing sprites for agents. The goal is to get placement, movement, and state transitions right as a skeleton for future development (item sprites, tooltips, interactivity come later).
- The existing Excalibur game engine (v0.32), sprite system, gate animations, and multi-level layout support provide a solid foundation to build on.
Proposed solution
Redesign the factory layout as a two-level factory with:
- Catwalk (upper level) — The orchestrator walks here exclusively, acting as a foreman/dispatcher. It never descends to the ground floor.
- Ground floor (lower level) — Workstations arranged left-to-right in phase order, with subagents at each station.
- Vertical chutes — Connect catwalk to ground stations. Artifacts visibly descend (dispatch) and ascend (collection) through these chutes. Parallel dispatch (review phase) activates all chutes simultaneously.
- Three-beat cycle — Every phase follows: Dispatch (artifact descends) → Work (agent animates, new artifact materializes) → Collect (artifact ascends to orchestrator).
- Review-fix shuttle — The orchestrator physically walks back and forth between the coder and review stations on the catwalk, carrying code forward and consolidated fixes backward. Round counter shows iteration progress. Selective re-review activates only affected reviewers.
- Three-layer artifact model:
- Station records (always visible): copies of artifacts at producing stations, with stacking for superseded versions
- Conveyor artifacts (visible during movement): items carried by the orchestrator, with opacity reflecting lifecycle state
- Paper trail (on-click, post-run): thin glowing lines connecting artifacts to their sources, revealing the dependency chain
Acceptance criteria
Problem
The Factory visualization renders orchestrated development runs as a 2D Excalibur game scene, but currently lacks visual representation of several core aspects of the orchestration process:
Relevant considerations
Proposed solution
Redesign the factory layout as a two-level factory with:
Acceptance criteria