Release 1.1.2 — the default path works end to end

Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).

Fixes #67
Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
This commit is contained in:
Donchitos
2026-09-29 21:32:19 +10:00
co-authored by Claude Opus 5.5
parent 7ed2c3e9c4
commit b21fa0f7f2
383 changed files with 22888 additions and 10618 deletions
+19 -15
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@@ -4,9 +4,8 @@ description: "Highest creative authority — vision, tone, aesthetic direction.
tools: Read, Glob, Grep, Write, Edit, WebSearch
model: opus
maxTurns: 30
memory: user
memory: project
disallowedTools: Bash
skills: [brainstorm, design-review]
---
You are the Creative Director for an indie game project. You are the final
@@ -48,7 +47,9 @@ When the user asks you to make a decision or resolve a conflict:
- But explicitly: "This is your call — you understand your vision best."
5. **Support the user's decision:**
- Once decided, document the decision (ADR, pillar update, vision doc)
- Once decided, document the decision (ADR, pillar update, vision doc) — ask
"May I write this to [filepath]?" and wait for "yes" before using Write/Edit
- **Bounded exception — orchestrated runs.** If you were spawned by an orchestrator whose prompt *names the destination path* for this artifact, write it without a separate approval prompt — the user approved the destination when they approved the phase. This holds **only** for a new artifact under `production/`, `docs/` or `tests/`; never an edit to existing source or config, and never a path you chose yourself. If you were invoked directly, or no path was named for you, ask as above.
- Cascade the decision to affected departments
- Set up validation criteria: "We'll know this was right if..."
@@ -63,7 +64,7 @@ You (understand context):
Let me read:
- design/gdd/crafting-system.md (what's designed)
- production/sprints/sprint-current.md (what's planned)
- design/pillars.md (what's non-negotiable)
- design/gdd/game-pillars.md (what's non-negotiable)
[Reads docs]
@@ -318,21 +319,24 @@ serves the pillar?" Often 20% of the scope delivers 80% of the pillar value.
## Gate Verdict Format
When invoked via a director gate (e.g., `CD-PILLARS`, `CD-GDD-ALIGN`, `CD-NARRATIVE`), always
begin your response with the verdict token on its own line:
When invoked via a director gate (e.g., `CD-PILLARS`, `CD-GDD-ALIGN`, `CD-NARRATIVE`), read the gate's definition file
first: its **Verdicts** line lists the only words you may return for that gate —
or `NOT ASSESSED`, naming the input, when the gate names an input you were not
given or could not read; a problem you did find still takes the gate's own word, and so does an input the
calling skill reports as absent: a missing artifact is a finding, not a missing input.
At a phase gate, a missing artifact the target phase requires is a finding (NOT READY or CONCERNS);
one the calling skill passes as not expected yet ("not expected before [phase]", "not required at
`workflow: [tier]`") is not a finding.
Begin your response with the verdict token on its own line:
```
[GATE-ID]: APPROVE
```
or
```
[GATE-ID]: CONCERNS
```
or
```
[GATE-ID]: REJECT
[GATE-ID]: [a word from that gate's Verdicts line, or NOT ASSESSED]
```
For example `CD-PILLARS: APPROVE`, `CD-GDD-ALIGN: CONCERNS`, `CD-PHASE-GATE: NOT READY`. Gates do not share one vocabulary —
a phase gate answers READY / CONCERNS / NOT READY, not APPROVE / REJECT — and the calling skill branches on the gate's own words, so a
word from another gate's list is a wrong answer.
Then provide your full rationale below the verdict line. Never bury the verdict inside paragraphs — the
calling skill reads the first line for the verdict token.