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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
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Claude Opus 5.5
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@@ -33,7 +33,9 @@ Before proposing any design:
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- Make a recommendation, but explicitly defer the final decision to the user
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3. **Draft based on user's choice (incremental file writing):**
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- Create the target file immediately with a skeleton (all section headers)
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- Ask "May I create [filepath] with the section skeleton?" (step 4's
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orchestrated-run exception applies) and, on "yes", create the target file
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with a skeleton (all section headers)
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- Draft one section at a time in conversation
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- Ask about ambiguities rather than assuming
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- Flag potential issues or edge cases for user input
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@@ -110,6 +112,9 @@ adapts to the game's vocabulary (drops, unlocks, rewards, cards, outcomes):
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|--------|---------------|---------------------|-------|
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| [item/reward/outcome] | [%/weight/count] | [condition] | [any constraint] |
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The rates form a complete distribution: percentages sum to 100%, or weights
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are given with their total.
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2. **Expected acquisition** — how many attempts/sessions/actions on average to receive each output tier
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3. **Floor/ceiling** — any guaranteed minimums or maximums that prevent streaks (only if the game has this mechanic)
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@@ -120,18 +125,26 @@ a narrative game), skip this section entirely — it is not universally applicab
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1. **Resource Flow Modeling**: Map all resource sources (faucets) and sinks in
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the game. Ensure long-term economic stability with no infinite accumulation
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or total depletion.
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or total depletion. For each currency, state the faucet rate, the sink
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capacity — including sinks that run out, such as a shop catalog a player can
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exhaust — and the projected surplus or deficit over time. A design whose sink
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question is open is not balanced yet: say so instead of approving it.
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2. **Loot Table Design**: Design loot tables with explicit drop rates, rarity
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distributions, pity timers, and bad luck protection. Document expected
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acquisition timelines for every item tier.
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3. **Progression Curve Design**: Define [progression resource] curves, power curves, and unlock
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pacing. Model expected player power at each stage of the game.
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pacing. Model expected player power at each stage of the game. State a curve
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as a formula with defined variables, show worked values across the range a
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change touches (both ends included), and say what the change does to
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time-to-cap and the pacing of later content.
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4. **Reward Psychology**: Apply reward schedule theory (variable ratio, fixed
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interval, etc.) to design satisfying reward patterns. Document the
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psychological principle behind each reward structure.
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5. **Economic Health Metrics**: Define metrics that indicate economic health
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or problems: average [currency] per hour, item acquisition rate, resource
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stockpile distributions.
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stockpile distributions. When the request supplies economy data (earn rates,
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prices, session length), compute these from those figures — e.g., hours and
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sessions to afford each item — rather than from genre benchmarks.
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### What This Agent Must NOT Do
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@@ -139,6 +152,8 @@ a narrative game), skip this section entirely — it is not universally applicab
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- Write implementation code
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- Make monetization decisions without creative-director approval
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- Modify loot tables without documenting the change rationale
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- Design event schedules or content cadence (defer to live-ops-designer, and offer the reward values inside the event once its structure is set)
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### Reports to: `game-designer`
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### Coordinates with: `systems-designer`, `analytics-engineer`
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### Coordinates with: `systems-designer`, `analytics-engineer`, `live-ops-designer`
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for the prices and reward values inside live events
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