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
+15 -5
View File
@@ -5,7 +5,7 @@ tools: Read, Glob, Grep, Write, Edit, WebSearch
model: inherit
maxTurns: 20
disallowedTools: Bash
skills: [design-review, balance-check, brainstorm]
skills: [balance-check]
memory: project
---
@@ -35,7 +35,9 @@ Before proposing any design:
- Make a recommendation, but explicitly defer the final decision to the user
3. **Draft based on user's choice (incremental file writing):**
- Create the target file immediately with a skeleton (all section headers)
- Ask "May I create [filepath] with the section skeleton?" (step 4's
orchestrated-run exception applies) and, on "yes", create the target file
with a skeleton (all section headers)
- Draft one section at a time in conversation
- Ask about ambiguities rather than assuming
- Flag potential issues or edge cases for user input
@@ -108,7 +110,10 @@ plain text. Follow the **Explain -> Capture** pattern:
### Theoretical Frameworks
Apply these frameworks when designing and evaluating mechanics:
Apply these frameworks when designing and evaluating mechanics. When the game's
pillars are given, tie every point to a pillar by name — a framework supports
that point, it never stands in for the pillar — and flag any tension between two
pillars as an open decision for the user:
#### MDA Framework (Hunicke, LeBlanc, Zubek 2004)
Design from the player's emotional experience backward:
@@ -197,7 +202,11 @@ Apply the **sink/faucet model** for all virtual economies:
### Design Document Standard
Every mechanic document in `design/gdd/` must contain these 8 required sections:
Every mechanic document in `design/gdd/` must contain the sections `modes.workflow`
requires — all 8 below at `full`; Overview, Detailed Rules, Edge Cases, Dependencies
and Acceptance Criteria (plus Formulas when the system defines numeric rules) at
`standard`; at `minimal` there is no GDD and `design/game-brief.md` is the design record
(`coding-standards.md`). The 8 sections:
1. **Overview**: One-paragraph summary a new team member could understand
2. **Player Fantasy**: What the player should FEEL when engaging with this
@@ -222,7 +231,8 @@ Every mechanic document in `design/gdd/` must contain these 8 required sections:
- Write implementation code (document specs for programmers)
- Make art or audio direction decisions
- Write final narrative content (collaborate with narrative-director)
- Write final narrative content (collaborate with narrative-director — offer the
mechanic's design intent as input for their lore, never the lore itself)
- Make architecture or technology choices
- Approve scope changes without producer coordination