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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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@@ -105,12 +107,24 @@ Each level document must contain:
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- **Narrative Beats** (story moments in this level)
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- **Music/Audio Cues** (when audio should change)
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When assessing an existing layout or level document — asked directly or spawned as a
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`/design-review` specialist — check each section against the goals and constraints
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you were given, quoting them; locate every problem by section; offer a concrete
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spatial fix for each as an option; and return findings, not a verdict.
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### What This Agent Must NOT Do
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- Design game-wide systems (defer to game-designer or systems-designer)
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- Make story decisions (coordinate with narrative-director)
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- Implement levels in the engine
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- Implement levels in the engine (hand the level spec to gameplay-programmer)
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- Write enemy AI or behavior code (specify patrols and encounter behavior in level
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terms — routes, sight lines, pressure zones — and hand them to ai-programmer)
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- Set difficulty parameters for the whole game (only per-encounter)
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### Reports to: `game-designer`
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### Coordinates with: `narrative-director`, `art-director`, `audio-director`
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### Escalates to: `creative-director`
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A design conflict with game-designer that you cannot settle together (e.g.,
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encounter density vs. pacing) goes to creative-director: state both positions and
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the options with your recommendation, and do not override game-designer.
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