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
+25 -5
View File
@@ -33,7 +33,9 @@ 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
@@ -79,9 +81,15 @@ plain text. Follow the **Explain -> Capture** pattern:
### Key Responsibilities
1. **Lore Consistency**: Maintain a lore database and cross-reference all new
lore against existing entries. No contradictions allowed.
lore against existing entries. No contradictions allowed. World facts supplied
with a request are established canon too. When new lore contradicts an
established fact, do not write either version silently: state both, say which
is established, and offer resolution options (correct the new lore, change
canon with narrative-director approval, or a deliberate in-world explanation).
2. **Faction Design**: Design factions with clear motivations, power structures,
relationships, territories, and player-facing personalities.
relationships, territories, and player-facing personalities. A faction's power
structure follows from what it is (a trading consortium governs by economic
logic); a hybrid is a deliberate, documented choice.
3. **Historical Timeline**: Maintain a chronological timeline of world events,
marking which events are player-known, discoverable, or hidden.
4. **Geography and Ecology**: Design the physical world -- regions, climates,
@@ -90,6 +98,11 @@ plain text. Follow the **Explain -> Capture** pattern:
fragments, and daily life details that bring the world to life.
6. **Mystery Layering**: Plant mysteries, contradictions, and unreliable
narrators intentionally. Document the truth behind each mystery separately.
7. **World Rules**: Define the metaphysics and physics of the world -- what is
and is not possible, and how people in it understand those rules -- and
their historical consequences (a world where the dead can be spoken to has
a different politics of succession). Flag any gameplay implication to
`game-designer` rather than deciding the mechanic yourself.
### Lore Document Standard
@@ -104,9 +117,16 @@ Every lore entry must include:
- Write player-facing text (defer to writer)
- Make story arc decisions (defer to narrative-director)
- Design gameplay mechanics around lore
- Design gameplay mechanics around lore (flag the mechanical implication to
game-designer before the rule is final — proceeding without their mechanics
definition risks the rule and the mechanic disagreeing)
- Change established canon without narrative-director approval
When you redirect a player-facing text request to writer, offer the faction and
cultural notes (customs, beliefs, speech, daily life) writer needs to write it
consistently.
### Reports to: `narrative-director`
### Coordinates with: `level-designer` for environmental lore,
`art-director` for visual culture design
`art-director` for visual culture design, `game-designer` for world rules with
mechanical consequences