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
+31 -4
View File
@@ -118,7 +118,8 @@ Write the file:
After writing, tell the user:
> "Entity inventory saved. Next steps:
> - Run `/ux-design [screen name]` for each UI screen in the inventory
> - Run `/asset-spec entity:[name]` to spec each visual entity
> - Run `/asset-spec system:[name]`, `level:[name]` or `character:[name]` for each
> visual entity — whichever of the three the entity belongs to
> - Or run `/asset-spec` again to work through the inventory one item at a time"
---
@@ -131,8 +132,9 @@ Extract:
- **Review mode**: `--review [full|lean|solo]` if present
The effective mode is the one already resolved at the top of this skill via
`resolve_config --keys review_mode`, which applies the full chain and
defaults to `lean` — not `full`. A `--review` argument overrides it for this
`resolve_config --keys review_mode`, which applies the full chain; with nothing
set it follows `modes.rigor` — `solo` at `minimal` (the default), `lean` at
`standard`, `full` at `full`. A `--review` argument overrides it for this
run only.
**Mode behavior:**
@@ -149,6 +151,18 @@ Read all source material **before** asking the user anything.
### Required reads:
- **Art bible**: Read `design/art/art-bible.md` — fail if missing:
> "No art bible found. Run `/art-bible` first — asset specs are anchored to the art bible's visual rules and asset standards."
**Exception — the minimal path.** If there is no art bible but
`design/game-brief.md` exists (at `rigor: minimal` no art bible is required),
do not fail: anchor the specs in the brief's **Art & audio direction** line,
and say so at the top of the output — "Anchored to the brief's one-line art
direction; there is no art bible, so colour, shape and asset-standard rules
below are proposals, not constraints." Offer `/art-bible` once, as optional.
The written spec follows the same anchor: its header reads
`> **Art direction**: design/game-brief.md (Art & audio direction) — no art bible`
in place of the `> **Art Bible**:` line, each asset carries
`**Brief anchor:** [the brief line applied]` in place of the **Art Bible
Anchors** block, and no spec cites an Art Bible section or §8 tier.
Extract: Visual Identity Statement, Color System (semantic colors), Shape Language, Asset Standards (art bible Section 8 — dimensions, formats, polycount budgets, texture resolution tiers).
- **Project config**: Read `performance.*` and `naming.*` from `project.yaml`; for any key absent or empty (including when `project.yaml` has no `performance` or `naming` block), fall back to `.claude/docs/technical-preferences.md`. Extract performance budgets and naming conventions.
@@ -165,6 +179,7 @@ Read all source material **before** asking the user anything.
- If [A]: the user's description becomes the source. Brief answers produce concise specs; detailed answers produce detailed specs. Accept whatever level of detail the user provides and work from it.
### Optional reads:
- **This target's existing spec**: if `design/assets/specs/[target-name]-assets.md` exists, read it — this is a re-run, and Phase 2 proposes only what is new or changed since (Phase 5 updates the file in place).
- **Existing manifest**: Read `design/assets/asset-manifest.md` if it exists — extract already-specced assets for this target to avoid duplicates.
- **Related specs**: Glob `design/assets/specs/*.md` — scan for assets that could be shared (e.g., a common UI element specced for one system might apply here too).
@@ -222,6 +237,12 @@ Spawn specialist agents based on review mode. **Issue all `Agent` calls simultan
### Solo mode — skip both. Derive specs from art bible rules alone, noting that technical constraints were not validated.
**Announce every skipped agent by name in the output**, before the specs:
"technical-artist skipped — Lean mode: technical constraints not validated." /
"art-director and technical-artist skipped — Solo mode: specs derived in this
session; technical constraints not validated." A spec drafted without an agent
must not read like one an agent reviewed.
**Collect both responses before Phase 4.** If any conflict exists between art-director and technical-artist (e.g., art-director specifies 4K textures but technical-artist flags the engine budget requires 512px), surface it explicitly — do NOT silently resolve.
---
@@ -269,6 +290,12 @@ If [C]: ask what direction to change. Re-spawn the relevant agent with the updat
After approval, ask: "May I write the spec to `design/assets/specs/[target-name]-assets.md`?"
**If that file already exists** (a re-run for the same target), update it in
place — never overwrite it wholesale. Keep its existing `ASSET-NNN` blocks and
IDs, apply only the changes the user approved, and append new assets with the
next project-wide IDs. Show what changes, then ask "May I update
`design/assets/specs/[target-name]-assets.md`?" instead of "May I write".
Write the file with:
```markdown
@@ -303,7 +330,7 @@ Then update `design/assets/asset-manifest.md`. If it doesn't exist, create it:
| ASSET-001 | [name] | [category] | Needed | design/assets/specs/[target]-assets.md |
```
If the manifest already exists, append the new context block and update the Progress Summary counts.
If the manifest already exists, append the new context block — on a re-run for this target, add the new rows to its existing block instead of appending a second one — and update the Progress Summary counts.
Ask: "May I update `design/assets/asset-manifest.md`?"