mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-10-16 10:17:06 +00:00
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:
co-authored by
Claude Opus 5.5
parent
7ed2c3e9c4
commit
b21fa0f7f2
@@ -68,7 +68,7 @@ categorization from Section B.
|
||||
|
||||
---
|
||||
|
||||
#### Section D: HUD Elements
|
||||
#### Section D: HUD Element Specifications
|
||||
|
||||
For each element in the layout, specify:
|
||||
- Element name and category (Must Show / Contextual / On Demand)
|
||||
@@ -83,14 +83,16 @@ exist for status displays, resource bars, or cooldown indicators.
|
||||
|
||||
---
|
||||
|
||||
#### Sections E, F, G: Dynamic Behaviors, Platform Variants, Accessibility
|
||||
#### Sections E–L: HUD States, Information Hierarchy, Visual Budget, Feedback & Notification, Platform Adaptation, Accessibility, Tuning Knobs, Acceptance Criteria
|
||||
|
||||
These parallel the UX spec's States, Interaction, and Accessibility sections.
|
||||
The guidance you need is below — **do not load `sections-ux-spec.md`; one mode
|
||||
file applies per invocation.** For the HUD, apply it as follows.
|
||||
|
||||
**Dynamic Behaviors (states over time).** Beyond the happy path, capture what
|
||||
changes the HUD mid-gameplay and present it as a table for approval:
|
||||
**HUD States by Gameplay Context (states over time).** Cover at least
|
||||
exploration, combat, dialogue/cutscene and paused — `/ux-review` checks for all
|
||||
four. Beyond the happy path, capture what changes the HUD mid-gameplay and present
|
||||
it as a table for approval:
|
||||
|
||||
| State / Variant | Trigger | What Changes |
|
||||
|-----------------|---------|--------------|
|
||||
@@ -102,7 +104,22 @@ changes the HUD mid-gameplay and present it as a table for approval:
|
||||
Ask specifically: what causes the HUD to change density mid-gameplay
|
||||
(combat vs. exploration), and what fades, pulses, or slams in on each transition?
|
||||
|
||||
**Platform Variants.** Does mobile/console require different element sizes or
|
||||
**Information Hierarchy.** Give every element in HUD Element Specifications a
|
||||
priority tier — MUST KEEP, SHOULD KEEP, CAN HIDE or ALWAYS HIDE — with the reason,
|
||||
and what carries its information when it is hidden (a sound, a diegetic cue, or
|
||||
nothing). This is the order the Visual Budget below drops elements in.
|
||||
|
||||
**Visual Budget.** State the maximum number of simultaneous HUD elements and
|
||||
the maximum share of the screen the HUD may cover, and which elements are dropped
|
||||
first when a state would exceed it.
|
||||
|
||||
**Feedback & Notification Systems.** One row per transient notification type
|
||||
(pickup, XP gain, objective update, achievement) — trigger system, screen position,
|
||||
duration, max simultaneous, priority and **queue behavior**: what happens when two
|
||||
arrive at once, which are held during combat, and which are never queued.
|
||||
`/ux-review` checks that every notification has queue/priority behavior defined.
|
||||
|
||||
**Platform Adaptation.** Does mobile/console require different element sizes or
|
||||
positions? Note per-platform overrides — touch targets, safe-area insets, and
|
||||
whether any element moves or is dropped on a given platform.
|
||||
|
||||
@@ -118,3 +135,14 @@ exists, then walk this checklist for the HUD:
|
||||
If no accessibility tier has been defined for this project, note the gap in the
|
||||
HUD design's Open Questions section (WCAG-AA is a reasonable baseline) and
|
||||
continue without stopping.
|
||||
|
||||
**Tuning Knobs.** List every player-adjustable HUD setting — overall scale,
|
||||
opacity, per-element show/hide, subtitle size — with its range and default.
|
||||
|
||||
**Acceptance Criteria.** At least 5 checkbox criteria a QA tester can verify
|
||||
without reading another document — `/story-done` closes HUD stories against
|
||||
them. Cover at least: safe-zone margins on every target platform, the correct
|
||||
elements in each gameplay context above, the visual budget (screen share in
|
||||
exploration and in combat), one accessibility criterion for the committed tier,
|
||||
and notification queueing. Section 12 of `.claude/docs/templates/hud-design.md`
|
||||
has worked examples.
|
||||
|
||||
@@ -199,6 +199,19 @@ Present the data requirements as a table:
|
||||
|
||||
---
|
||||
|
||||
#### Section F2: Input Method Completeness Checklist
|
||||
|
||||
One checklist block per input method in the spec's **Platform Target** line —
|
||||
keyboard, gamepad, mouse, touch; drop the blocks for methods this game does not
|
||||
support and say so. Take the items from section 11 of
|
||||
`.claude/docs/templates/ux-spec.md` (reachability, tab/d-pad order, visible
|
||||
focus, focus trap for modals, Esc/back behavior, hit-target sizes, controller
|
||||
disconnect). Tick an item only when the Interaction Map above already specifies
|
||||
it; an unticked item is an open implementation question — list it under Open
|
||||
Questions rather than ticking it.
|
||||
|
||||
---
|
||||
|
||||
#### Section G: Accessibility
|
||||
|
||||
Cross-reference `design/accessibility-requirements.md` if it exists.
|
||||
|
||||
Reference in New Issue
Block a user