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
@@ -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.