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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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## Agent Summary
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Domain: Menu screens, HUDs, inventory screens, dialogue boxes, UI framework code, and data binding.
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Does NOT own: UX flow design (ux-designer), visual style direction (art-director / technical-artist).
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Model tier: Sonnet (default).
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Does NOT own: UX flow and interaction design, including UI animation timing (ux-designer), visual style direction (art-director).
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No gate IDs assigned.
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---
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## Static Assertions (Structural)
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- [ ] `description:` field is present and domain-specific (references menus / HUDs / UI framework / data binding)
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- [ ] `allowed-tools:` list includes Read, Write, Edit, Bash, Glob, Grep
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- [ ] Model tier is Sonnet (default for specialists)
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- [ ] `tools:` list includes Read, Write, Edit, Bash, Glob, Grep
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- [ ] Model tier is `inherit` — frontmatter `model:` reads exactly `inherit` (tiers: `.claude/docs/model-tiers.md`)
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- [ ] Agent definition does not claim authority over UX flow design or visual art direction
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---
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## Test Cases
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### Case 1: In-domain request — appropriate output
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**Input:** "Implement the inventory screen from the UX spec in `design/ux/inventory-flow.md`."
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**Input:** The UX spec at `design/ux/inventory-flow.md` defines five slot states: default, hover, selected, empty-slot, locked-slot. Request: "Implement the inventory screen from the UX spec in `design/ux/inventory-flow.md`."
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**Expected behavior:**
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- Reads the UX spec before producing any code
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- Produces implementation using the project's configured UI framework (UI Toolkit, UGUI, UMG, or Godot Control nodes)
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- Implements all states defined in the spec (default, hover, selected, empty-slot, locked-slot)
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- Implements every state the spec defines (default, hover, selected, empty-slot, locked-slot) — none dropped, none invented
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- Binds inventory data to UI elements via the project's data model, not hardcoded values
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- Includes doc comments on public UI API per coding standards
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### Case 3: Custom animation coordination
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**Input:** "The item selection in the inventory needs a custom bounce animation when selected."
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**Expected behavior:**
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- Recognizes that defining the animation curve and feel is within technical-artist territory
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- Does NOT invent animation parameters (timing, easing) without a spec
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- Coordinates with `technical-artist` for an animation spec (duration, easing curve, overshoot amount)
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- Once the spec is provided, produces the implementation binding the animation to the selection state
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- Recognizes that the bounce's feel (duration, easing curve, overshoot) is UI interaction and visual design, which it implements but does not design
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- Checks the UX spec it is implementing for those values first; does NOT invent them if they are absent
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- Asks the spec owner — `ux-designer` for interaction timing, `art-director` for visual style — for the missing values
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- Once the values are provided, binds the animation to the selection state, skippable and respecting the player's motion preference
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### Case 4: Ambiguous UX spec — flags back
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**Input:** The UX spec states "show item details on selection" but does not define what happens when an empty slot is selected.
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- Identifies the ambiguity in the spec (empty slot selection state is undefined)
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- Does NOT make an arbitrary implementation decision for the undefined state
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- Flags the ambiguity back to `ux-designer` with the specific question: "What should the detail panel show when an empty inventory slot is selected?"
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- May propose two common options (hide panel / show placeholder) to help ux-designer decide quickly
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- Any options it offers (e.g., hide the panel / show a placeholder) go to ux-designer as part of the question — none is implemented before the answer
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### Case 5: Context pass — engine UI toolkit
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**Input:** Engine context provided: project uses Godot 4.6 with Control node UI. Request: "Implement a scrollable item list for the inventory."
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- [ ] Stays within declared domain (menus, HUDs, UI framework, data binding)
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- [ ] Redirects UX flow design to ux-designer
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- [ ] Coordinates with technical-artist for animation specs before implementing animations
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- [ ] Takes animation timing and easing from ux-designer / art-director specs rather than inventing them, and makes every animation skippable and motion-preference aware
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- [ ] Flags ambiguous UX specs back to ux-designer rather than making arbitrary implementation decisions
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- [ ] Returns structured output (implementation code, data binding patterns, state machine for UI states)
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- [ ] Uses the correct engine UI toolkit for the project — never cross-engine code
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- [ ] Asks "May I write this to [filepath]?" naming the file before writing
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---
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## Coverage Notes
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- Inventory implementation (Case 1) should have a UI interaction test or manual walkthrough doc in `production/qa/evidence/`
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- Inventory implementation (Case 1) should have a retained screenshot of each screen touched in `production/qa/evidence/`
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- Animation coordination (Case 3) confirms the agent does not invent feel parameters without a spec
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- Ambiguous spec (Case 4) verifies the agent routes spec gaps back to the authoring agent rather than guessing
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