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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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@@ -13,7 +13,7 @@
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<a href=".claude/skills"><img src="https://img.shields.io/badge/skills-74-green" alt="74 Skills"></a>
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<a href=".claude/hooks"><img src="https://img.shields.io/badge/hooks-12-orange" alt="12 Hooks"></a>
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<a href=".claude/rules"><img src="https://img.shields.io/badge/rules-13-red" alt="13 Rules"></a>
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<a href="https://docs.anthropic.com/en/docs/claude-code"><img src="https://img.shields.io/badge/built%20for-Claude%20Code-f5f5f5?logo=anthropic" alt="Built for Claude Code"></a>
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<a href="https://code.claude.com/docs"><img src="https://img.shields.io/badge/built%20for-Claude%20Code-f5f5f5?logo=anthropic" alt="Built for Claude Code"></a>
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<a href="https://www.buymeacoffee.com/donchitos3"><img src="https://img.shields.io/badge/Buy%20Me%20a%20Coffee-Support%20this%20project-FFDD00?logo=buymeacoffee&logoColor=black" alt="Buy Me a Coffee"></a>
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<a href="https://github.com/sponsors/Donchitos"><img src="https://img.shields.io/badge/GitHub%20Sponsors-Support%20this%20project-ea4aaa?logo=githubsponsors&logoColor=white" alt="GitHub Sponsors"></a>
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</p>
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@@ -85,7 +85,7 @@ Tier 3 — Specialists
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```
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Each agent declares a model in its frontmatter: the three directors ask for
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Opus, sixteen specialists name Sonnet or Haiku, and the remaining thirty
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Opus, `lead-programmer` and fifteen specialists name Sonnet, and the remaining thirty
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**inherit your session's model**. Treat the tiers as seniority of role, not as
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a billing plan — most of the studio runs on whatever model you are already using.
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@@ -173,10 +173,12 @@ clutter, not evidence.
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### Prerequisites
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- [Git](https://git-scm.com/)
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- [Claude Code](https://docs.anthropic.com/en/docs/claude-code) (`npm install -g @anthropic-ai/claude-code`)
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- **Recommended**: [jq](https://jqlang.github.io/jq/) (for hook validation) and Python 3 (for JSON validation)
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- [Claude Code](https://code.claude.com/docs/en/setup) — the native installer is recommended (`npm install -g @anthropic-ai/claude-code` also works, on Node.js 22+)
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- [Python 3](https://www.python.org/) — reads `project.yaml` for every skill and hook; without it every setting silently falls back to its default
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- Bash — runs every hook; built into macOS and Linux, and on Windows it comes with [Git for Windows](https://git-scm.com/downloads/win)
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- **Recommended**: [jq](https://jqlang.github.io/jq/) (for hook validation)
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All hooks fail gracefully if optional tools are missing — nothing breaks, you just lose validation.
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Hooks fail gracefully if optional tools are missing — you just lose validation — with one deliberate exception: a commit that stages data JSON is blocked when there is no Python to validate it.
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### Setup
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@@ -212,7 +214,7 @@ which GDD sections are required, `docs.density`, `qa.level`,
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`story_granularity`, `review_mode` — how many director agents review your work,
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and `team.size`), so `/start` asks it once instead of six times:
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- **`minimal`** (default) — jam-game speed. No GDDs required, terse docs, minimal QA evidence, solo review. `/start` → `/setup-engine` → `/dev-story` in a handful of steps.
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- **`minimal`** (default) — jam-game speed. No GDDs required, terse docs, minimal QA evidence, solo review. `/start` → `/setup-engine` → `/brainstorm` (a one-page brief) → `/create-stories` → `/dev-story` ↔ `/story-done`.
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- **`standard`** — 5 required GDD sections, balanced doc depth, standard QA evidence, lean review.
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- **`full`** — all 8 GDD sections, thorough docs, full QA evidence on every story type, full director review.
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@@ -328,29 +330,31 @@ You stay in control. The agents provide structure and expertise, not autonomy.
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| Hook | Trigger | What It Does |
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|------|---------|--------------|
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| `validate-commit.sh` | PreToolUse (Bash) | Checks for hardcoded values, TODO format, JSON validity, design doc sections — exits early if the command is not `git commit` |
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| `validate-push.sh` | PreToolUse (Bash) | Warns on pushes to protected branches — exits early if the command is not `git push` |
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| `validate-assets.sh` | PostToolUse (Write/Edit) | Validates naming conventions and JSON structure — exits early if the file is not in `assets/` |
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| `validate-commit.sh` | PreToolUse (Bash, PowerShell) | Checks for hardcoded values, TODO format, JSON validity, design doc sections — exits early if the command is not `git commit` |
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| `validate-push.sh` | PreToolUse (Bash, PowerShell) | Warns on pushes to protected branches — exits early if the command is not `git push` |
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| `validate-assets.sh` | PostToolUse (Write/Edit) | Checks data-file JSON under `assets/`, `Assets/` or `Content/`, and asset naming in Godot's `assets/` only — exits early if the file is under none of them |
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| `session-start.sh` | Session open | Shows current branch and recent commits for orientation |
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| `detect-gaps.sh` | Session open | Detects fresh projects (suggests `/start`) and missing design docs when code or prototypes exist |
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| `pre-compact.sh` | Before compaction | Preserves session progress notes |
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| `post-compact.sh` | After compaction | Reminds Claude to restore session state from `active.md` |
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| `pre-compact.sh` | Before compaction | Logs the compaction (its output does not reach Claude — `session-start.sh` restores context afterwards) |
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| `post-compact.sh` | After compaction | Debug-log reminder only (its output does not reach Claude) |
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| `notify.sh` | Notification event | Shows Windows toast notification via PowerShell |
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| `session-stop.sh` | Session close | Archives `active.md` to session log and records git activity |
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| `session-stop.sh` | Every response end | Archives `active.md` to session log and records git activity |
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| `log-agent.sh` | Agent spawned | Audit trail start — logs subagent invocation |
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| `log-agent-stop.sh` | Agent stops | Audit trail stop — completes subagent record |
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| `validate-skill-change.sh` | PostToolUse (Write/Edit) | Advises running `/skill-test` after any `.claude/skills/` change |
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> **Note**: `validate-commit.sh`, `validate-assets.sh`, and `validate-skill-change.sh` fire on every Bash/Write tool call and exit immediately (exit 0) when the command or file path is not relevant. This is normal hook behavior — not a performance concern.
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> **Note**: `validate-commit.sh`, `validate-assets.sh`, and `validate-skill-change.sh` fire on every Bash, PowerShell or Write tool call and exit immediately (exit 0) when the command or file path is not relevant. This is normal hook behavior — not a performance concern.
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**Permission rules** in `settings.json` auto-allow safe operations (git status, test runs) and block dangerous ones (force push, `rm -rf`, reading `.env` files).
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**Permission rules** in `settings.json` auto-allow safe operations (git status, test runs) and block dangerous ones (force push, `rm -rf`, reading `.env` files) in both the Bash and PowerShell tools. The `git` rules match anywhere after `git`, so a git command whose text only mentions `push` followed later by ` +` or ` -f`, `clean` followed by ` -f`, or `reset` followed by `--hard` — a commit message such as `git commit -m "push + pull"` included — is denied too: reword the message.
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### Path-Scoped Rules
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Coding standards are automatically enforced based on file location. The paths
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below show the Godot code root; on Unity read `src/` as `Assets/`, and on
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Unreal as `Source/<Module>/` — the engine's toolchain fixes that choice, and
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`/setup-engine` resolves it for you.
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below are Godot's. Each rule also matches the Unity and Unreal layouts: the code
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rules match C# under `Assets/**/Gameplay/` and C++ under `Source/**/Gameplay/` (and `Core`,
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`AI`, `Networking`, `UI`), data matches JSON under `Assets/**/Data/` and
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`Content/**/Data/`, shaders match by file type, and tests match
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C# under `Assets/Tests/` and C++ under `Source/**/Tests/`.
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| Path | Enforces |
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|------|----------|
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@@ -361,7 +365,7 @@ Unreal as `Source/<Module>/` — the engine's toolchain fixes that choice, and
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| `src/ui/**` | No game state ownership, localization-ready, accessibility |
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| `design/gdd/**` | Required sections per `modes.workflow`, formula format, edge cases |
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| `design/narrative/**` | Lore consistency, character voice, canon levels |
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| `assets/data/**` | JSON validity, naming conventions, schema rules |
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| `assets/data/**/*.json` | JSON validity, naming conventions, schema rules |
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| `assets/shaders/**` | Naming conventions, performance targets, cross-platform rules |
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| `tests/**` | Test naming, coverage requirements, fixture patterns |
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| `prototypes/**` | Relaxed standards, README required, hypothesis documented |
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@@ -390,7 +394,7 @@ This is a **template**, not a locked framework. Everything is meant to be custom
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## Platform Support
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Primary development and testing on **Windows 10** with Git Bash. All hooks use POSIX-compatible patterns (`grep -E`, not `grep -P`) and include fallbacks for missing tools, so they should run on macOS and Linux. The `notify.sh` hook uses PowerShell for Windows toast notifications and is a no-op elsewhere — desktop notifications on macOS/Linux are not yet wired. Cross-platform testing is ongoing; please file issues for any platform-specific breakage.
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Primary development on **Windows 10** with Git Bash. The hooks and scripts are also tested on **macOS** — its stock bash 3.2 and BSD tools, with and without `jq` — and on **Linux**. All hooks use POSIX-compatible patterns (`grep -E`, not `grep -P`) and include fallbacks for missing tools. The `notify.sh` hook uses PowerShell for Windows toast notifications and is a no-op elsewhere — desktop notifications on macOS/Linux are not yet wired. Please file issues for any platform-specific breakage.
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## Community
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