Session memory extraction + tiered context loading improvements

- /review-all-gdds, /architecture-review, /story-done: auto-append Session
  Extract block to active.md after report write (verdict, flags, next action)
- /review-all-gdds, /architecture-review, /create-epics-stories, /content-audit:
  L0 summary scan phase before full document load (reduces token cost)
- GDD template: added Summary section + Cross-References table + Last Verified field
- ADR template: added Summary section + Last Verified field

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Donchitos
2026-03-13 15:56:42 +11:00
parent 14593802fe
commit cdb1aa83b7
7 changed files with 169 additions and 16 deletions

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@@ -6,12 +6,25 @@
## Date
[YYYY-MM-DD]
[YYYY-MM-DD — when this ADR was written]
## Last Verified
[YYYY-MM-DD — when this ADR was last confirmed accurate against the current
engine version and design. Update this date when you re-read and confirm it
is still correct, even if nothing changed.]
## Decision Makers
[Who was involved in this decision]
## Summary
[2 sentences: what problem this ADR solves, and what was decided. Written for
tiered context loading — a skill scanning 20 ADRs uses this to decide whether
to read the full decision. Be specific: name the system, the problem, and the
chosen approach.]
## Engine Compatibility
| Field | Value |

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@@ -3,8 +3,17 @@
> **Status**: Draft | In Review | Approved | Implemented
> **Author**: [Agent or person]
> **Last Updated**: [Date]
> **Last Verified**: [Date — when this doc was last confirmed accurate against current design]
> **Implements Pillar**: [Which game pillar this supports]
## Summary
[23 sentences: what this system is, what it does for the player, and why it
exists in this game. Written for tiered context loading — a skill scanning
20 GDDs uses this section to decide whether to read further. No jargon.]
> **Quick reference** — Layer: `[Foundation | Core | Feature | Presentation]` · Priority: `[MVP | Vertical Slice | Alpha | Full Vision]` · Key deps: `[System names or "None"]`
## Overview
[One paragraph that explains this mechanic to someone who knows nothing about
@@ -174,6 +183,24 @@ These are subjective targets stated precisely enough to get consistent verdicts.
| Information | Display Location | Update Frequency | Condition |
|-------------|-----------------|-----------------|-----------|
## Cross-References
[Declare every explicit dependency on another GDD's specific mechanic, value, or
rule. This table is machine-checked by `/review-all-gdds` Phase 2c — it replaces
implicit prose references with verifiable declarations. If you reference another
system's behaviour anywhere in this document, it must appear here.]
| This Document References | Target GDD | Specific Element Referenced | Nature |
|--------------------------|-----------|----------------------------|--------|
| [e.g., "combo multiplier feeds score"] | `design/gdd/score.md` | `combo_multiplier` output value | Data dependency |
| [e.g., "death triggers respawn"] | `design/gdd/respawn.md` | Death state transition | State trigger |
| [e.g., "stamina gates dodge"] | `design/gdd/stamina.md` | Stamina depletion rule | Rule dependency |
> **Note on "Nature"**: use one of — `Data dependency` (we consume their output),
> `State trigger` (their state change triggers our behaviour), `Rule dependency`
> (our rule assumes their rule is also true), `Ownership handoff` (we hand off
> ownership of a value to them).
## Acceptance Criteria
[Testable criteria that confirm this mechanic is working as designed.]