Release 1.1.0 — one config file, and a process weight you choose

`project.yaml` at the repo root is now the single source of truth for a
project's configuration, replacing `production/stage.txt`,
`production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all
three still read as a fallback; nothing is force-deleted).

**`modes.rigor` — one question instead of six.** `minimal`, `standard` or
`full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`,
`modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to
`minimal`, which is a change from 1.0's behaviour: the heavier tier was
measured costing several times more to reach working code without producing a
better result, and returning nothing when a fresh developer inherited the
project. Pin `modes.rigor: standard` to keep 1.0's process level.

Also in this release:

- `/settings` to view or change any setting, and `project.local.yaml` for
  per-developer preferences that should not be committed.
- `system_overrides` to hold one system to a higher standard than the rest of
  the project, and `testing.strict` to set per test type whether missing
  evidence blocks a story or warns.
- A story that changes anything the player sees is not closed until the game
  has been launched, observed, and a screenshot retained in
  `production/qa/evidence/`. A parse check is not a run. This holds at every
  rigor level, including `minimal`, where automated tests are waived but the
  look is not.
- The code root is engine-specific and enforced as such: Godot `src/`, Unity
  `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a
  project laid out any other way.
- Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh`
  converts a 1.0 layout, non-destructively by default, with a report to review
  before `--finalize` deletes anything.
- Ask-before-write holds regardless of personal automation settings.

Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes:
CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
This commit is contained in:
Donchitos
2026-09-23 12:25:11 +10:00
co-authored by Claude Opus 5
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@@ -1,7 +1,10 @@
# Coding Standards
- All game code must include doc comments on public APIs
- Every system must have a corresponding architecture decision record in `docs/architecture/`
- Architecture decisions are recorded as ADRs in `docs/architecture/`. **How many is
set by `modes.workflow`** — all ADRs at `full`, *critical* ADRs only at `standard`,
and none required at `minimal`, where the decision log and `design/game-brief.md`
carry the rationale instead. See `.claude/docs/workflow-modes.md`.
- Gameplay values must be data-driven (external config), never hardcoded
- All public methods must be unit-testable (dependency injection over singletons)
- Commits must reference the relevant design document or task ID
@@ -9,12 +12,22 @@
- **Verification-driven development**: Write tests first when adding gameplay systems.
For UI changes, verify with screenshots. Compare expected output to actual output
before marking work complete. Every implementation should have a way to prove it works.
- **A parse check is not a run.** Every story that changes something
player-observable is launched and observed before it closes, and the
observation is a retained screenshot in `production/qa/evidence/`. Procedure
per engine: `.claude/docs/run-and-observe.md`. Not waived at
`qa.level: minimal` — tests are, the look is not.
# Design Document Standards
- All design docs use Markdown
- Each mechanic has a dedicated document in `design/gdd/`
- Documents must include these 8 required sections:
- **How many of the 8 sections are required depends on `modes.workflow`** —
all 8 at `full`, 5 (+ Formulas when the system defines numeric rules — rates,
curves, thresholds, costs; the system's `Category` is a hint, not the test) at
`standard`, and no
GDD at all at `minimal`, where `design/game-brief.md` is the design record.
See `.claude/docs/workflow-modes.md`. The 8 sections:
1. **Overview** -- one-paragraph summary
2. **Player Fantasy** -- intended feeling and experience
3. **Detailed Rules** -- unambiguous mechanics
@@ -31,14 +44,34 @@
All stories must have appropriate test evidence before they can be marked Done:
| Story Type | Required Evidence | Location | Gate Level |
| Story Type | Required Evidence | Location | Default Gate Level |
|---|---|---|---|
| **Logic** (formulas, AI, state machines) | Automated unit test — must pass | `tests/unit/[system]/` | BLOCKING |
| **Integration** (multi-system) | Integration test OR documented playtest | `tests/integration/[system]/` | BLOCKING |
| **Visual/Feel** (animation, VFX, feel) | Screenshot + lead sign-off | `production/qa/evidence/` | ADVISORY |
| **UI** (menus, HUD, screens) | Manual walkthrough doc OR interaction test | `production/qa/evidence/` | ADVISORY |
| **Visual/Feel** (animation, VFX, feel) | Retained screenshot + lead sign-off | `production/qa/evidence/` | BLOCKING |
| **UI** (menus, HUD, screens) | Retained screenshot of each screen touched | `production/qa/evidence/` | BLOCKING |
| **Config/Data** (balance tuning) | Smoke check pass | `production/qa/smoke-[date].md` | ADVISORY |
The **Default Gate Level** applies when `testing.strict` is not set in
`project.yaml`. A project may override it per test type: `testing.strict.logic`,
`.integration`, `.visual`, `.ui`, and `.config` each take `true` (BLOCKING) or
`false` (ADVISORY). `/story-done`, `/story-readiness`, `/dev-story`,
`/gate-check`, and `/smoke-check` resolve the effective level from that setting,
falling back to the defaults above when it is absent.
> **Why Visual and UI block.** "Retained" is load-bearing — the screenshot must
> still be on disk in `production/qa/evidence/` when the story is closed. One
> that was captured and discarded is an assertion, not evidence. These two rows
> block because for a game the way it looks *is* the product: an advisory visual
> gate gets deferred in favour of whatever does block, and the result is a
> well-tested game that looks wrong.
> **Exception — `/smoke-check`.** The ADVISORY default for **Config/Data** above
> applies to *per-story evidence* gates. `/smoke-check` is a build-health gate,
> not a per-story evidence gate, so its own unset default for
> `testing.strict.config` is **BLOCKING**. This divergence is intentional and is
> documented at both sites; do not reconcile one to the other.
## Automated Test Rules
- **Naming**: `[system]_[feature]_test.[ext]` for files; `test_[scenario]_[expected]` for functions