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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
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# Design Document Rules
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- Every design document MUST contain these 8 sections: Overview, Player Fantasy, Detailed Rules, Formulas, Edge Cases, Dependencies, Tuning Knobs, Acceptance Criteria
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- The 8 GDD sections are: Overview, Player Fantasy, Detailed Rules, Formulas, Edge Cases, Dependencies, Tuning Knobs, Acceptance Criteria
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- **How many are required depends on `modes.workflow`** — all 8 at `full`, 5 (+ Formulas when the system **defines numeric rules**: rates, curves, thresholds, costs, damage, drop weights — anything a balance pass would tune) at `standard`, none at `minimal` (the design record there is `design/game-brief.md`). Resolve the tier before flagging a section as missing; see `.claude/docs/workflow-modes.md`
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- **The Formulas test is what the system defines, not what it is called.** A system's `Category` in `systems-index.md` is a hint — `Gameplay`, `Economy` and `Progression` almost always qualify — never the test. Do not gate Formulas on a category token: the categories `/map-systems` writes (`Core · Gameplay · Progression · Economy · Persistence · UI · Audio · Narrative · Meta`) do not include `combat` or `AI`, which are example systems *within* `Gameplay`. Every site stating this rule must state the same test.
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- **Section-name alias**: The GDD template and `/design-system` author this section as `## Detailed Design`; the design standard calls it **Detailed Rules**. These are the SAME required section — accept either heading and never rewrite one into the other.
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- Formulas must include variable definitions, expected value ranges, and example calculations
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- Edge cases must explicitly state what happens, not just "handle gracefully"
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- Dependencies must be bidirectional — if system A depends on B, B's doc must mention A
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