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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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Claude Opus 5
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#!/usr/bin/env bash
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# gdd-structure-check.sh — deterministic section-presence check for system GDDs.
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#
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# Replaces a full-document model read per GDD with ~2 lines of output that cannot
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# hallucinate a missing section. This is the cheapest real win available: the
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# model spends its budget judging content, not counting headings.
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#
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# REPORTS PRESENCE ONLY — IT DOES NOT JUDGE COMPLETENESS.
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# Which sections are REQUIRED depends on the workflow tier and on what the system
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# defines (/design-review Phase 2b: Player Fantasy and Tuning Knobs are advisory
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# at `standard`; Formulas is required at `standard` whenever the system defines
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# numeric rules -- rates, curves, thresholds, costs. The system's category is a
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# hint, not the test). A `standard`-tier GDD missing Player Fantasy is
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# COMPLETE, so an "N/8" score would actively misreport it. The caller applies the
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# tier; this script only says what is on disk.
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#
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# Usage:
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# bash .claude/scripts/gdd-structure-check.sh # all system GDDs
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# bash .claude/scripts/gdd-structure-check.sh design/gdd/foo.md # one GDD
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#
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# Output (per GDD; the ABSENT line is omitted when nothing is absent):
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# combat.md PRESENT: Overview,Player Fantasy,Detailed Rules,...
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# loot.md PRESENT: Overview,Detailed Rules,Edge Cases
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# loot.md ABSENT: Player Fantasy,Formulas,Tuning Knobs
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set -u
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cd "$(dirname "$0")/../.." || { echo "gdd-structure-check: cannot reach repo root" >&2; exit 1; }
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# Each MATCH entry is an ERE alternation of every accepted heading for one
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# required section; LABEL is the canonical name reported to the caller.
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#
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# "Detailed Rules" is authored as "## Detailed Design" by the GDD template and by
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# /design-system. They denote the SAME required section. Accepting only one name
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# reports 7/8 MISSING on every conforming GDD — the exact failure this guard
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# exists to prevent, and it is regression-tested.
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MATCH=("Overview" \
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"Player Fantasy" \
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"Detailed (Rules|Design)" \
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"Formulas" \
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"Edge Cases" \
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"Dependencies" \
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"Tuning Knobs" \
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"Acceptance Criteria")
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LABEL=("Overview" "Player Fantasy" "Detailed Rules" "Formulas" "Edge Cases" \
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"Dependencies" "Tuning Knobs" "Acceptance Criteria")
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# Governance and registry docs that live in design/gdd/ but are not system GDDs.
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not_a_system_gdd() {
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case "$(basename "$1")" in
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game-concept.md|systems-index.md|game-pillars.md|gdd-cross-review-*.md) return 0 ;;
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gameplay-tags.md|fixture-swap-ledger.md|entity-registry.md) return 0 ;;
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*) return 1 ;;
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esac
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}
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check_file() {
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local f="$1" present="" absent="" i s
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for i in "${!MATCH[@]}"; do
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s="${MATCH[$i]}"
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# [[:space:]] not [ \t] — inside double quotes the shell leaves \t literal
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# and ERE reads the class as {space, backslash, t}, so real tabs fail to
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# match while "##tOverview" false-positives.
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if grep -qiE "^##+[[:space:]]+([0-9]+[.)]?[[:space:]]*)?${s}" "$f"; then
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present="$present,${LABEL[$i]}"
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else
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absent="$absent,${LABEL[$i]}"
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fi
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done
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local b; b="$(basename "$f")"
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echo "$b PRESENT: ${present#,}"
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[ -n "$absent" ] && echo "$b ABSENT: ${absent#,}"
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return 0
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}
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if [ $# -gt 0 ] && [ -n "${1:-}" ]; then
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[ -f "$1" ] || { echo "Not found: $1" >&2; exit 1; }
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check_file "$1"
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exit 0
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fi
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any=0
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# -maxdepth 1 keeps design/gdd/reviews/ out of scope — /design-review writes its
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# own output there, and sweeping it in makes the tool review its own reports.
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while IFS= read -r f; do
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[ -n "$f" ] || continue
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not_a_system_gdd "$f" && continue
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any=1
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check_file "$f"
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done <<EOF
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$(find design/gdd -maxdepth 1 -name '*.md' -type f 2>/dev/null | sort)
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EOF
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[ "$any" -eq 1 ] || echo "No system GDDs found in design/gdd/."
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