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
parent 984023ddac
commit d05699707f
291 changed files with 24374 additions and 7740 deletions
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@@ -1,6 +1,6 @@
---
name: reverse-document
description: "Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs."
description: "Generate missing design or architecture docs from existing implementation — works backwards from code and prototypes."
argument-hint: "<type> <path> (e.g., 'design src/gameplay/combat' or 'architecture src/core')"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Bash
@@ -35,6 +35,30 @@ appropriate design or architecture documentation. Use this when:
- `src/core/event-system.cpp` → Specific file
- `prototypes/stealth-mech/` → Prototype directory
!`source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys workflow,system_overrides,automation`
**Automation mode**: Resolve `modes.automation` (`project.local.yaml` →
`project.yaml` → default `collaborative`). Every `AskUserQuestion` call and
every file write follows `.claude/docs/automation-modes.md`
(collaborative asks always · guided major-only · autonomous logs and proceeds;
`automation_always_ask` categories always prompt).
Resolved above — use as-is. No block → defaults in
`.claude/docs/config-resolution.md`.
**Resolve the workflow tier** for the target system: map `<path>` to a system
name, then use the `system_overrides` row for that system if the block above
lists one, else the project `workflow` value. It sets how much document is
generated — see Phase 5. Semantics of each tier are in
`.claude/docs/workflow-modes.md`.
> **Resolve the tier — do not assume it.** "Resolve the tier per
> `workflow-modes.md`" with no bootstrap names a resolution it gives no way to
> perform: that document defines what each tier *means*, but it cannot say what
> *this project* is set to. The consequence is large here — at `full` this skill
> writes an 8-section GDD and at `minimal` a one-page brief, so a wrong tier
> produces the wrong artifact entirely.
**Examples**:
```bash
/reverse-document design src/gameplay/magic-system
@@ -90,6 +114,35 @@ appropriate design or architecture documentation. Use this when:
- "The prototype emphasizes stealth over combat. Is that the intended pillar?"
- "Players seem to exploit the grappling hook for speed. Feature or bug?"
## Phase 3b: Sufficiency Check — is there enough here to document?
**Run this before Phase 4, and stop here if it fails.** This skill infers a
design from an implementation, so when the implementation is thin there is
nothing to infer *from* — and the template below will happily accept invented
content, because every section of it is mandatory.
Count what Phase 2 actually found:
| Signal | What counts |
|---|---|
| Mechanics | A named behaviour with observable rules — not a stub, not an empty class |
| Formulas | An expression computing a gameplay value from inputs |
| Values | A tuning constant with a use site |
**If all three counts are zero, or the target path holds fewer than ~20 lines of
non-boilerplate code, stop and say so:**
> "`[path]` does not contain enough implementation to reverse-document.
> Found: [N] mechanics, [N] formulas, [N] tuning values.
> Reverse-documentation infers design from behaviour; with no behaviour to read,
> anything I produce would be invention wearing the format of a design document.
> If the design exists only in your head, `/design-system [name]` is the skill
> that captures it — it asks rather than infers."
**Do not proceed on a partial count by filling the rest.** A path with two
mechanics and no formulas gets a document with two mechanics and an explicit
`FORMULAS DISCOVERED: none found in the source` — see Phase 4.
## Phase 4: Present Findings
Before drafting, show what you discovered:
@@ -115,8 +168,28 @@ UNCLEAR INTENT AREAS:
Before I draft the design doc, could you clarify these points?
```
> **Every section above may be empty, and an empty one must say so.** Write
> `none found in the source` under the heading — never omit the heading (which
> reads as "not looked for") and never populate it from what a system like this
> usually has. The bracketed rows are *shapes*, not quotas: a source with one
> mechanic yields one row, not four.
>
> This matters more here than in a report, because the output of this skill is not
> a report — it is a **design document**, and `/design-review`, `/create-epics` and
> `/create-stories` will read it as a statement of authored intent. A fabricated
> formula in a GDD does not stay a documentation error; it becomes a requirement,
> and then a story, and then code written to satisfy it.
Wait for user to clarify intent before drafting.
**If the user does not answer the `UNCLEAR INTENT AREAS` questions, do not draft
the resolved version anyway.** Those questions exist because **code cannot tell
you why** — it records what was built, never what was intended, and the gap
between them is the entire content of a design document. Unanswered items are
carried into the draft verbatim as open questions, in the document, marked
`INTENT UNKNOWN — inferred from implementation, not confirmed`. An inferred
intent presented as a settled one is the failure mode of this whole skill.
## Phase 5: Draft Document Using Template
Based on type, use appropriate template:
@@ -127,12 +200,51 @@ Based on type, use appropriate template:
| `architecture` | `templates/architecture-doc-from-code.md` | `docs/architecture/[decision-name].md` |
| `concept` | `templates/concept-doc-from-prototype.md` | `prototypes/[name]/CONCEPT.md` or `design/concepts/[name].md` |
**The `design` output scales with the workflow tier** (resolved in Phase 1):
- **`full`** — generate a full 8-section GDD.
- **`standard`** — generate a 5-section GDD (Overview, Detailed Design, Edge Cases,
Dependencies, Acceptance Criteria; + Formulas when the recovered system defines
numeric rules). Skip Player Fantasy and Tuning Knobs.
- **`minimal`** — generate a **game brief** in the one-page format
(`.claude/docs/templates/game-brief.md`), not a GDD. For the whole game write
`design/game-brief.md`; for a single reverse-engineered system write
`design/[system-name]-brief.md`.
(`architecture` and `concept` outputs are tier-independent.)
**Draft structure**:
- Capture **what exists** (mechanics, patterns, implementation)
- Document **why it exists** (intent clarified with user)
- Identify **what's missing** (edge cases not handled, gaps in design)
- Flag **follow-up work** (balance tuning, missing features)
### Stamp the provenance — required, at the top of every document this skill writes
A document produced here lands at the same path, in the same format, as one a
designer wrote by hand, and **every downstream consumer treats the two
identically**. `/design-review` checks it for completeness, `/create-epics`
derives epics from it, `/create-stories` turns its lines into acceptance
criteria. Nothing anywhere asks where it came from.
The difference is not cosmetic: an authored GDD states **intent**, and this one
states **observed behaviour plus inference**. When they disagree, the code is
what needs changing in the first case and the document in the second — and a
reader cannot tell which they are holding unless the document says.
Emit this immediately under the title:
```markdown
> **Reverse-documented from implementation** — generated by `/reverse-document`
> from `[path]` on `[date]`, at commit `[short-sha]`.
> This records what the code **does**; intent marked `INTENT UNKNOWN` below was
> inferred, not confirmed by the author. Where this document and the code
> disagree, do not assume the document is the requirement.
```
Keep the banner on revision. If a human later confirms the intent and adopts the
document as authored design, removing it is their explicit act — not a
side effect of the next edit.
## Phase 6: Show Draft and Request Approval
**Collaborative protocol**:
@@ -150,10 +262,22 @@ SECTIONS MARKED AS INCOMPLETE:
- "[System] interaction with [other-system]" (not fully implemented yet)
- "[Variant or feature]" (only [subset] implemented so far)
May I write this to design/gdd/[system-name].md?
May I write this to [output path]?
```
Wait for approval. User may request changes before writing.
Use the tier-correct output path in the prompt: `design/gdd/[system-name].md` for
a `full`/`standard` GDD, or `design/[system-name]-brief.md` for a `minimal` brief.
**At `collaborative`** — wait for approval; the user may request changes before
writing. **At `guided`** — this is a *new* file, so `automation-modes.md:81`
still has it asked ("May I write?" is asked for new files only); if the target
already exists, present the diff and proceed without waiting for an explicit
"yes". **At `autonomous`** — write and log the decision.
> **Keep this line scoped to its mode.** The skill header defers every file
> write to `automation-modes.md`, so an unconditional "wait for approval" here
> collides with it at both `guided` and `autonomous`. Same class as
> `/map-systems` Step 5b.
## Phase 7: Write Document with Metadata
@@ -200,11 +324,11 @@ Would you like me to tackle any of these now?
| If analyzing... | Use template... | Because... |
|----------------|-----------------|------------|
| `src/gameplay/*` | design-doc-from-implementation.md | Gameplay mechanics → GDD |
| `src/core/*`, `src/ai/*` | architecture-doc-from-code.md | Core systems → ADR |
| `<code root>/gameplay/*` | design-doc-from-implementation.md | Gameplay mechanics → GDD |
| `<code root>/core/*`, `<code root>/ai/*` | architecture-doc-from-code.md | Core systems → ADR |
| `prototypes/*` | concept-doc-from-prototype.md | Experiments → concept doc |
| `src/networking/*` | architecture-doc-from-code.md | Technical systems → ADR |
| `src/ui/*` | design-doc-from-implementation.md | UI/UX → design spec |
| `<code root>/networking/*` | architecture-doc-from-code.md | Technical systems → ADR |
| `<code root>/ui/*` | design-doc-from-implementation.md | UI/UX → design spec |
---