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
+21 -15
View File
@@ -88,9 +88,10 @@ At any point, run:
/help
```
This reads your current phase from `production/stage.txt`, checks which
artifacts exist, and tells you exactly what to do next. It distinguishes
between REQUIRED next steps and OPTIONAL opportunities.
This reads your current phase from `project.stage` in `project.yaml` (falling
back to `production/stage.txt`), checks which artifacts exist, and tells you
exactly what to do next. It distinguishes between REQUIRED next steps and
OPTIONAL opportunities.
### Step 5: Create Your Directory Structure
@@ -155,7 +156,7 @@ with defined pillars and a player journey. This is where you figure out
| | |
v v v
10 concepts Concept doc with Validation Engine pinned in
MDA analysis pillars, MDA, of concept technical-preferences.md
MDA analysis pillars, MDA, of concept project.yaml
Player motiv. core loop, USP document
|
v
@@ -230,8 +231,9 @@ Or with a specific engine:
**What /setup-engine does:**
- Populates `.claude/docs/technical-preferences.md` with naming conventions,
performance budgets, and engine-specific defaults
- Writes engine, language, specialists, naming conventions, and performance
budgets to `project.yaml` (the source of truth) and mirrors them to
`.claude/docs/technical-preferences.md` (the human-readable legacy fallback)
- Detects knowledge gaps (engine version newer than LLM training data) and
advises cross-referencing `docs/engine-reference/`
- Creates version-pinned reference docs in `docs/engine-reference/`
@@ -268,7 +270,7 @@ production.
**Requirements to pass:**
- Engine configured in `technical-preferences.md`
- Engine configured in `project.yaml` (`engine.*`)
- `design/gdd/game-concept.md` exists with pillars
- `design/gdd/systems-index.md` exists with dependency ordering
@@ -357,7 +359,8 @@ Before the next system starts, validate the current one:
/design-review design/gdd/combat-system.md
```
Checks all 8 sections for completeness, formula clarity, edge case resolution,
Checks the sections your `modes.workflow` tier requires (all 8 at `full`, 5 at
`standard`) for completeness, formula clarity, edge case resolution,
bidirectional dependencies, and testable acceptance criteria.
**Verdict:** APPROVED / NEEDS REVISION / MAJOR REVISION. Only APPROVED GDDs
@@ -599,8 +602,9 @@ Three modes: screen/flow, HUD, and interaction patterns. Output goes to
interaction map, data requirements, events fired, accessibility, localization.
Reads your `accessibility-requirements.md` (written in Phase 3) and your
input method config from `technical-preferences.md` to drive accessibility
and input coverage checks — no need to re-specify them per screen.
input method config from `project.yaml` (the `platform.*` block, falling back
to `technical-preferences.md`) to drive accessibility and input coverage
checks — no need to re-specify them per screen.
> **Tip:** `/design-system` emits a 📌 UX Flag for every system with UI
> requirements. Use those flags as a checklist for which screens need specs.
@@ -1156,7 +1160,8 @@ These topics apply across all phases.
Director gates are specialist agents that review your work at key workflow steps.
By default they run at every checkpoint. You can control how much review you get.
**Set your review intensity once during `/start`.** Saved to `production/review-mode.txt`.
**Set your review intensity once during `/start`.** Saved to `modes.review_mode`
in `project.yaml` (mirrored to `production/review-mode.txt` as a legacy fallback).
| Mode | What runs | Best for |
|------|-----------|----------|
@@ -1172,7 +1177,7 @@ By default they run at every checkpoint. You can control how much review you get
```
The `--review` flag works on all gate-using skills. Change the global mode at any
time by editing `production/review-mode.txt` directly or re-running `/start`.
time by editing `modes.review_mode` in `project.yaml` or re-running `/start`.
Full gate definitions and check pattern: `.claude/docs/director-gates.md`
@@ -1256,7 +1261,7 @@ The system has 12 hooks that run automatically:
| `validate-skill-change.sh` | Skill file written | Advises running `/skill-test` after `.claude/skills/` changes |
| `log-agent.sh` | Agent start | Logs agent invocations for audit trail |
| `log-agent-stop.sh` | Agent stop | Completes agent audit trail (start + stop) |
| `session-stop.sh` | Session end | Final session logging |
| `session-stop.sh` | **Every response ends** | Session logging and the subagent spawn tally. Despite the name it fires once per response, not once per session. |
### Context Resilience
@@ -1327,8 +1332,9 @@ Phase gates are formal checkpoints. Run `/gate-check` with the transition name:
- **CONCERNS** -- requirements met with acknowledged risks, passable
- **FAIL** -- requirements not met, blocks advancement with specific remediation
When a gate passes, `production/stage.txt` is updated (only then), which
controls the status line and `/help` behavior.
When a gate passes, `project.stage` in `project.yaml` is updated (only then) —
mirrored to `production/stage.txt` — which controls the status line and `/help`
behavior.
### Reverse Documentation