Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).
Fixes#67Fixes#131
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
The skill config line is now one plain command, pre-approved in each
skill's own allowed-tools. The 1.1.0 line failed Claude Code's injected-command
permission check as "Contains expansion", so outside auto mode 66 skills
aborted and game-designer / creative-director could not launch.
Fixes#128
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
`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
Replace head with tail so the quick summary surfaces the last 20 lines
of active.md — where all skills append their session extracts — rather
than the first 20 lines which grow stale as the file accumulates history.
Fixes#39
Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
Both SubagentStart/SubagentStop hooks were extracting `.agent_name` from the
hook payload, but Claude Code emits the agent name in `agent_type`. This caused
every audit log entry to fall through to the "unknown" fallback, making the
entire agent audit trail useless.
Fix: swap `.agent_name` -> `.agent_type` in both the jq path and the grep/sed
fallback for systems without jq. Log output format is unchanged so existing
audit logs remain valid.
Bug reported and fix authored by @bobloy in issue #20:
https://github.com/Donchitos/Claude-Code-Game-Studios/issues/20
Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
- Wire Notification event in settings.json to new notify.sh hook
- notify.sh: Windows toast notifications via PowerShell balloon tip
- docs/CLAUDE.md: authoring standards for ADRs, TR registry, control manifest, engine reference
- design/CLAUDE.md: GDD directory guidance placeholder
- src/: scaffold with .gitkeep and CLAUDE.md authoring guide
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* Add UPGRADING.md migration guide and link from README
Covers v0.1→v0.2 upgrade with three strategies (git merge, cherry-pick,
manual copy), file safety categories, and post-upgrade verification steps.
Structured to support future version sections.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Rename /design-systems to /map-systems + /design-system and fix all references
Split the monolithic /design-systems skill into two focused skills:
- /map-systems: systems decomposition and index creation
- /design-system: guided section-by-section GDD authoring
Updated all cross-references across 14 files: README, UPGRADING,
WORKFLOW-GUIDE, quick-start, skills-reference, game-concept template,
systems-index template, brainstorm, design-review, gate-check,
project-stage-detect, setup-engine, and start skills. Fixed skill
counts from 36 to 37 everywhere. Added /map-systems and /design-system
to quick-start Paths A and B workflows.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Fix cross-reference gaps, broken hooks, and stale workflow chains
- Fix log-agent.sh parsing agent_type instead of agent_name (always logged "unknown")
- Fix GDD status lifecycle: design-system now writes Approved/Designed/In Review
- Clean up settings.local.json vestigial Bash grants from development
- Delete orphaned docs marked for removal in UPGRADING.md
- Add /design-system to next-steps in /start, /brainstorm, /setup-engine
- Fix WORKFLOW-GUIDE: add /map-systems + /design-system to Appendix C Workflow 1
- Fix invalid /map-systems map argument in WORKFLOW-GUIDE Step 2.1
- Update map-systems frontmatter to document [system-name] argument
- Update commit hook to validate all 8 required GDD sections (was 5)
- Update README template count 28 → 29, add 5 missing templates to quick-start
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Add custom status line with 7-stage production pipeline
Introduces a status line showing context %, model name, and production
stage at a glance. Aligns gate-check and project-stage-detect to a
unified 7-stage model (Concept → Systems Design → Technical Setup →
Pre-Production → Production → Polish → Release). Stage is determined
by explicit override (production/stage.txt) or auto-detected from
project artifacts. Epic/Feature/Task breadcrumb appears conditionally
in Production+ stages via a structured STATUS block in active.md.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Add v0.2→v0.3 upgrade guide and PR validation test suite
- UPGRADING.md: add v0.2.0→v0.3.0 section documenting breaking rename
of /design-systems→/map-systems, new /design-system skill, statusline.sh,
gate-check stage advancement, and safe-to-overwrite file list
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
New users no longer get pushed toward /setup-engine before they even
have a game idea. The /start skill asks where they are (no idea, vague
idea, clear concept, existing work) and routes to the right workflow.
The detect-gaps hook now detects fresh projects and suggests /start.
All docs updated: README, quick-start, workflow guide, skills/hooks
references, CLAUDE.md (skill count 34→35).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>