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`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
100 lines
5.7 KiB
Markdown
100 lines
5.7 KiB
Markdown
# Coding Standards
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- All game code must include doc comments on public APIs
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- Architecture decisions are recorded as ADRs in `docs/architecture/`. **How many is
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set by `modes.workflow`** — all ADRs at `full`, *critical* ADRs only at `standard`,
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and none required at `minimal`, where the decision log and `design/game-brief.md`
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carry the rationale instead. See `.claude/docs/workflow-modes.md`.
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- Gameplay values must be data-driven (external config), never hardcoded
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- All public methods must be unit-testable (dependency injection over singletons)
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- Commits must reference the relevant design document or task ID
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- **Commit messages**: Use Conventional Commits format — `feat:`, `fix:`, `chore:`, `docs:`, `test:`, `refactor:`. Reference the story or task ID in the body (e.g., `Story: EPIC-001-S02`).
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- **Verification-driven development**: Write tests first when adding gameplay systems.
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For UI changes, verify with screenshots. Compare expected output to actual output
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before marking work complete. Every implementation should have a way to prove it works.
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- **A parse check is not a run.** Every story that changes something
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player-observable is launched and observed before it closes, and the
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observation is a retained screenshot in `production/qa/evidence/`. Procedure
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per engine: `.claude/docs/run-and-observe.md`. Not waived at
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`qa.level: minimal` — tests are, the look is not.
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# Design Document Standards
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- All design docs use Markdown
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- Each mechanic has a dedicated document in `design/gdd/`
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- **How many of the 8 sections are required depends on `modes.workflow`** —
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all 8 at `full`, 5 (+ Formulas when the system defines numeric rules — rates,
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curves, thresholds, costs; the system's `Category` is a hint, not the test) at
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`standard`, and no
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GDD at all at `minimal`, where `design/game-brief.md` is the design record.
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See `.claude/docs/workflow-modes.md`. The 8 sections:
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1. **Overview** -- one-paragraph summary
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2. **Player Fantasy** -- intended feeling and experience
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3. **Detailed Rules** -- unambiguous mechanics
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4. **Formulas** -- all math defined with variables
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5. **Edge Cases** -- unusual situations handled
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6. **Dependencies** -- other systems listed
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7. **Tuning Knobs** -- configurable values identified
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8. **Acceptance Criteria** -- testable success conditions
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- Balance values must link to their source formula or rationale
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# Testing Standards
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## Test Evidence by Story Type
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All stories must have appropriate test evidence before they can be marked Done:
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| Story Type | Required Evidence | Location | Default Gate Level |
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|---|---|---|---|
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| **Logic** (formulas, AI, state machines) | Automated unit test — must pass | `tests/unit/[system]/` | BLOCKING |
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| **Integration** (multi-system) | Integration test OR documented playtest | `tests/integration/[system]/` | BLOCKING |
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| **Visual/Feel** (animation, VFX, feel) | Retained screenshot + lead sign-off | `production/qa/evidence/` | BLOCKING |
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| **UI** (menus, HUD, screens) | Retained screenshot of each screen touched | `production/qa/evidence/` | BLOCKING |
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| **Config/Data** (balance tuning) | Smoke check pass | `production/qa/smoke-[date].md` | ADVISORY |
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The **Default Gate Level** applies when `testing.strict` is not set in
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`project.yaml`. A project may override it per test type: `testing.strict.logic`,
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`.integration`, `.visual`, `.ui`, and `.config` each take `true` (BLOCKING) or
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`false` (ADVISORY). `/story-done`, `/story-readiness`, `/dev-story`,
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`/gate-check`, and `/smoke-check` resolve the effective level from that setting,
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falling back to the defaults above when it is absent.
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> **Why Visual and UI block.** "Retained" is load-bearing — the screenshot must
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> still be on disk in `production/qa/evidence/` when the story is closed. One
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> that was captured and discarded is an assertion, not evidence. These two rows
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> block because for a game the way it looks *is* the product: an advisory visual
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> gate gets deferred in favour of whatever does block, and the result is a
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> well-tested game that looks wrong.
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> **Exception — `/smoke-check`.** The ADVISORY default for **Config/Data** above
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> applies to *per-story evidence* gates. `/smoke-check` is a build-health gate,
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> not a per-story evidence gate, so its own unset default for
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> `testing.strict.config` is **BLOCKING**. This divergence is intentional and is
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> documented at both sites; do not reconcile one to the other.
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## Automated Test Rules
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- **Naming**: `[system]_[feature]_test.[ext]` for files; `test_[scenario]_[expected]` for functions
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- **Determinism**: Tests must produce the same result every run — no random seeds, no time-dependent assertions
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- **Isolation**: Each test sets up and tears down its own state; tests must not depend on execution order
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- **No hardcoded data**: Test fixtures use constant files or factory functions, not inline magic numbers
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(exception: boundary value tests where the exact number IS the point)
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- **Independence**: Unit tests do not call external APIs, databases, or file I/O — use dependency injection
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## What NOT to Automate
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- Visual fidelity (shader output, VFX appearance, animation curves)
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- "Feel" qualities (input responsiveness, perceived weight, timing)
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- Platform-specific rendering (test on target hardware, not headlessly)
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- Full gameplay sessions (covered by playtesting, not automation)
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## CI/CD Rules
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- Automated test suite runs on every push to main and every PR
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- No merge if tests fail — tests are a blocking gate in CI
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- Never disable or skip failing tests to make CI pass — fix the underlying issue
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- Engine-specific CI commands:
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- **Godot**: `godot --headless --script tests/gdunit4_runner.gd`
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- **Unity**: `game-ci/unity-test-runner@v4` (GitHub Actions)
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- **Unreal**: headless runner with `-nullrhi` flag
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