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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
93 lines
3.5 KiB
Markdown
93 lines
3.5 KiB
Markdown
# Technical Preferences
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<!-- project.yaml at the repo root is the machine-readable source of truth for
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engine, specialists, naming, performance, platform, and testing.framework.
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This file is the human-readable LEGACY FALLBACK: agents and skills resolve
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each key from project.yaml first and fall back here only when the
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project.yaml key is absent. /setup-engine dual-writes both.
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Forbidden patterns and allowed libraries are NOT migrated — they live only
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in this file. Populated by /setup-engine; updated as decisions are made. -->
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## Engine & Language
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- **Engine**: [TO BE CONFIGURED — run /setup-engine]
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- **Language**: [TO BE CONFIGURED]
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- **Rendering**: [TO BE CONFIGURED]
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- **Physics**: [TO BE CONFIGURED]
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## Input & Platform
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<!-- Written by /setup-engine. Read by /ux-design, /ux-review, /test-setup, /team-ui, and /dev-story -->
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<!-- to scope interaction specs, test helpers, and implementation to the correct input methods. -->
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- **Target Platforms**: [TO BE CONFIGURED — e.g., PC, Console, Mobile, Web]
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- **Input Methods**: [TO BE CONFIGURED — e.g., Keyboard/Mouse, Gamepad, Touch, Mixed]
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- **Primary Input**: [TO BE CONFIGURED — the dominant input for this game]
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- **Gamepad Support**: [TO BE CONFIGURED — Full / Partial / None]
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- **Touch Support**: [TO BE CONFIGURED — Full / Partial / None]
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- **Platform Notes**: [TO BE CONFIGURED — any platform-specific UX constraints]
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## Naming Conventions
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- **Classes**: [TO BE CONFIGURED]
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- **Variables**: [TO BE CONFIGURED]
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- **Signals/Events**: [TO BE CONFIGURED]
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- **Files**: [TO BE CONFIGURED]
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- **Scenes/Prefabs**: [TO BE CONFIGURED]
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- **Constants**: [TO BE CONFIGURED]
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## Performance Budgets
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- **Target Framerate**: [TO BE CONFIGURED]
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- **Frame Budget**: [TO BE CONFIGURED]
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- **Draw Calls**: [TO BE CONFIGURED]
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- **Memory Ceiling**: [TO BE CONFIGURED]
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## Testing
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- **Framework**: [TO BE CONFIGURED]
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- **Minimum Coverage**: [TO BE CONFIGURED]
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- **Required Tests**: Balance formulas, gameplay systems, networking (if applicable)
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## Forbidden Patterns
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<!-- Add patterns that should never appear in this project's codebase -->
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- [None configured yet — add as architectural decisions are made]
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## Allowed Libraries / Addons
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<!-- Add approved third-party dependencies here -->
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- [None configured yet — add as dependencies are approved]
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## Architecture Decisions Log
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<!-- Quick reference linking to full ADRs in docs/architecture/ -->
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- [No ADRs yet — use /architecture-decision to create one]
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## Engine Specialists
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<!-- Written by /setup-engine when engine is configured. -->
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<!-- Read by /code-review, /architecture-decision, /architecture-review, and team skills -->
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<!-- to know which specialist to spawn for engine-specific validation. -->
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- **Primary**: [TO BE CONFIGURED — run /setup-engine]
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- **Language/Code Specialist**: [TO BE CONFIGURED]
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- **Shader Specialist**: [TO BE CONFIGURED]
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- **UI Specialist**: [TO BE CONFIGURED]
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- **Additional Specialists**: [TO BE CONFIGURED]
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- **Routing Notes**: [TO BE CONFIGURED]
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### File Extension Routing
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<!-- Skills use this table to select the right specialist per file type. -->
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<!-- If a row says [TO BE CONFIGURED], fall back to Primary for that file type. -->
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| File Extension / Type | Specialist to Spawn |
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|-----------------------|---------------------|
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| Game code (primary language) | [TO BE CONFIGURED] |
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| Shader / material files | [TO BE CONFIGURED] |
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| UI / screen files | [TO BE CONFIGURED] |
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| Scene / prefab / level files | [TO BE CONFIGURED] |
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| Native extension / plugin files | [TO BE CONFIGURED] |
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| General architecture review | Primary |
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