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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 #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
25 lines
1.1 KiB
Markdown
25 lines
1.1 KiB
Markdown
> Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not.
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# CD-NARRATIVE — Narrative Consistency Check
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Agent: `creative-director` | Model tier: Opus | Domain: Vision, pillars, player experience
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**Trigger**: Invoked directly, after narrative GDDs, lore documents, dialogue specs
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or world-building documents are authored — no skill spawns it; `/team-narrative`
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runs its own review, ND-CONSISTENCY
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**Context to pass**:
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- Document file path(s)
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- Game pillars
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- Narrative direction brief or tone guide (if exists at `design/narrative/`)
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- Any existing lore that the new document references
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**Prompt**:
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> "Review this narrative content for consistency with the game's pillars and
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> established world rules. Does the tone match the game's established voice? Are
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> there contradictions with existing lore or world-building? Does the content serve
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> the player experience pillar? Return APPROVE, CONCERNS [specific inconsistencies],
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> or REJECT [contradictions that break world coherence]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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