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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
28 lines
1.5 KiB
Markdown
28 lines
1.5 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-SYSTEMS — Systems Decomposition Vision Check
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Agent: `creative-director` | Model tier: Opus | Domain: Vision, pillars, player experience
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**Trigger**: After the systems index is written by `/map-systems` — validates the
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complete system set before GDD authoring begins
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**Context to pass**:
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- Systems index path (`design/gdd/systems-index.md`)
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- Game pillars and core fantasy (from `design/gdd/game-concept.md`; if there is no `design/gdd/game-concept.md`, the pitch and "what they feel" line of `design/game-brief.md`, which has no pillars)
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- Priority tier assignments (MVP / Vertical Slice / Alpha / Full Vision)
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- Any high-risk or bottleneck systems identified in the dependency map
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**Prompt**:
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> "Review this systems decomposition against the game's design pillars. Does the
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> full set of MVP-tier systems collectively deliver the core fantasy? Are there
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> systems whose mechanics don't serve any stated pillar — indicating they may be
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> scope creep? Are there pillar-critical player experiences that have no system
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> assigned to deliver them? Are any systems missing that the core loop requires?
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> Return APPROVE (systems serve the vision), CONCERNS [specific gaps or
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> misalignments with their pillar implications], or REJECT [fundamental gaps —
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> the decomposition misses critical design intent and must be revised before GDD
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> authoring begins]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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