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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
29 lines
1.4 KiB
Markdown
29 lines
1.4 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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# QL-STORY-READY — QA Lead Story Readiness Check
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Agent: `qa-lead` | Model tier: session (inherit)
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**Trigger**: Before a story is accepted into a sprint — invoked by `/create-stories`
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and `/story-readiness`
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**Context to pass**:
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- Story file path — or, from `/create-stories` (which runs this gate before any
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story is written), the story inline
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- Story type (Logic / Integration / Visual/Feel / UI / Config/Data)
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- Acceptance criteria list (verbatim from the story)
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- The GDD requirement (TR-ID and text) the story covers
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**Prompt**:
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> "Review this story's acceptance criteria for testability before it enters the
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> sprint. Are all criteria specific enough that a developer would know unambiguously
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> when they are done? For Logic-type stories: can every criterion be verified with
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> an automated test? For Integration stories: is each criterion observable in a
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> controlled test environment? Flag criteria that are too vague to implement
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> against, and flag criteria that require a full game build to test (mark these
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> DEFERRED, not BLOCKED). Return ADEQUATE (criteria are implementable as written),
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> GAPS [specific criteria needing refinement], or INADEQUATE [criteria are too
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> vague — story must be revised before sprint inclusion]."
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**Verdicts**: ADEQUATE / GAPS / INADEQUATE
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