mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-10-16 01:37:05 +00:00
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
2.8 KiB
2.8 KiB
Directory Structure
/
├── CLAUDE.md # Master configuration
├── project.yaml # Machine-readable project config — engine, modes, stage (source of truth)
├── .claude/ # Agent definitions, skills, hooks, rules, docs
├── <code root>/ # Game source code — THE PATH IS ENGINE-SPECIFIC, see below
├── assets/ # Game assets (art, audio, vfx, shaders, data)
├── design/ # Game design documents (gdd, narrative, levels, balance)
├── docs/ # Technical documentation (architecture, api, postmortems)
│ └── engine-reference/ # Curated engine API snapshots (version-pinned)
├── tests/ # Game test suites (unit, integration, performance, playtest)
├── tools/ # Build and pipeline tools (ci, build, asset-pipeline)
├── prototypes/ # Throwaway prototypes (outside the code root)
├── production/ # Production management (sprints, milestones, releases)
│ ├── session-state/ # Ephemeral session state (active.md — gitignored)
│ └── session-logs/ # Session audit trail (gitignored)
└── CCGS Skill Testing Framework/ # QA for the skills/agents themselves — /skill-test, /skill-improve
The code root is engine-specific
Two of the three supported engines will not build a project whose code sits in
src/. This is not a style preference — it is a hard constraint of the engine's
own toolchain:
engine.name |
Code root | Why it cannot be src/ |
|---|---|---|
| Godot | src/ |
No constraint — Godot loads from res:// anywhere under the project root. |
| Unity | Assets/ |
Unity compiles only Assets/ and Packages/. Code outside them is invisible to the compiler. |
| Unreal | Source/<Module>/ |
UnrealBuildTool discovers modules under Source/; content lives in Content/. A module elsewhere is not built. |
Resolve the code root from engine.name before writing any source file. A
path shown as src/… alone is a Godot example: read it as "the code root" and
substitute the row above. src/ is the table's Godot row, not a universal path.
Tests follow the same rule — the same compilers decide what they see:
engine.name |
Test root | Anywhere else |
|---|---|---|
| Godot | tests/unit/, tests/integration/ |
— |
| Unity | Assets/Tests/EditMode/, Assets/Tests/PlayMode/ |
not compiled: "0 tests, Passed" |
| Unreal | Source/<Module>/Private/Tests/ |
not built: "No automation tests matched" |
Read tests/unit/[system]/ (or integration/) anywhere as the test root plus [System]/.