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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
21 lines
1.7 KiB
Markdown
21 lines
1.7 KiB
Markdown
> Authoring guidance for interaction-pattern-library.md. Load only the part covering the section currently being authored — not the whole file at once.
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# Interaction Pattern Library — Guidance Index
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The guidance for this template is split by major section so consumers can load
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one part at a time. Read the file matching the section you are currently
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authoring — never all three at once.
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| Template Section | Guidance File |
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|------------------|---------------|
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| Standard Control Patterns (Button variants, Toggle, Slider, Dropdown / Select, List Item, Grid Item, Modal Dialog, Confirmation Dialog, Toast / Notification, Tooltip, Progress Bar, Input Field, Tab Bar, Scroll Container) | `.claude/docs/templates/guidance/interaction-pattern-library-guide-standard-controls.md` |
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| Game-Specific UI Patterns (Inventory Slot, Ability / Skill Icon, Health / Resource Bar, Dialogue Box, Context Action Prompt, Damage Number) | `.claude/docs/templates/guidance/interaction-pattern-library-guide-game-specific.md` |
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| Navigation Patterns + Feedback and Loading Patterns (Screen Push / Pop / Replace, Focus Management, Escape / Cancel, Loading State, Empty State, Error State) | `.claude/docs/templates/guidance/interaction-pattern-library-guide-navigation-feedback.md` |
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Each guidance file contains the full reference specification for its patterns —
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When to Use / When NOT to Use rationale, complete state tables with timing and
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audio values, accessibility requirements, and engine implementation notes. Use
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them as the worked-example source when filling the corresponding skeleton stubs
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in the template. The Pattern Catalog Index, Animation Standards, Sound
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Standards, and Open Questions sections remain in the template itself.
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