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