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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
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Gameplay Code Rules
- ALL gameplay values MUST come from external config/data files, NEVER hardcoded
- Use delta time for ALL time-dependent calculations (frame-rate independence)
- NO direct references to UI code — use events for cross-system communication (Godot signals, C# events, Unreal delegates)
- Every gameplay system must implement a clear interface
- State machines must have explicit transition tables with documented states
- Write unit tests for all gameplay logic — separate logic from presentation
- Document which design doc each feature implements in code comments
- No static singletons for game state — use dependency injection
Examples
Correct (data-driven) — Godot:
var damage: float = config.get_value("combat", "base_damage", 10.0)
var speed: float = stats_resource.movement_speed * delta
Unity (values from a ScriptableObject):
float damage = combatConfig.BaseDamage;
float speed = stats.MovementSpeed * Time.deltaTime;
Unreal (values from a data asset):
const float Damage = CombatConfig->BaseDamage;
const float Speed = Stats->MovementSpeed * DeltaTime;
Incorrect (hardcoded):
var damage: float = 25.0 # VIOLATION: hardcoded gameplay value
var speed: float = 5.0 # VIOLATION: not from config, not using delta