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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
28 lines
1.4 KiB
Markdown
28 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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# CD-SYSTEMS — Systems Decomposition Vision Check
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Agent: `creative-director` | Model tier: Opus | Domain: Vision, pillars, player experience
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**Trigger**: After the systems index is written by `/map-systems` — validates the
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complete system set before GDD authoring begins
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**Context to pass**:
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- Systems index path (`design/gdd/systems-index.md`)
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- Game pillars and core fantasy (from `design/gdd/game-concept.md`)
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- Priority tier assignments (MVP / Vertical Slice / Alpha / Full Vision)
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- Any high-risk or bottleneck systems identified in the dependency map
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**Prompt**:
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> "Review this systems decomposition against the game's design pillars. Does the
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> full set of MVP-tier systems collectively deliver the core fantasy? Are there
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> systems whose mechanics don't serve any stated pillar — indicating they may be
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> scope creep? Are there pillar-critical player experiences that have no system
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> assigned to deliver them? Are any systems missing that the core loop requires?
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> Return APPROVE (systems serve the vision), CONCERNS [specific gaps or
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> misalignments with their pillar implications], or REJECT [fundamental gaps —
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> the decomposition misses critical design intent and must be revised before GDD
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> authoring begins]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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