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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
31 lines
1.6 KiB
Markdown
31 lines
1.6 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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# PR-EPIC — Epic Structure Feasibility Review
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Agent: `producer` | Model tier: Opus | Domain: Scope, timeline, dependencies, production risk
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**Trigger**: After epics are defined by `/create-epics`, before stories are
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broken out — validates the epic structure is producible before `/create-stories`
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is invoked
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**Context to pass**:
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- Epic definition file paths (all epics just created)
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- Epic index path (`production/epics/index.md`)
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- Milestone timeline and target dates
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- Team capacity (solo / small team / size)
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- Layer being epiced (Foundation / Core / Feature / etc.)
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**Prompt**:
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> "Review this epic structure for production feasibility before story breakdown
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> begins. Are the epic boundaries scoped appropriately — could each epic realistically
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> complete before a milestone deadline? Are epics correctly ordered by system
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> dependency — does any epic require another epic's output before it can start?
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> Are any epics underscoped (too small, should merge) or overscoped (too large,
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> should split into 2-3 focused epics)? Are the Foundation-layer epics scoped to
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> allow Core-layer epics to begin at the start of the next sprint after Foundation
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> completes? Return REALISTIC (epic structure is producible), CONCERNS [specific
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> structural adjustments before stories are written], or UNREALISTIC [epics must
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> be split, merged, or reordered — story breakdown cannot begin until resolved]."
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**Verdicts**: REALISTIC / CONCERNS / UNREALISTIC
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