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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
44 lines
2.7 KiB
Markdown
44 lines
2.7 KiB
Markdown
# Directory Structure
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```text
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/
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├── CLAUDE.md # Master configuration
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├── project.yaml # Machine-readable project config — engine, modes, stage (source of truth)
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├── .claude/ # Agent definitions, skills, hooks, rules, docs
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├── <code root>/ # Game source code — THE PATH IS ENGINE-SPECIFIC, see below
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├── assets/ # Game assets (art, audio, vfx, shaders, data)
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├── design/ # Game design documents (gdd, narrative, levels, balance)
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├── docs/ # Technical documentation (architecture, api, postmortems)
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│ └── engine-reference/ # Curated engine API snapshots (version-pinned)
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├── tests/ # Game test suites (unit, integration, performance, playtest)
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├── tools/ # Build and pipeline tools (ci, build, asset-pipeline)
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├── prototypes/ # Throwaway prototypes (isolated from src/)
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├── production/ # Production management (sprints, milestones, releases)
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│ ├── session-state/ # Ephemeral session state (active.md — gitignored)
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│ └── session-logs/ # Session audit trail (gitignored)
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└── CCGS Skill Testing Framework/ # QA for the skills/agents themselves — /skill-test, /skill-improve
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```
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## The code root is engine-specific
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**Two of the three supported engines will not build a project whose code sits in
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`src/`.** This is not a style preference — it is a hard constraint of the engine's
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own toolchain:
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| `engine.name` | Code root | Why it cannot be `src/` |
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| **Godot** | `src/` | No constraint — Godot loads from `res://` anywhere under the project root. |
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| **Unity** | `Assets/` | Unity compiles **only** `Assets/` and `Packages/`. Code outside them is invisible to the compiler. |
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| **Unreal** | `Source/<Module>/` | UnrealBuildTool discovers modules under `Source/`; content lives in `Content/`. A module elsewhere is not built. |
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**Resolve the code root from `engine.name` before writing any source file.** Where
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a skill, rule or template says `src/`, read it as *"the code root"* and substitute
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the row above. `src/` is the table's Godot row, not a universal path.
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> **Known residual — do not read `src/` as settled.** Roughly 30 files under
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> `.claude/` still name `src/` literally, because they were written when Godot was
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> the only engine walked end to end. They are correct for Godot and wrong for the
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> other two. This section is the authority; those files are the default. The
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> breakage is real, not theoretical — a Unity tree laid out this way does not
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> compile, and an Unreal one produces a module no `.uproject` can consume.
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