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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
179 lines
9.0 KiB
Markdown
179 lines
9.0 KiB
Markdown
# Run and Observe
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Shared procedure for any skill that closes a story which changes something a
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player can see. Referenced from the point of use in `/dev-story` (Phase 6) and
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`/story-done` (Phase 3). Those skills keep the one load-bearing imperative
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inline — **a parse check is not a run, and a story nobody looked at does not
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close** — and cite this file for how to look.
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`.claude/docs/coding-standards.md` is the authority for *what* evidence a story
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needs. This file is the procedure for *producing* the visual half of it.
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## The rule
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Every story that changes something player-observable is **launched and observed
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before it closes**, and the observation is a **retained screenshot** in
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`production/qa/evidence/`. Compiling proves the code loads. Tests prove the
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logic. Neither proves the text fits in the box.
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The agent can see images: Claude Code's `Read` tool renders a PNG. The whole
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problem is getting a picture out of the engine unattended, and every supported
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engine has a native way.
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## The procedure
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1. **Launch windowed** at a fixed resolution — `1280x720` unless the project
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says otherwise — using `commands.run` from `project.yaml`. Never the
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headless / batch / null-RHI flag: those exist to *skip* rendering.
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2. **Launch straight into the scene or map the story touched.** A feature that
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is only reachable through the main menu and three clicks is a feature the
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run will not reach. Stories should be written so their surface is reachable
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from a launch argument (a scene path, a map URL, a `--scene` flag).
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3. **Wait, capture, quit.** Let the engine render real frames — 60 is a safe
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floor — capture one, and exit. Each engine's mechanism is below.
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4. **Look.** `Read` the PNG. Compare what is on screen to the acceptance
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criteria. Clipped text, an overflowing panel, a missing element, the wrong
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colour — these are defects, and this is the only step that finds them.
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5. **Retain.** Copy the image to
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`production/qa/evidence/[story-slug]/[NN]-[what-it-shows].png` and reference
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it from the evidence doc. A screenshot that was taken and discarded is an
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assertion, not evidence.
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6. **Report** one `Run result:` line in the implementation summary — vocabulary
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below.
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## Per engine
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| `engine.name` | Launch | Capture | Output lands in | Never use | Scaffold needed |
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|---|---|---|---|---|---|
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| Godot 4 | `godot --path . --windowed --resolution 1280x720 <scene>.tscn` | `--write-movie <path>.png --quit-after <N>` | beside the given path, `<name>00000000.png` … | `--headless` | **none** |
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| Unity 6 | built player `.exe -screen-width 1280 -screen-height 720 -screen-fullscreen 0 --scene <Name>` | `ScreenCapture.CaptureScreenshot(<abs path>)` from a bootstrap script | the absolute path you pass | `-batchmode`, `-nographics` | one MonoBehaviour |
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| Unreal 5 | `MSYS_NO_PATHCONV=1 UnrealEditor.exe <Game>.uproject <MapURL> -game -windowed -ResX=1280 -ResY=720` | `HighResShot filename=<path>` console command | `Saved/Screenshots/Windows/` | `-nullrhi`, `-unattended` alone | one actor or `-ExecCmds` |
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### Godot 4 — zero scaffold
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```
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godot --path . --windowed --resolution 1280x720 --write-movie shots/shop.png --quit-after 60 res://scenes/shop.tscn
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```
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`--write-movie` is Movie Maker mode: with a `.png` target it writes a frame
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sequence and `--quit-after` sets the frame count. Filenames carry **8**
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zero-padded digits — `shop00000000.png` through `shop00000059.png` — so take the
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last. `--fixed-fps` is applied automatically. The scene path is positional; any
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`.tscn` can be launched directly, which is how step 2 is satisfied.
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Capture-on-trigger alternative, for a state a scene launch cannot reach: an
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autoload that on the wanted condition does
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`await RenderingServer.frame_post_draw`, then
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`get_viewport().get_texture().get_image().save_png(path)`, then
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`get_tree().quit()`.
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### Unity 6 — one MonoBehaviour
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`-batchmode` displays nothing, so the run is either the **built player** or the
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editor in play mode. The player is the robust path:
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```
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Builds/Win64/Game.exe -screen-width 1280 -screen-height 720 -screen-fullscreen 0 --scene Shop --screenshot C:/abs/path/shop.png --after 60
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```
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`-screen-*` are Unity's own player arguments. `--scene`, `--screenshot` and
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`--after` are **yours**: a `ScreenshotOnArg` MonoBehaviour in the bootstrap
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scene parses `System.Environment.GetCommandLineArgs()`, loads `--scene`, waits
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`--after` frames, calls `ScreenCapture.CaptureScreenshot(path)`, waits one more
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frame, then `Application.Quit()`. Pass an **absolute** path — the relative base
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differs between editor and player. `CaptureScreenshot` captures the last frame
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*presented*, so it must run after at least one rendered frame.
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`/test-setup` scaffolds this script under the code root. Building the player
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first costs 1–3 minutes on a small project; that is the price of looking at
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the thing you ship rather than the editor.
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### Unreal 5 — one actor, or `-ExecCmds`
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```
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MSYS_NO_PATHCONV=1 UnrealEditor.exe Game.uproject /Game/Maps/Shop -game -windowed -ResX=1280 -ResY=720
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```
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`-game` runs standalone without the editor UI. The map is a **positional URL
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immediately after the `.uproject`** — not a console command. **The
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`MSYS_NO_PATHCONV=1` prefix is required on Windows:** Claude Code runs commands
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in Git Bash, which rewrites any argument beginning with `/` as a Windows path, so
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`/Game/Maps/Shop` reaches the engine as `C:/Program Files/Git/Game/Maps/Shop`
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and the game stops on a "map not found" dialog nobody can see. Alternatively
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pass the map through `-ExecCmds="open /Game/Maps/Shop"`, which is not converted. Capture is the
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`HighResShot` console command, fired either from a dev actor (`Execute Console
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Command` on BeginPlay after a short delay, then `quit`) or from the launch line:
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```
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-ExecCmds="HighResShot filename=C:/abs/path/shop.png,Quit"
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```
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`-ExecCmds` is comma-separated. Output defaults to `Saved/Screenshots/Windows/`.
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**Do not `Quit` on the same frame as the request** — the file flushes late and
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an immediate quit can leave nothing on disk; a one-second delay before `quit`
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is enough. The Blueprint node `Take High Res Screenshot` is editor-only and
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does not work in a `-game` launch.
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### Any engine — OS capture fallback
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On Windows, PowerShell with `System.Drawing` can `CopyFromScreen` into a bitmap
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and save it. It needs a visible desktop and the game window on top, and it
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captures whatever is there — it cannot be told "the shop panel". Use it when the
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engine-native path is unavailable, and say so in the run result. Linux CI with
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no display needs `xvfb-run` in front of the launch; `--headless` is not a
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substitute.
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## The `Run result:` line
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Exactly one of three shapes, in the implementation summary:
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- **`Run result: OBSERVED — <what was on screen, one line>`** with the retained
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path. *"Shop panel renders, all 6 slots inside the frame, prices legible at
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720p — `production/qa/evidence/shop-panel/01-shop-open.png`."*
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- **`Run result: NOT VERIFIED — <reason>`**. Engine binary not found,
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`commands.run` unset, launch crashed, screenshot empty. This is a **blocker**
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at the default gate level for Visual/Feel and UI stories, not a note — a
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story nobody looked at does not close. Under an explicit
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`testing.strict.visual`/`.ui: false` it is recorded and the story may close
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with the gap in `## Completion Notes`.
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- **`Run result: N/A — <reason>`**, only for a story with genuinely nothing
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observable — a pure data migration, a save-format change with no surface.
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Say why. "It's a Logic story" is not a reason: a damage formula has a number
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on screen somewhere.
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The run is **not waived at `qa.level: minimal`**. Tests are waived there; the
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look is not. It is the cheapest verification in the pipeline and the one
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whose absence produces a well-tested game that looks wrong.
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## What a still can and cannot show
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**Can:** layout, clipping, overflow, presence, alignment, colour, legibility,
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that the right screen appeared at all. This is where shipped visual defects
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actually live.
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**Cannot:** timing, responsiveness, weight, animation curves, audio sync — the
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"feel" half of Visual/Feel. Godot's `--write-movie` gives a frame sequence; the
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other engines need OS video capture. Feel stays a human check in `/team-qa`.
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Say which half the screenshot covered.
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## Reaching the state
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A screenshot of the title screen verifies nothing about depth 2. Either launch
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the scene/map directly (Godot scene arg, Unreal map URL, Unity `--scene`) or
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give the bootstrap a debug argument that sets state (`--gold=500 --depth=2`).
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Write stories so their surface is reachable one of those ways; a story that is
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not is a story that will be marked `NOT VERIFIED` every time.
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## Finding the engine
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None of the three engines installs onto `PATH` on Windows. `engine.path` in
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`project.yaml` is where the editor lives; resolve it before concluding "no
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engine on this machine". Absence of a path is not absence of an engine.
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---
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*Commands and APIs above verified against the official Godot 4.7, Unity 6.3 LTS
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and Unreal 5.8 references on 2026-09-14. `docs/engine-reference/<engine>/` is
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the project's pinned authority; check it before trusting a version-qualified
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claim here.*
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