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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
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Technical Preferences
Engine & Language
- Engine: [TO BE CONFIGURED — run /setup-engine]
- Language: [TO BE CONFIGURED]
- Rendering: [TO BE CONFIGURED]
- Physics: [TO BE CONFIGURED]
Input & Platform
- Target Platforms: [TO BE CONFIGURED — e.g., PC, Console, Mobile, Web]
- Input Methods: [TO BE CONFIGURED — e.g., Keyboard/Mouse, Gamepad, Touch, Mixed]
- Primary Input: [TO BE CONFIGURED — the dominant input for this game]
- Gamepad Support: [TO BE CONFIGURED — Full / Partial / None]
- Touch Support: [TO BE CONFIGURED — Full / Partial / None]
- Platform Notes: [TO BE CONFIGURED — any platform-specific UX constraints]
Naming Conventions
- Classes: [TO BE CONFIGURED]
- Variables: [TO BE CONFIGURED]
- Signals/Events: [TO BE CONFIGURED]
- Files: [TO BE CONFIGURED]
- Scenes/Prefabs: [TO BE CONFIGURED]
- Constants: [TO BE CONFIGURED]
Performance Budgets
- Target Framerate: [TO BE CONFIGURED]
- Frame Budget: [TO BE CONFIGURED]
- Draw Calls: [TO BE CONFIGURED]
- Memory Ceiling: [TO BE CONFIGURED]
Testing
- Framework: [TO BE CONFIGURED]
- Minimum Coverage: [TO BE CONFIGURED]
- Required Tests: Balance formulas, gameplay systems, networking (if applicable)
Forbidden Patterns
- [None configured yet — add as architectural decisions are made]
Allowed Libraries / Addons
- [None configured yet — add as dependencies are approved]
Architecture Decisions Log
- [No ADRs yet — use /architecture-decision to create one]
Engine Specialists
- Primary: [TO BE CONFIGURED — run /setup-engine]
- Language/Code Specialist: [TO BE CONFIGURED]
- Shader Specialist: [TO BE CONFIGURED]
- UI Specialist: [TO BE CONFIGURED]
- Additional Specialists: [TO BE CONFIGURED]
- Routing Notes: [TO BE CONFIGURED]
File Extension Routing
| File Extension / Type | Specialist to Spawn |
|---|---|
| Game code (primary language) | [TO BE CONFIGURED] |
| Shader / material files | [TO BE CONFIGURED] |
| UI / screen files | [TO BE CONFIGURED] |
| Scene / prefab / level files | [TO BE CONFIGURED] |
| Native extension / plugin files | [TO BE CONFIGURED] |
| General architecture review | Primary |