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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
79 lines
5.8 KiB
Markdown
79 lines
5.8 KiB
Markdown
> Gate definition, loaded by `/gate-check` for the TARGET PHASE ONLY.
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> Never load the other five — one gate applies per invocation.
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# Gate: Pre-Production → Production
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**Required Artifacts:**
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- [ ] Vertical slice exists in `prototypes/` with a REPORT.md (run `/vertical-slice`) — **recommended, not blocking**; if absent, surface as CONCERNS
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- [ ] First sprint plan exists in `production/sprints/`
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- [ ] Art bible is complete (all 9 sections) and AD-ART-BIBLE sign-off verdict is recorded in `design/art/art-bible.md`
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- [ ] Entity inventory exists at `design/assets/entity-inventory.md` (recommended — run `/asset-spec` with no arguments to generate collaboratively from GDDs + art bible)
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- [ ] All MVP-tier GDDs from systems index are complete
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- [ ] Master architecture document exists at `docs/architecture/architecture.md`
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- [ ] At least 3 ADRs covering Foundation-layer decisions exist in `docs/architecture/`
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- [ ] All Foundation and Core layer ADRs have status `Accepted` (not `Proposed`) — stories cannot be unblocked until their governing ADR is accepted
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- [ ] Control manifest exists at `docs/architecture/control-manifest.md`
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(generated by `/create-control-manifest` from Accepted ADRs)
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- [ ] Epics defined in `production/epics/` with at least Foundation and Core
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layer epics present (use `/create-epics layer: foundation` and
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`/create-epics layer: core` to create them, then `/create-stories [epic-slug]`
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for each epic)
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- [ ] Vertical Slice build exists and is playable (not just scope-defined) — **recommended, not blocking**; if absent, surface as CONCERNS
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- [ ] Vertical Slice has been playtested with at least 1 documented session — **recommended, not blocking**; if absent, surface as CONCERNS
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- [ ] Vertical Slice playtest report exists at `production/qa/playtests/` or equivalent — **recommended, not blocking**; if absent, surface as CONCERNS
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- [ ] UX specs exist for key screens: main menu, core gameplay HUD (at `design/ux/`), pause menu
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- [ ] HUD design document exists at `design/ux/hud.md` (if game has in-game HUD)
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- [ ] All key screen UX specs have passed `/ux-review` (verdict APPROVED or NEEDS REVISION accepted)
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**Quality Checks:**
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- [ ] **Core loop fun is validated** — playtest data confirms the central mechanic is enjoyable, not just functional. Explicitly check the Vertical Slice playtest report.
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- [ ] UX specs cover all UI Requirements sections from MVP-tier GDDs
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- [ ] Interaction pattern library documents patterns used in key screens
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- [ ] Accessibility tier from `design/accessibility-requirements.md` is addressed in all key screen UX specs
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- [ ] Sprint plan references real story file paths from `production/epics/`
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(not just GDDs — stories must embed GDD req ID + ADR reference)
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- [ ] **Vertical Slice is COMPLETE**, not just scoped — the build demonstrates the full core loop end-to-end. At least one complete [start → challenge → resolution] cycle works.
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- [ ] Architecture document has no unresolved open questions in Foundation or Core layers
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- [ ] All ADRs have Engine Compatibility sections stamped with the engine version
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- [ ] All ADRs have ADR Dependencies sections (even if all fields are "None")
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- [ ] Manual validation confirms GDDs + architecture + epics are coherent
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(run `/review-all-gdds` and `/architecture-review` if not done recently)
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- [ ] **Core fantasy is delivered** — at least one playtester independently described an experience that matches the Player Fantasy section of the core system GDDs (without being prompted).
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**Vertical Slice Validation** (only run these checks if a Vertical Slice was built):
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- [ ] A human has played through the core loop without developer guidance
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- [ ] The game communicates what to do within the first 2 minutes of play
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- [ ] No critical "fun blocker" bugs exist in the Vertical Slice build
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- [ ] The core mechanic feels good to interact with (this is a subjective check — ask the user)
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> **Verdict rules for Vertical Slice:**
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> - **Slice was built AND any validation item is NO** → verdict is automatically FAIL. A broken
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> or unfun vertical slice should not advance to Production.
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> - **Slice was not built (skipped)** → downgrade to CONCERNS only, not FAIL. Surface the risk
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> clearly: "Advancing without a validated Vertical Slice increases the risk of late-stage design
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> pivots. Recommended before committing full production scope." The user decides.
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> - Skipping is a valid solo dev or time-constrained call. Shipping a broken one is not.
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## Workflow tier reductions
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The checklist above is the **`full` baseline**. At lower tiers apply the
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reduction for the resolved tier; items not named keep their status above.
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Reductions only ever *relax* a requirement — `workflow_overrides` is the
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only thing that adds one.
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- **`full`** — sprint plan + complete (9-section) art bible + epics + 3+ playtests + UX specs + control manifest all required; **Vertical Slice keeps its Section 2 status** (see note)
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- **`standard`** — **1+ playtest** required (not 3); epics + sprint plan required; art bible complete + UX specs + control manifest → recommended
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- **`minimal`** — only **sprint plan** required (the minimal floor); epics, playtests, art bible, UX, control manifest all **drop**
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> **The Vertical Slice keeps its Section 2 status at every tier.** The
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> Pre-Production → Production "prototype/Vertical Slice" floor is NOT upgraded to
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> blocking by the tier table — the Vertical Slice artifacts stay *recommended,
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> not blocking* (absent → CONCERNS, not FAIL) exactly as Section 2 defines, at
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> `full`, `standard`, and `minimal` alike. The genuinely-required floor item at
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> this gate is the **sprint plan**. The one hard rule that binds at every tier:
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> if a Vertical Slice *was built* and any of its validation items is NO, the
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> verdict is FAIL regardless of tier — tier reductions relax what must *exist*,
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> never what must *work*.
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