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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
78 lines
3.1 KiB
Markdown
78 lines
3.1 KiB
Markdown
# Claude Code Game Studios -- Game Studio Agent Architecture
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Indie game development managed through 49 coordinated Claude Code subagents.
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Each agent owns a specific domain, enforcing separation of concerns and quality.
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## Technology Stack
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- **Engine**: [CHOOSE: Godot 4 / Unity / Unreal Engine 5]
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- **Language**: [CHOOSE: GDScript / C# / C++ / Blueprint]
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- **Version Control**: Git with trunk-based development
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- **Build System**: [SPECIFY after choosing engine]
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- **Asset Pipeline**: [SPECIFY after choosing engine]
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> **Note**: Engine-specialist agents exist for Godot, Unity, and Unreal with
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> dedicated sub-specialists. Use the set matching your engine.
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## Project Structure
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@.claude/docs/directory-structure.md
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## Engine Version Reference
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<!-- ENGINE-REFERENCE-IMPORT: the line below is engine-specific. /setup-engine
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rewrites it to @docs/engine-reference/<engine>/VERSION.md for the chosen
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engine, so a Unity or Unreal project stops loading the Godot reference every
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session. It defaults to Godot (the template's example engine); skills that
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need the pinned version read docs/engine-reference/<engine>/VERSION.md on
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demand regardless of this import. -->
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@docs/engine-reference/godot/VERSION.md
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## Technical Preferences
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`project.yaml` at the repo root is the primary config store — engine, specialists,
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naming, platform, performance, modes. Skills resolve it via `resolve_config`
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(see `.claude/docs/config-resolution.md`).
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`.claude/docs/technical-preferences.md` is the **legacy fallback**, read on demand
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when a key is absent from `project.yaml`. It is no longer imported here: before
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`/setup-engine` runs it is almost entirely `[TO BE CONFIGURED]` placeholders, and
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after it runs `project.yaml` holds the real values.
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## Coordination Rules
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@.claude/docs/coordination-rules.md
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## Collaboration Protocol
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**User-driven collaboration, not autonomous execution.**
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Every task follows: **Question -> Options -> Decision -> Draft -> Approval**
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- Agents MUST ask "May I write this to [filepath]?" before using Write/Edit tools
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- Agents MUST show drafts or summaries before requesting approval
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- Multi-file changes require explicit approval for the full changeset
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- No commits without user instruction
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See `docs/COLLABORATIVE-DESIGN-PRINCIPLE.md` for full protocol and examples.
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> **First session?** If the project has no engine configured and no game concept,
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> run `/start` to begin the guided onboarding flow.
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## Coding Standards
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@.claude/docs/coding-standards.md
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## Context Management
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Read `.claude/docs/context-management.md` on demand — it is a reference, not
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session context. Two of its conventions are load-bearing and cited by name
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elsewhere in the repo, so they are restated here rather than lost:
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- **`production/session-state/active.md` is the session checkpoint.** The file is
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the memory, not the conversation. Read it first after any compaction, crash, or
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`/clear`.
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- **Helpers in `.claude/scripts/` emit observations, never verdicts.** A script
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that scores or judges will eventually contradict a mode or override it cannot
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see. (Cited by `artifact-check.sh` and `adr-dep-graph.sh`.)
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