Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Settings Guidance — which value to recommend, and when
The advisory layer for project settings. This doc answers two questions no other doc does:
- Which value should a skill recommend for a given project or user?
- When should a skill proactively suggest changing a setting already set?
Boundary with its siblings — do not duplicate their content here
| Doc | Answers | Nature |
|---|---|---|
effects-map.md |
What each setting does | Descriptive |
config-resolution.md |
How a setting resolves (precedence chain) | Mechanical |
settings-guidance.md (this file) |
Which value to recommend, and when | Prescriptive |
Skills reference this doc on demand, only at a "recommend a setting" moment.
It is deliberately not a CLAUDE.md import — advisory content must not ride in
per-turn context (the same reason context-management.md was demoted).
1. The knob that matters most: modes.rigor
Almost every "what settings should I use?" question reduces to one choice:
modes.rigor (minimal | standard | full, default minimal). It fronts six
sub-knobs — modes.workflow, docs.density, qa.level, modes.story_granularity,
modes.review_mode, team.size. Recommend rigor, not the six; let the
expansion do the rest. Full expansion table lives in effects-map.md § modes.rigor
— do not restate it here.
modes.automation (collaborative | guided | autonomous) is a separate
axis — how often skills stop to confirm — and is not fronted by rigor. Pick it
by working style, not by game type (see § 5).
2. Archetype → rigor presets
Match the project to an archetype; recommend the paired rigor. These are starting points, not verdicts — the user can always override.
| Archetype | Rigor | Why | Common override |
|---|---|---|---|
| Weekend jam / prototype / throwaway | minimal |
Shipping beats recording; design lives in the maker's head | Bump one deep system: workflow_overrides.system_overrides: {combat: full} |
| Small solo / hobby game (arcade, puzzle, short narrative) | minimal → standard if it grows |
Start light; add rigor when scope proves real | — |
| Focused commercial indie (platformer, roguelike, tactics, deckbuilder) | standard |
One well-understood loop; enough design to build correctly | "Comprehensive but compact": rigor: full + docs.density: terse |
| Systems-heavy / long-haul (open-world RPG, colony sim, immersive sim, 4X, survival) | full |
Many interacting systems; a design mistake costs weeks | Solo dev: keep full on disk, set review_mode: solo locally |
| Live-service / competitive multiplayer | full + domain emphasis |
Full pipeline plus netcode/security/live-ops | Raise qa.level / testing.strict.* for the online-critical types |
The model: the table picks a baseline; overrides handle the diagonal. Most real projects are one baseline plus one or two deliberate exceptions.
3. Seeding rigor from a described concept
When the user has described their game (e.g. /start Phase 2 free text), map it to
an archetype and pre-select the recommendation rather than asking cold. Signals:
| Concept mentions… | Lean toward |
|---|---|
| open-world, RPG, sim, sandbox, faction, crafting, economy, MMO, multiplayer, "systems" | full |
| jam, weekend, prototype, "first game", small, "just trying", experiment | minimal |
| "release", "commercial", "on Steam", a single clear core loop | standard |
| ambiguous / nothing above | minimal (the documented default) |
Rules: these are heuristics, never locks. Always confirm the pre-selection with
the user in their own terms ("Sounds like a big systems game — I'd suggest full
rigor; want that?"). If the user has no concept yet (exploring), do not seed
full — default minimal, and revisit once a concept exists.
"No concept yet" means no signal, not a particular onboarding path. A rough
one-line hint is still a description: if it trips the signals above, seed from the
signal. Only fall back to minimal-for-exploring when the user has given you
nothing to map. (/start Phase 3d states the same rule for its Path A/B branch —
the two must agree, since both drive the identical recommendation.)
4. When to recommend a change (adaptive triggers)
Bidirectional and threshold-based. Fire only on a threshold crossing, never
every session — that is what keeps this from becoming the nagging the automation
modes exist to eliminate.
| Trigger (crossing) | Direction | Detectable signal | Suggested action |
|---|---|---|---|
| Project grew past its band | ↑ raise | System-GDD count crosses ~9, or the code root (src/, Assets/ or Source/) crosses the Production threshold, while rigor is minimal |
"You're at N systems on rigor: minimal — most projects this size run standard. Revisit? → /settings" |
| Stage advanced into Production | ↑ raise | /gate-check PASS into Production while rigor is minimal |
Same, offered once at the gate |
| User sounds overwhelmed by process | ↓ lower | Phrases like "too many steps", "so much documentation", "overwhelmed" — and rigor is not already minimal |
"If the required-doc list feels heavy, a lower rigor trims it → /settings modes.rigor=standard" |
| Chosen rigor mismatches described scope | flag once | Onboarding pick contradicts the Phase-2 description | State it in one sentence, offer /settings, do not re-ask |
Frequency guard: the crossing is the gate. Because the hosts (/gate-check on
PASS, /help on request) are themselves infrequent, no persistent "already nudged"
state is needed — but never emit the same suggestion twice in one session.
5. Which skills reference this doc, and when
| Skill | Moment | Sections used |
|---|---|---|
/start |
Phase 3d/4 — choosing rigor | § 2 (presets), § 3 (seed from concept) |
/help |
escalation footer when user sounds stuck/overwhelmed | § 4 (lower trigger) |
/gate-check |
on PASS into a new stage | § 4 (raise trigger) |
/settings |
view output — further reading | § 2 (choosing a value) |
Each skill carries a one-line pointer to this doc, not a copy of its tables.
6. How to phrase a recommendation
- Recommend, don't dictate. State the suggestion and the reason in one line;
the user decides. (
collaborative/guidedrequire this; evenautonomoustreats a rigor change as aschema_changesdecision and asks.) - Always route to
/settings— never editproject.yamlas a side effect of a recommendation. - One line, then stop. A nudge is a nudge, not a lecture.