Vampire-Act-Mono/CLAUDE.md

80 lines
3.5 KiB
Markdown

# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
VampireAct — Unity game project currently in pre-production. Uses the **Claude Code Game Studios (CCGS)** multi-agent architecture for game development workflow.
## Engine & Build
- **Unity Version**: 2022.3.62f3c1
- **Render Pipeline**: URP 14.0.12
- **Template**: `com.unity.template.urp-blank@14.0.0`
- **Color Space**: Linear
- **Target Platforms**: Standalone (Windows), Android, iOS
Open the project in Unity Editor to build and run. The default scene is `Assets/Scenes/SampleScene.unity`.
## Project Structure
```
Assets/
Scenes/ — Currently only SampleScene.unity
Settings/ — URP quality/renderer profiles (Performant, Balanced, HighFidelity)
Claude-Code-Game-Studios/
.claude/
agents/ — 48 specialized AI agent definitions
skills/ — CCGS slash commands and workflows
docs/ — Development framework documentation
hooks/ — Git hooks for quality gates
Packages/ — Unity package manifest (URP, TextMeshPro, Timeline, etc.)
ProjectSettings/ — Unity project configuration
```
## Development Workflow (CCGS)
This project uses the CCGS game studio agent architecture. The framework provides:
**Agent Hierarchy:**
- **Tier 1 (Directors)**: `creative-director`, `technical-director`, `producer` — high-level decisions
- **Tier 2 (Leads)**: `game-designer`, `lead-programmer`, `art-director`, `audio-director`, `narrative-director`, `qa-lead`
- **Tier 3 (Specialists)**: Unity-specific agents include `unity-specialist`, `unity-shader-specialist`, `unity-addressables-specialist`, `unity-ui-specialist`, `unity-dots-specialist`
**Key Slash Commands:**
- `/start` — First-time onboarding
- `/brainstorm` — Game concept ideation
- `/map-systems` — Decompose concept into systems
- `/design-system [name]` — GDD authoring for a system
- `/create-architecture` — Master architecture blueprint
- `/create-epics` / `/create-stories` — Translate designs into work items
- `/dev-story` — Implement a story (routes to appropriate programmer agent)
- `/code-review` — Code quality review
- `/gate-check` — Validate phase readiness
- `/prototype` — Rapid prototyping
**Code Standards (from CCGS):**
- Gameplay values must be data-driven, never hardcoded
- Public methods must be unit-testable (dependency injection over singletons)
- All public APIs need doc comments
- Every system must have an Architecture Decision Record in `docs/architecture/`
- Tests must be deterministic, isolated, and not depend on execution order
See `Claude-Code-Game-Studios/CLAUDE.md` and `Claude-Code-Game-Studios/.claude/docs/quick-start.md` for full framework documentation.
## Current State
- **Stage**: Pre-production — no custom scripts or game systems implemented yet
- **Technical preferences**: Not yet configured (run `/setup-engine unity` to populate)
- **GDDs**: None written
- **Architecture**: None defined
- **Scenes**: Only the default URP blank template SampleScene
## Unity-Specific Notes
- C# scripts belong in `Assets/` under appropriate subdirectories (e.g., `Assets/Scripts/`, `Assets/Scripts/Gameplay/`)
- URP quality tiers (Performant, Balanced, HighFidelity) are pre-configured in `Assets/Settings/`
- The project uses the standard Unity package manager — dependencies are in `Packages/manifest.json`
- Test framework: Unity Test Framework 1.1.33 (via `com.unity.test-framework`)
- CI for Unity tests uses `game-ci/unity-test-runner@v4` GitHub Action