2.1 KiB
2.1 KiB
Session State
Epic: Pre-Production Feature: System GDD Authoring Task: Combat Logic GDD complete (GDD #2)
Completed This Session
/brainstorm→ Game concept: 夜裔 (Nightborn) →design/gdd/game-concept.md/setup-engine→ Unity 2022.3.62f3c1, C#, URP configured/art-bible→ Sections 1–4 (Visual Identity core) →design/art/art-bible.md/map-systems→ 17 systems indexed →design/gdd/systems-index.md/create-architecture→ Master architecture →docs/architecture/architecture.md
Key Decisions
- Architecture: L0 Pure C# (no Unity) / L1 Unity Adapter / L2 Unity Presentation
- L0→L1 communication: C# event only (L0 never calls up)
- asmdef: Core (no Unity refs) → Adapters (Core + Unity) → Presentation (Core + Adapters + Unity)
- Visual: Minimalist geometric — Triangle (human), Rectangle (wolf), Circle (mist)
- Review mode: Lean (default)
- 3 forms: Human (precision), Wolf (burst), Mist (control)
- Form switching: Resource-driven (Blood Energy), rhythmic (commitment animation)
- External developer model: GDD = deliverable spec; /code-review = acceptance gate
Pending ADRs
- BLOCKING: ADR-001 (Three-Layer Architecture), ADR-002 (Event Bus), ADR-003 (Pure C# Geometry)
- HIGH: ADR-004 (Form Switch SM), ADR-005 (Enemy AI Model)
- MEDIUM: ADR-006 (Wave Data Format), ADR-007 (Serialization)
- LOW: ADR-008 (Skill Tree), ADR-009 (Score Formula)
Current State
- Phase: Pre-Production — Architecture complete, GDDs pending
- Next: Design individual system GDDs in dependency order
- First GDD: Blood Energy Economy
Files Modified
design/gdd/game-concept.md— createddesign/art/art-bible.md— created (sections 1-4)design/gdd/systems-index.md— createddocs/architecture/architecture.md— createdClaude-Code-Game-Studios/CLAUDE.md— Technology Stack updatedClaude-Code-Game-Studios/.claude/docs/technical-preferences.md— populatedClaude-Code-Game-Studios/docs/engine-reference/unity/VERSION.md— createdClaude-Code-Game-Studios/.claude/agents/unity-specialist.md— Version Awareness added