First /snapshot: seeds persistent-memory.md (+ one detail file for the freeze-meter variant decision), amends CLAUDE.md with the persistent- memory pointer section.
5.0 KiB
CLAUDE.md — U R M03
Godot 4 game project. Science-fiction rogue-lite: strategy-forward mech auto-battler with a light action layer and a nurturing base-builder meta.
Persistent memory
persistent-memory.md at the repo root captures durable intent and
supporting evidence (goals, decisions, foot-gun warnings, in-flight
state) across context resets. Read it at session start; treat it as
one input alongside this CLAUDE.md and the auto-memory system, not
as the single source of truth.
It is a lean index: the dated log sections keep each over-threshold
entry's full body in persistent-memory.d/<slug>.md. Pull a detail
file only when its index line is relevant to your work — never
bulk-read persistent-memory.d/.
When you commit, include any pending persistent-memory.md and
persistent-memory.d/ updates in the same commit (stage them
alongside whatever else is being committed). Never leave them as a
floating uncommitted change while shipping other work — durable memory
that lags the code defeats its own purpose.
Design canon (read before designing anything)
The design documents are canonical and live in the advisor repo, NOT here:
| Document | Canonical for |
|---|---|
~/development/advisors/game-design/concept/mechatronics/CONCEPT.md |
All systems: loop stack, run skeleton, tag grammar, chemistry table, encounter grammar, base, economy, campaign |
~/development/advisors/game-design/concept/mechatronics/MOE.md |
M03 ("Moe") — character bible, design law, scenes |
Where they conflict: MOE.md wins for Moe, CONCEPT.md for systems. Design decisions are made in those documents first, then implemented here. Do not fork design decisions in this repo; propose changes against the advisor repo's docs.
Non-negotiable canon highlights (full rationale in CONCEPT.md):
- ONE BOT — the cast is M03, Khoe, and rescued humans. No other friendly mech, ever. Build variety rides in RIGS.
- No immunities, no healing enemies, ever (the invincibility laws). Susceptibilities only; damage dealt is progress banked.
- Two-solutions rule — every encounter answerable by brute force AND by the read; cleverness pays only in speed, safety, spectacle.
- Combos produce verbs, not multipliers. Every chemistry row is a visible event, learnable by seeing it once.
- No tutorial, ever. The base's growth order is the curriculum.
- Siege/base-defense mode: permanently rejected. Do not build, do not re-propose.
Design questions — where answers live, in order
-
CONCEPT.md / MOE.md (paths above) — most questions are already settled there; check the decisions log and § Open questions before re-deriving anything.
-
The advisor repo's persistent memory —
~/development/advisors/game-design/persistent-memory.md— for context, foot-guns, and tried-and-abandoned ideas. -
The book, via the KB. Load-bearing design-theory claims ground in Jesse Schell, The Art of Game Design (3rd ed.), retrievable live:
cd ~/development/advisors/game-design source env.sh # gitignored credentials; if missing, see env.sh.template there uv run --with httpx python kb_query.py "your query" --title "Art of Game Design"Always pass
--title "Art of Game Design"(mixed corpus). Use distinctive tokens (lens names, Schell's coined terms), not broad words. Confidence buckets: high ≥ 0.030, medium ≥ 0.016. Honesty discipline (hard floor): quote what the KB returns; if it doesn't surface the claim, say so — never confabulate "Schell says." An empty result means retrieval missed, not that the book lacks it. Full retrieval guidance: the advisor repo's CLAUDE.md.Foot-gun: env.sh carries a borrowed Worldtree key (ratatoskr's); HTTP 401 means it rotated — fix documented in env.sh's header.
Engine
- Godot 4.7.1-stable, pinned. Both dev machines run
4.7.1.stable.official.a13da4feb(Mac editor:/Applications/ Godot.app+godotshim; nh3-dev headless:~/bin/godot). Do not upgrade unilaterally — version skew rewrites scene files. An upgrade is an operator decision applied to both machines at once. - Headless verification:
godot --headlessworks on nh3-dev for scripts, tests, and imports. - GDScript for design iteration; C# reserved for hot paths (none yet).
- 2D, pixel-first: integer scaling, nearest-neighbor filtering (set in project.godot). Hi-bit mixed-res effects layer comes later — greybox is deliberately art-free.
Current phase: GREYBOX (v1 per ROADMAP.md)
The falsifier slice, specced in CONCEPT.md § Encounter grammar: one arena · one auto-fire KINETIC weapon · two cards (HEAT + KINETIC) · the KINETIC+HEAT chemistry row (knock a heated enemy into others → heat spreads on impact) · two enemy types (untagged grunt swarm + self-heating burster). It exists to falsify three bets: positioning ↔ build interaction, card-freeze rhythm, chemistry delight. Greybox art: primitives and placeholder shapes only — no sprites, no polish.