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urm03/CLAUDE.md
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vh fbac09a86a docs: two-machine sidecar hygiene — import-before-commit rule, editor-side recovery
CLAUDE.md carries the convention (smoke-gate command, sidecars ship
with sources, pull-before-editor, git clean recovery); the redundant
Tools section leaves persistent-memory.md per the redundancy rule.
Local pre-commit hook on nh3-dev refuses staged-new .gd without a
tracked .uid (hook is unversioned; recreation documented).
2026-08-07 12:07:43 -07:00

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# 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
1. **CONCEPT.md / MOE.md** (paths above) — most questions are
already settled there; check the decisions log and § Open
questions before re-deriving anything.
2. **The advisor repo's persistent memory**
`~/development/advisors/game-design/persistent-memory.md`
for context, foot-guns, and tried-and-abandoned ideas.
3. **The book, via the KB.** Load-bearing design-theory claims
ground in Jesse Schell, *The Art of Game Design* (3rd ed.),
retrievable live:
```bash
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` + `godot` shim; 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 --headless` works on nh3-dev for
scripts, tests, and imports. Smoke gate:
`~/bin/godot --headless --path . res://tests/smoke.tscn` (exit 0
pass / 1 fail; run 3x to catch flakes). After adding scenes/assets,
import first: `~/bin/godot --headless --import --path .`
- **Generated sidecars ship with their sources.** Run the headless
import BEFORE committing new scripts/assets so `.uid` / `.import`
sidecars land in the same commit — otherwise the other machine's
editor mints untracked copies and its next `git pull` refuses to
merge. Enforced on nh3-dev by a local `.git/hooks/pre-commit`
(not versioned — recreate on fresh clones: refuse staged-new `.gd`
without a tracked `.uid`).
- **Two-machine hygiene (Mac editor side):** pull BEFORE opening the
editor after new commits land. If a pull ever refuses over generated
sidecars anyway, they're safe to delete wholesale:
`git clean -f '*.uid'` (add `'*.import'` if named) — then pull.
- 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.