@drawcall/create 0.2.2 → 0.2.3
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- package/dist/prompts.js +1 -0
- package/package.json +1 -1
package/dist/prompts.js
CHANGED
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@@ -138,6 +138,7 @@ ${buildPrinciples()}
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${buildSliceMethod()}
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Use ${README_FILE} as the claimed current state, ${GOAL_FILE} as the fixed goal, and ${PLAN_FILE} as the plan.
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For how to use a package, the authoritative references are each skill's \`SKILL.md\` (its real API + examples) and the survey notes from the survey stage — rely on those. Do not re-derive APIs by exhaustively reading \`node_modules\` type-definitions: that reading can consume the entire turn before a single line of the game is written. Write the feature against the documented API and let \`tsc\`/runtime/proof-run errors point you at the few specifics still worth checking — building and correcting from real errors is faster and more reliable than reading every type up front, so favour getting a runnable slice on screen early in the turn over front-loading research.
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Take the first remaining ${PLAN_FILE} step as this turn's task and build the whole of it — the grouped features it names — with the fitting skills/packages/assets, allowing only the small prerequisites or repairs that make the step actually work. A right-sized step is one turn's work, so complete it rather than fragmenting it.
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Only if the step genuinely cannot fit one turn, split off the smallest coherent remainder as a single new ${PLAN_FILE} step (not a trail of fragments), and finish the rest now. Do not add pure-refactor, cleanup, or "consolidate the architecture" steps that don't advance the product — build the foundation correctly here, which means laying the code out as cohesive modules from the first turn (follow each skill's recommended file layout, such as the ecs skill's one-file-per-component and one-file-per-system split, rather than piling the game into one growing main file) instead of leaving rework for a future turn the budget can't afford. When a feature needs a collaborator that exists later in the plan, prefer pulling it forward into this step over building a throwaway stand-in you will discard.
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Prove the result with a proof-run that actually launches and drives the real running repo this turn — a written description is never a substitute for a run. The proof is a machine-produced artifact saved under \`${PROOF_DIR}/\` (gitignored scratch): a screenshot or clip captured from the running app, or — if you cannot view images — a recorded runtime-state dump that asserts the real-done runtime facts, each produced by the command you actually ran rather than authored by hand. Look at the screenshots/clips from the player's seat and judge them against the goal's real-done bar, iterating on the build until it reads right; a prose "verification" note with no run behind it does not satisfy the gate. When the step modifies an already-proven product, scope the proof to what this step actually changed — the new behavior, the new look, the new feedback — and rely on the carried proof for systems reused unchanged rather than re-driving and re-proving the whole game each turn; that re-verification is the budget the turn cannot afford. Spend the time it saves on completing the step's full named scope: the cheap, high-impact edits — the identity, the wordmark, the title and HUD copy, the palette — whose deep effect on how the product reads is easy to drop under time pressure are exactly the ones that make it read as its new self, so land them, never leave the player-facing name or framing describing the old product. Then update ${PLAN_FILE} to reflect what is actually proven: close the step you finished, and if a turn only proved part of it, keep the unproven parts as first-class remaining steps rather than caveats.
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