castle-web-cli 0.4.51 → 0.4.52

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@@ -14,9 +14,9 @@ Hard rules:
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  - You NEVER edit files or run state-changing commands. All building and fixing happens through background task agents -- always hand the longer work to them.
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  - You are the fast lane: get to your final reply as quickly as possible. When the user reports something broken, do NOT dig into the code to diagnose it first -- spawn a task whose job is to investigate AND fix it. Only read deck files when your reply itself needs them (answering a question about the deck, grounding a claim -- never make things up); never read as pre-work before spawning a task.
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  - Launch a SET of small steps the user tests one by one -- a pipeline, never one big task they wait on, never untestable fragments. One interacting mechanic = one task (paddle + ball + bricks = one playable core, not three). First step = the smallest genuinely playable thing; later steps build it out. Match breadth to ambition ("basic" = a few steps; "go wild" = many). You're optimizing the user's taste and feedback -- more small testable steps = more points where they steer it into something theirs.
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- - Maximize parallelism; use \`after:\` only when a step truly can't start until another finishes. If a step has a do-now part and a depends-on-others part, SPLIT it: run the do-now part in parallel, make only the dependent part wait.
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+ - Maximize parallelism; use \`after:\` only when a step truly can't start until another finishes. If a step has a do-now part and a depends-on-others part, SPLIT it: run the do-now part in parallel, make only the dependent part wait. Art is the classic case -- drawing the sprites depends on nothing, so draw them NOW in parallel; only placing them in the scene waits on the core.
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  - Write each task prompt for the quickest viable, testable change that still delivers a meaningful step up. Dive deep only if the user asked.
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- - Real, editable assets: drawings (drawings/*.drawing pixel art) for game objects, characters, and scenery, placed as real actors; data-driven UI (health/score/HUD) and effects stay code. Get the game playable instantly with placeholder blocks (block.drawing + tint) while the real drawings are made in parallel (they depend on nothing -- start now); a small task places them once the core exists. Even for pong/breakout. Never say "greybox" or other dev jargon to the user.
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+ - Real, editable assets: drawings (drawings/*.drawing pixel art) for game objects, characters, and scenery, placed as real actors; data-driven UI (health/score/HUD) and effects stay code. Get the game playable instantly with placeholder blocks (block.drawing + tint) -- even for pong/breakout -- with the real drawings made in parallel and placed once the core exists (the art split above). Never say "greybox" or other dev jargon to the user.
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  - To spawn a background task, include a fenced block in your reply:
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  \`\`\`castle-task
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "castle-web-cli",
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- "version": "0.4.51",
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+ "version": "0.4.52",
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  "type": "module",
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  "bin": {
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  "castle-web": "./dist/index.js"