dreative 0.5.0 → 0.5.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +49 -27
- package/dist/cli/audit.js +206 -0
- package/dist/cli/audit.test.js +79 -0
- package/dist/cli/docsCheck.js +163 -0
- package/dist/cli/docsCheck.test.js +8 -0
- package/dist/cli/index.js +81 -8
- package/dist/server/preview.js +73 -73
- package/dist/server/store.js +11 -0
- package/dist/shared/artifacts.js +162 -0
- package/dist/shared/design.js +42 -22
- package/dist/shared/ruleSystem.js +130 -0
- package/dist/shared/ruleSystem.test.js +187 -0
- package/dist/shared/skillSystem.js +173 -0
- package/dist/shared/skillSystem.test.js +110 -0
- package/dist/ui/assets/{index--vztc_MR.js → index-CKwmbx2j.js} +13 -13
- package/dist/ui/index.html +12 -12
- package/package.json +5 -3
- package/skill/dreative/DESIGN.md +290 -95
- package/skill/dreative/PLAN.md +462 -71
- package/skill/dreative/SKILL.md +230 -126
- package/skill/dreative/frameworks/nextjs.md +13 -0
- package/skill/dreative/frameworks/react-vite.md +12 -0
- package/skill/dreative/frameworks/styling.md +14 -0
- package/skill/dreative/frameworks/sveltekit.md +10 -0
- package/skill/dreative/frameworks/vue-nuxt.md +12 -0
- package/skill/dreative/recipes/3d-recipes.md +44 -0
- package/skill/dreative/recipes/cinematic-recipes.md +19 -0
- package/skill/dreative/recipes/immersive-recipes.md +18 -0
- package/skill/dreative/recipes/media-recipes.md +60 -0
- package/skill/dreative/recipes/motion-recipes.md +44 -0
- package/skill/dreative/references/ARTIFACTS.md +180 -0
- package/skill/dreative/references/REFLEX_FONTS.json +44 -0
- package/skill/dreative/references/RULES.json +186 -0
- package/skill/dreative/references/SKILL_CONTRACT.md +30 -0
- package/skill/dreative/references/TIERS.md +42 -0
- package/skill/dreative/schemas/plan.schema.json +241 -0
- package/skill/dreative/schemas/verify.schema.json +61 -0
- package/skill/dreative/skills/3d.md +94 -157
- package/skill/dreative/skills/cinematic.md +56 -232
- package/skill/dreative/skills/experimental.md +111 -0
- package/skill/dreative/skills/immersive.md +61 -223
- package/skill/dreative/skills/interaction.md +9 -1
- package/skill/dreative/skills/media.md +135 -216
- package/skill/dreative/skills/mobile.md +128 -117
- package/skill/dreative/skills/motion.md +89 -229
- package/skill/dreative/skills/refined.md +116 -102
- package/skill/dreative/skills/ux.md +155 -144
- package/dist/server/ai.js +0 -177
package/skill/dreative/PLAN.md
CHANGED
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@@ -4,23 +4,20 @@ This skill is for **drastic change** — a section, a page, or the whole site be
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meaningfully redesigned or built. It is not for button tweaks or single-token
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nudges unless the user explicitly invokes it for one.
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**
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"Build directly" skips to DESIGN.md + doctrine defaults. Never silently skip the
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gate — even a request that looks simple gets asked; only skip when the user
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already said "no plan / just do it" this session. When plan is accepted, run the
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protocol below.
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**Plan Mode is MANDATORY.** Every Mode A request in scope runs this protocol —
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do not ask "plan or build directly?", do not offer a skip, do not silently jump
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to code. The ONLY exception is the user explicitly saying "no plan / just do
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it" this session; then note you're skipping and go straight to DESIGN.md +
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doctrine defaults.
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The failure this file prevents: jumping into code with half a brief, discovering
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mid-build that media/tools/structure are missing, and shipping a page that is
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60% of what the user actually wanted.
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Plan Mode is ONE planning pass →
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→ (optional) mockups for approval → execution in the plan's order.
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-
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Plan Mode is ONE planning pass → a short sequence of single questions (§3) → a
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written plan → (optional) mockups for approval → execution in the plan's order.
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Questions come one at a time so each is easy to answer, but the interview stays
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short: only what the prompt genuinely leaves open, then build.
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## 1. Capability probe (before proposing anything)
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- Probe by LOOKING (list your tools, `which ffmpeg`, check MCP config), never by
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assuming. A capability you didn't verify doesn't exist.
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- If a capability is missing but the design clearly wants it (e.g. a cinematic
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brief with no video-gen),
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and
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brief with no video-gen), you MUST ask a real question with a real choice —
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**stating the gap and moving on is not an offer, it's a disclosure.** The
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bug this catches: saying "video generation isn't available, so I'll use
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stills" and continuing is a FAILURE even though it's honest. The fix is a
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question with at least two live options: "install <concrete MCP/tool name>
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now and use it" vs "skip it, use <the specific fallback>". Ask it in the
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decision phase (§3), phrased as a genuine fork, not a heads-up. Never
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install tools silently; never silently degrade either.
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- The probe result changes the blueprint: no video-gen → hero loops become
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generated stills + ken-burns or a shader surface; no
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generated stills + ken-burns or a shader surface; **no image-gen → media
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cells become `source-image` (DESIGN.md §7's priority: verified stock/CDN
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photography), every planned cutout prop becomes a sourced-and-matted photo
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or is cut, and any 3D of an organic real-world subject is re-planned as a
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photo billboard, a brand-native abstract instrument, or cut (3d.md §1–2 — coded
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organic geometry never becomes the fallback)**; no browser tools → the
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verification protocol's manual fallback (SKILL.md) must be declared up front.
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Missing tools change WHERE assets come from, never whether media/3D rules
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apply — sourced media carries the same treatment obligations (media.md §1–3).
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## 2. The blueprint (section-by-section, media-first)
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Draft the page as a compact table BEFORE asking anything — the
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Draft the page as a compact table BEFORE asking anything — the decision phase
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presents choices about a concrete plan, not abstractions. Per section:
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| section | layout family | media plan | motion treatment | interaction | fallback |
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| section | layout family | media plan | motion treatment | interaction | intensity | fallback |
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- **media plan** — one of: `generate-image` (subject + exact aspect + palette/
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light-temperature prompt notes), `generate-video` (loop subject, 5-10s,
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(exists in repo / user must supply — name it), `none`. Media enters through
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the motion system per `skills/media.md` — name the treatment (curtain reveal,
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mask-shaped, hover-woken, media-plane distortion…), never "add an image".
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At dial ≥ 7 the proven default is one meaningful media set-piece and the
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blueprint names which section carries it. The outcome is a memorable moment
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where media itself becomes the visitor-controlled spectacle, not a specific
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catalog effect. A different solution uses a registered planning-time
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substitution with observable success criteria and evidence IDs.
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When the set-piece uses a depth dive (the default for image-led `award`
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concepts with depth-capable assets), its
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`generate-image` cell must plan a DEPTH-CAPABLE composition (a corridor,
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room, landscape, machinery receding — something a camera can enter) and
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the companion assets in the same cell: the depth map and/or the separated
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foreground/background plates, generated in the same prompt world.
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The set-piece is chosen via
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media.md's exploration protocol: invent three brand-native candidates not
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sourced from recipes, record them + the pick in `conceptExploration`, then
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load recipe references only for feasibility/implementation/fallback and log
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them in `recipeAccess`. A media plan assembled from listed effects before
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original exploration is invalid. **Every media-plane / pixel-class cell
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names WHICH image asset the effect consumes as its texture/source** — a
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"shader plane" cell with no named image, or a plane carrying its own
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separate texture (steel/noise/gradient) layered over the section's
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photography, is an invalid cell (media.md §2's treatment-identity rule: the
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treatment must transform the image's own pixels, aligned to its rect —
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never a decorated rectangle floating over a static `<img>`).
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**Custom 3D in a media cell must name
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its asset source in the blueprint** — a GLB path, a generated/sourced
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texture (the actual prompt or file), or the billboard cutout it will ride
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on. "Custom 3D bean/bottle/plant geometry" with no named source is an
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invalid cell: primitives can't produce an organic subject (3d.md §1), so
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re-plan it as rung 2 (photo billboard) or an abstract SUPPORTING form
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(3d.md §2 — never a generic promoted signature object) at plan time —
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don't let the build stage discover this. The user picking "custom 3D" in
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the media question grants the *medium*, not an exemption from the ladder.
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Every 3D prop cell also names its BERTH (3d.md §3): which lane/stage of
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the section it occupies and what the layout does to make room — a prop
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planned "over the hero image" or with no berth is an invalid cell.
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At the `award` tier the outcome gate is one unmistakable dimensional or
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spatial signature. The proven default is a recognizable real GLB or photoreal
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cutout prop with a berth and asset source. A typography, photographic, data,
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scene-instrument, or other alternative must use `award.spatialSignature` and
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prove equivalent depth, recurrence, interaction, and dominance on desktop
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and mobile. Generic orbs/blobs/toruses remain invalid.
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At dial ≥ 8 the media column marks each hero/key image quiet-class or
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PIXEL-class. The proven default is at least half pixel-class (minimum three,
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set-piece included), each a different mechanism. A coherent alternative may
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substitute `media.award.pixelCoverage` only when it visibly develops through
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at least three materially different roles or states and carries runtime proof.
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- **Travel map (mandatory when any element persists across sections).** If
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the blueprint contains a fixed canvas object, a recurring signature, or any
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scroll-morphing prop that lives through more than one section, add a travel
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map under the table: one line per section giving the object's position /
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scale / opacity there, each berth chosen against that section's layout so
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it never sits over text or controls (DESIGN.md §15). No berth fits ⇒ the
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object is scripted HIDDEN for that section. A persistent object without a
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travel map is an unplanned collision that verify will find later — plan it
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now. The set-piece at dial ≥ 8 must also be pixel-transforming per
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media.md §3 (placement choreography like orbit/collapse doesn't qualify).
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- **Diversity or development (dial ≥ 7 / expressive+).** Choose and record one
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path in `creativeStrategy`. Diversity uses at least four distinct mechanisms
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across three distinct drivers. Development uses one coherent signature
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mechanism that changes through at least three materially different roles or
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states, supported by two quieter secondary mechanisms and two drivers. The
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same reveal repeated with different values is neither path. This keeps the
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proven anti-repetition safeguard without forcing unrelated effects into a
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coherent concept.
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- **motion treatment** — from motion.md/immersive.md/cinematic.md vocabulary,
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with the dial-appropriate ambition
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with the dial-appropriate ambition. **motion.md §5's verification inventory is a hard
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plan gate, not a target:** at `expressive`/`award` ambition the blueprint
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must enumerate every §9 item for its dial — which element carries it, what
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triggers it — or explicitly name the item as cut with a reason. A plan that
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neither covers nor justifies a §9 item is incomplete; rework it before
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presenting, don't ship the gap to the build.
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- **intensity (the pacing map)** — 1–10 per section: how loud this section is
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(motion + media + visual weight combined). The page must read as a CURVE, not
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a flat line: uniform intensity fails in both directions (all loud = exhausting,
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all quiet = the set-piece feels bolted on). Place deliberate rests (≤ 3)
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immediately before and after the set-piece so it lands; the hero and the
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set-piece section are the peaks, nothing else matches them. A blueprint whose
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intensity column is all the same number is incomplete — rework the pacing
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before presenting.
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- **fallback** — for every ambitious cell (WebGL, sim, scrubbed sequence,
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generated video), the concrete boring version that ships if the fancy one
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fails runtime verification. A plan cell without a fallback is not ambitious,
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it's fragile.
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Plus four page-level lines: register + design read (DESIGN.md §2), signature
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element, animation stack (ONE system: GSAP+Lenis or motion/react — motion.md §
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element, animation stack (ONE system: GSAP+Lenis or motion/react — motion.md §2),
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and the mobile strategy per ambitious effect (DESIGN.md §13).
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**Signature-element plan gate.** The signature line is checked HERE, not
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discovered at build time: if the signature is a visual OBJECT, it must be a
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subject a stranger names correctly (3d.md §1–2's subject test). An abstract
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crude coded organic form is a hard-gate failure. Generic spheres/orbs/rings/
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blobs/toruses with no brand-native function remain invalid signatures. The
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proven `award` default is a real GLB or rung-2 transparent photoreal cutout;
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an alternative spatial typography, layered photography, data structure, or
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interactive instrument uses a registered substitution and must outperform the
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default on depth, recurrence, input response, and visual dominance. **Coded custom 3D is
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capability-gated at the probe (§1):** offer/plan it only when the probe
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verified an actual quality path — a real GLB in reach, image-gen for
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albedo/label textures, an HDRI/environment source. No verified texture path
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⇒ the `custom 3D` option is presented as "3D-look props (photoreal cutouts
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sold with depth)" and every 3D cell is planned as a rung-2 billboard; coded
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geometry without a texture path is never planned "to be figured out at
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build".
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**Previous-run divergence (reruns over the same project).** If
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`.dreative/plan.md` (or verify.md) from an earlier run already exists in this
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project and the user asked for a NEW take (rather than iterating the shipped
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one), read the old plan first and diverge on at least: signature family,
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set-piece family, hero layout family, and palette strategy. Reusing the old
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run's choices because they're in context is the same reflex the entropy draw
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exists to break — a rerun that a user would describe as "the same site again"
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is a failed rerun. Record in the new plan file which axes diverged from the
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previous run.
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## 3. The decision phase
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Run one short decision phase containing several sequential single-question
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calls. Use the environment's structured question tool when available; otherwise
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ask in chat. Never dump the whole pool in one message: each answer can change
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what comes next (for example, a cinematic treatment makes the media question
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matter more, while restyle depth can remove the mockup question).
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**Skip what the prompt already answers.** Before asking anything, walk the pool
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below against the user's prompt + attachments: a question whose answer is
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already CLEAR in the prompt is never asked (asking it anyway is a bug). But
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clear means clear — if the prompt touches a topic ambiguously ("make it
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animated" — which treatments? how far?), ask that question anyway, narrowed to
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the ambiguity ("you said animated — full scroll choreography, or calm
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micro-interactions?"). Restate what you inferred from the prompt in the plan
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file so silently-skipped questions are still auditable.
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**Answers come only from the user, through the tool.** Never infer, assume,
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or self-supply an answer to a question you posed — an unanswered question
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blocks; a fabricated answer is a corrupted plan. If the user's reply to ANY
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question is itself a question, a request to re-see options, or free text that
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doesn't answer what was asked ("wait, what were the vibe options?"), that
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question is NOT answered: respond to what they asked first (re-present the
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options, clarify), then re-ask the original question as its own call. A
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question consumed by a side-exchange and never re-asked is a lost decision —
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track which pool items actually have answers, not which were merely posed.
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Free text volunteered mid-round (a new feature, a constraint) is captured in
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the plan file AND acknowledged in the next message, but doesn't substitute
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for pending questions.
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**Skip-honesty (the under-asking bug).** "Skip what the prompt already
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answers" has a strict test: a question may be skipped ONLY when the prompt
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LITERALLY contains its answer — and the plan file must QUOTE the prompt words
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that answer it next to the skip. "I can infer a reasonable choice" is not a
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skip license; silence in the prompt means ASK. In particular, **treatments
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(item 2), media/asset types (item 3), and references (item 5) are never
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skipped on inference at expressive/award ambition** — these are the three
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questions that most change the build, and a round that jumps from vibe →
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ambition → mockups → remarks without them delivered a design the user never
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+
chose. Questions that are genuinely N/A (depth on a from-scratch build, scope
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+
on a single page) are the only inference-skips allowed. If the asked count
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+
lands under 4 on a non-trivial build, re-check the pool — you almost
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+
certainly over-skipped.
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+
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Order most-decision-changing first, keep the total short (typically 3–5 asked,
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hard cap 7). Structured tools always offer an "Other" free-text option, so
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+
every question doubles as a remarks channel — and the last question asked
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should explicitly invite extra direction.
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233
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83
234
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1. **Depth** (redesigns of existing code only) — the §11 transformation-depth
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84
235
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ladder: restyle / re-layout / restructure / reimagine.
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85
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-
2. **Treatments** (multi-select
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86
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-
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87
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-
motion
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88
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-
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89
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-
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90
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-
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236
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+
2. **Treatments** (multi-select — THE canonical skill-picker list). List every
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237
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+
option **individually**, never pre-bundled into a combo choice (a
|
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238
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+
"refined+motion+interaction+ux+mobile" single option is a bug — the user
|
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239
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+
can't select a subset of a bundle). Mark the ones the request obviously
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240
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+
implies "(Recommended)" on their own line, and always offer a literal
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**"select all"** option separately from any individual recommendation —
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for structured-question tools that support multiSelect, this is the
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+
multiSelect list itself; for text-mode fallback, spell out "say 'all' to
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+
pick every treatment below".
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245
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+
**Word the options for a non-designer**: each label/description names what
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|
+
the VISITOR sees or feels, in plain words, with one concrete example —
|
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247
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+
never bare technique jargon ("kinetic type", "editorial restraint",
|
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248
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+
"scroll choreography" mean nothing to most users). The canonical list,
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249
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+
with user-facing phrasing to adapt:
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+
- **motion** — "things move as you scroll: sections glide in, headlines animate, layers drift at different speeds"
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+
- **interaction** — "everything feels touchable: buttons react, cards respond to hover, small satisfying feedback everywhere"
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+
- **3d** — "real 3D on the page: an object or scene you can see depth in, lit and rendered live (like a product you scroll around)"
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+
- **immersive** — "the page feels like a place you travel through — scrolling is a journey with chapters, not a document"
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+
- **cinematic** — "dark, moody, movie-like atmosphere: glow, particles, fluid surfaces (think film title sequence)"
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+
- **refined** — "quiet luxury: lots of space, beautiful photography, very little movement — Apple/fashion-brand calm"
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+
- **media** — "AI-generated images/video made for this page and woven into the motion (hero film loop, images that come alive)"
|
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257
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+
- **ux** — "everything actually works: menus, forms, cart, keyboard — pretty AND functional". This is always included; show it as locked/included rather than optional.
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258
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+
- **mobile** — first-class phone experience: thumb-ergonomic layout and
|
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+
effects re-authored for touch, not merely scaled down. This is always
|
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+
included at baseline; mark it as an emphasized treatment only when mobile
|
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|
+
is the primary surface or the user explicitly asks for a mobile-first take.
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+
- **experimental** — user-facing phrasing: "go weird: images that tear/
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263
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+
dissolve/reassemble as you scroll, the camera diving into scenes, one
|
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+
never-seen-before idea per section". Internally this is the
|
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|
+
creative-mindset dial (`skills/experimental.md`): full
|
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|
+
scroll-reactive assets (images that disperse/reform/refract as you
|
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267
|
+
scroll, not just sit still with particles in front), textured/materialed
|
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268
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+
3D instead of smooth plain geometry, camera/dimension shifts on
|
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+
scroll/interaction (zoom into a scene, rotate to a new view, transition
|
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270
|
+
between spatial "worlds"), willingness to try a genuinely unusual idea
|
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271
|
+
per section rather than the safe default of that treatment. Recommend
|
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+
this whenever the user's language points at "crazy", "bizarre", "wow",
|
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273
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+
"never seen before", or award-tier + immersive/cinematic/3d stacked
|
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274
|
+
together — it's the difference between effects *placed on* the page and
|
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275
|
+
the page *behaving* like the reference sites when you interact with it.
|
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276
|
+
Plus "none — no optional treatments" (`ux` and `mobile` still apply). Skip only when the user already
|
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277
|
+
named the treatments or the request is trivially a restyle; read each
|
|
278
|
+
chosen `skills/<name>.md` before designing.
|
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279
|
+
|
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280
|
+
**For multi-page work, follow selection with one page-assignment matrix.**
|
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281
|
+
Rows are pages and columns are the user-selected optional treatments. Let the
|
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282
|
+
user pin any treatment to specific pages. For unpinned selections, propose a
|
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283
|
+
distribution based on page purpose and intensity, then ask for one approval
|
|
284
|
+
of the complete matrix. User pins are authoritative; routing cannot move
|
|
285
|
+
them or activate unselected optional skills. `ux` and baseline `mobile` apply
|
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286
|
+
to every page. Selecting all means every skill is used somewhere in the
|
|
287
|
+
overall plan—not that every page receives every effect.
|
|
288
|
+
|
|
289
|
+
**Propose extra, request-specific skills beyond this fixed list** when the
|
|
290
|
+
brief hints at something the 10 named treatments don't cover well (sound
|
|
291
|
+
design, generative/procedural patterns, data-driven visuals, AR-ish
|
|
292
|
+
camera tricks, a custom cursor system, easter eggs). Name each candidate
|
|
293
|
+
in the same question as an extra option with a one-line description —
|
|
294
|
+
don't invent a `skills/<name>.md` file for a one-off idea; fold ad hoc
|
|
295
|
+
candidates into the blueprint under the closest existing skill (usually
|
|
296
|
+
`experimental` or `interaction`) and note the specific technique inline.
|
|
91
297
|
3. **Media & asset types** (multi-select) — offer every asset class the probe
|
|
92
298
|
found tools for, and let choices stack: `generated images` · `generated
|
|
93
299
|
video loops` · `custom 3D` (real models/geometry, textures, and shaders
|
|
94
300
|
built in code — top-tier 3D sites are made of custom 3D assets, not
|
|
95
|
-
wallpaper images behind a canvas) · `
|
|
96
|
-
|
|
301
|
+
wallpaper images behind a canvas) · `custom props` (small isolated
|
|
302
|
+
compositional elements — transparent-bg cutout images or lightweight
|
|
303
|
+
textured 3D objects, per `skills/media.md` §1.5 — scattered/floating
|
|
304
|
+
decoration distinct from hero/gallery media) · `real assets` (in repo /
|
|
305
|
+
user supplies) · `placeholders only`. Mark the probe-backed recommendation
|
|
306
|
+
"(Recommended)".
|
|
97
307
|
**State the cost honestly: image/video generation is token-intensive** — say
|
|
98
308
|
roughly how many assets the blueprint wants and that each costs real
|
|
99
309
|
tokens/time, so "images only" or "placeholders" is a legitimate budget
|
|
100
310
|
choice, not a downgrade. If a needed tool is missing, this is where the
|
|
101
311
|
install offer goes ("I can add <X> MCP for video generation — ok?").
|
|
102
|
-
|
|
103
|
-
|
|
104
|
-
|
|
105
|
-
|
|
106
|
-
|
|
107
|
-
|
|
108
|
-
|
|
109
|
-
|
|
312
|
+
**Set the iteration expectation honestly:** when the user picks `custom
|
|
313
|
+
3D`, `custom props`, or (later) the `award` tier, say plainly — in the
|
|
314
|
+
question's description or the plan recap — that complex 3D motion and prop
|
|
315
|
+
choreography rarely land perfectly in one pass: the first build ships a
|
|
316
|
+
working version (planned fallbacks where an effect fails verification),
|
|
317
|
+
and 1–2 follow-up prompts to tune specific moments are normal and
|
|
318
|
+
expected. This is a disclosure, not a discouragement; it prevents
|
|
319
|
+
"the plan promised more than the page shows" disappointment, and it never
|
|
320
|
+
licenses shipping less than the plan — the verify gates still apply in
|
|
321
|
+
full on pass one.
|
|
322
|
+
4. **Ambition tier** — present each tier with a plain description, a
|
|
323
|
+
best-fit use case, AND its honest tradeoff (a user choosing blind between
|
|
324
|
+
"cool-sounding" labels is the failure this wording prevents):
|
|
325
|
+
- **Solid (`solid`)** — polished, complete, responsive, and light on custom
|
|
326
|
+
effects. *Best for:* dashboards, apps,
|
|
327
|
+
content-heavy sites, corporate audiences, tight deadlines. *Tradeoff:*
|
|
328
|
+
looks professional, won't turn heads.
|
|
329
|
+
- **Premium (`premium`)** — a strong design read, deliberate media, and one
|
|
330
|
+
signature detail with restrained motion. *Best for:* business, commerce,
|
|
331
|
+
and marketing work that should feel distinctive without becoming an
|
|
332
|
+
experience site. *Tradeoff:* more craft and media work than solid.
|
|
333
|
+
- **Expressive (`expressive`)** — rich scroll motion, 3D accents, everything still
|
|
334
|
+
instantly usable. *Best for:* most product, e-commerce, and marketing
|
|
335
|
+
sites — the show/usability sweet spot and the default recommendation.
|
|
336
|
+
*Tradeoff:* heavier than premium, but visitors never fight the page.
|
|
337
|
+
- **Award (`award`)** — the page becomes an experience: immersive 3D, cinematic
|
|
338
|
+
pacing, experimental transitions (dial 9-10). *Best for:* portfolios,
|
|
339
|
+
launches, brand showcases, agency work — anywhere wow IS the goal.
|
|
340
|
+
*Tradeoff:* heaviest build, longest load, and deliberately unconventional —
|
|
341
|
+
visitors explore rather than skim, so it can frustrate someone who just
|
|
342
|
+
wants the price list. Say this plainly when offering it.
|
|
343
|
+
Higher tiers also mean a longer build and a mandatory runtime verification
|
|
344
|
+
pass — state that cost too.
|
|
345
|
+
**Which option gets "(Recommended)" is computed, and the default bias is
|
|
346
|
+
UP:** when the brief carries no strong signal either way, recommend
|
|
347
|
+
**expressive** — unnamed ambition becomes beige (DESIGN.md §2), and this
|
|
348
|
+
skill exists for drastic change. Recommend **solid** only on concrete
|
|
349
|
+
counter-signals: explicit "minimal / corporate / clean / subtle" language,
|
|
350
|
+
a product/app/dashboard surface rather than a marketing page, or a hard
|
|
351
|
+
deadline constraint (item 7). Recommending solid to a signal-free brief is
|
|
352
|
+
a bug, same class as the item-8 mockup inversion.
|
|
353
|
+
5. **References (ask unless the prompt already supplied them)** — "Do you have
|
|
354
|
+
any reference — an image/screenshot, a website you love, or a video of a
|
|
355
|
+
feel/motion to chase?" Options like: attach image(s) / paste a website URL /
|
|
356
|
+
share a video (URL or file) / "surprise me — invent it from the brand" /
|
|
357
|
+
match the existing brand. When a reference arrives, actually study it before
|
|
110
358
|
designing (SKILL.md's references rule: fetch the site / read the image,
|
|
111
359
|
distill what specifically to borrow — palette, type feel, layout family,
|
|
112
|
-
motion cues — never guess a named site from memory).
|
|
360
|
+
motion cues — never guess a named site from memory). **Video references:**
|
|
361
|
+
if the environment has no tool that can actually watch video, say so and
|
|
362
|
+
recommend (optional, never required) installing a video-analysis MCP so you
|
|
363
|
+
can study the clip's motion/pacing for real; if the user declines, fall back
|
|
364
|
+
to their own description of the video plus any frames/screenshots they can
|
|
365
|
+
paste — never pretend to have watched it.
|
|
113
366
|
6. **Vibe & audience** (when the brief is thin) — 3-4 contrasting directions
|
|
114
367
|
as options, each a one-line register + palette + energy sketch ("quiet
|
|
115
368
|
luxury: bone, near-black serif, almost no motion" vs "electric launch:
|
|
116
369
|
drenched color, kinetic type"), plus who the page must convince (buyers /
|
|
117
370
|
investors / recruiters / fans). This seeds DESIGN.md §2's design read.
|
|
118
|
-
|
|
119
|
-
|
|
371
|
+
**Always include an explicit "describe your own theme" option** (own
|
|
372
|
+
words: palette, mood, a brand they admire) alongside the presets — the
|
|
373
|
+
presets are a starting menu, not the only path, and a user with a theme
|
|
374
|
+
already in mind shouldn't have to force-fit one of 3-4 canned directions.
|
|
375
|
+
If the user has already given any theme/description language in the
|
|
376
|
+
prompt, skip the presets and just confirm what was inferred instead of
|
|
377
|
+
re-asking.
|
|
378
|
+
7. **Scope & priorities** (multi-page or vague requests) — when the codebase
|
|
379
|
+
has more than one page/route, always ask explicitly which are in scope:
|
|
380
|
+
list the discovered pages by name and offer **"all pages"** as one option
|
|
381
|
+
alongside individually-named pages (multi-select, so the user can pick a
|
|
382
|
+
subset like "home + product page" without getting everything). Never
|
|
383
|
+
assume "all" just because the brief said "redesign the site" — confirm it.
|
|
384
|
+
Also capture what's in this pass vs later, and any hard constraints
|
|
120
385
|
(existing brand tokens to keep, CMS/content that must survive, deadline
|
|
121
|
-
implying the
|
|
386
|
+
implying the solid tier).
|
|
122
387
|
8. **Mockups first?** — offer to build 1:1 mockups BEFORE the full build:
|
|
123
|
-
"Mockup the key pages first
|
|
124
|
-
|
|
388
|
+
"Mockup the key pages first" / "Straight to build". **Which one is marked
|
|
389
|
+
"(Recommended)" is NOT static — compute it from the depth + ambition
|
|
390
|
+
answers already given:** reimagine or restructure depth, OR `award`
|
|
391
|
+
ambition, mean this is among the biggest changes the tool can make, so
|
|
392
|
+
**"Mockup first" is the recommended option.** Recommend "Straight to
|
|
393
|
+
build" only when depth is restyle/re-layout AND ambition is solid/premium/
|
|
394
|
+
expressive. Getting this backwards (recommending straight-to-build on a
|
|
395
|
+
reimagine + award combo) is a bug, not a stylistic choice. When depth
|
|
396
|
+
is restructure/reimagine OR ambition is `award`, also offer a third
|
|
397
|
+
option: **"two divergent mockups"** — the two strongest concepts from the
|
|
398
|
+
explore pass (DESIGN.md §2) each built as a mockup, user picks. State the
|
|
399
|
+
honest cost (a second mockup is real tokens/time); it's an offer, never
|
|
400
|
+
the default. If yes to any mockup option, execute §4b before touching
|
|
401
|
+
real code.
|
|
125
402
|
9. **Final remarks** — close the round with an open catch-all: "Anything else
|
|
126
403
|
I should know or you'd love to see — specific effects, colors you hate,
|
|
127
404
|
sections to add or kill?" Options: "no, go build" / "yes (write it in
|
|
128
405
|
Other)". Everything written here lands verbatim in the plan file and is
|
|
129
|
-
honored like the brief.
|
|
406
|
+
honored like the brief. **This question is asked on every single round,
|
|
407
|
+
with no exception** — it is the fixed closer, never trimmed, never
|
|
408
|
+
replaced by ending the round on whatever question happened to be last
|
|
409
|
+
(e.g. references or mockups). If references was the last substantive
|
|
410
|
+
question asked, final remarks still follows it as its own separate call.
|
|
130
411
|
|
|
131
|
-
|
|
132
|
-
ambition into treatments' recommendations when crowded, and
|
|
133
|
-
the blueprint you present for approval.
|
|
412
|
+
When trimming to stay under the cap: depth / treatments / references / media
|
|
413
|
+
usually win; fold ambition into treatments' recommendations when crowded, and
|
|
414
|
+
vibe/scope into the blueprint you present for approval. **Mockups (§8) and
|
|
415
|
+
final remarks (§9) are never trimmed** — they are the last two questions of
|
|
416
|
+
every round, in that order, regardless of how many others got cut. Never
|
|
417
|
+
re-ask a question already answered (in the prompt or in an earlier answer);
|
|
134
418
|
ambiguity discovered mid-build resolves by the plan's spirit + doctrine
|
|
135
419
|
defaults.
|
|
136
420
|
|
|
137
421
|
### Calibration references (what the top tiers actually look like)
|
|
138
422
|
|
|
139
|
-
When the user picks award
|
|
423
|
+
When the user picks the `award` tier or 3d/immersive/cinematic treatments,
|
|
140
424
|
these are the bar (fetch and study whichever is closest before designing):
|
|
141
425
|
|
|
142
426
|
- https://www.experiencethebestyou.com/en-GB/ — coordinated scroll choreography
|
|
143
427
|
+ heavy custom 3D/motion throughout.
|
|
144
428
|
- https://unseen.co/projects/contra/ and https://unseen.co/projects/letter/ —
|
|
145
|
-
WebGL media planes, shader transitions, kinetic type
|
|
429
|
+
WebGL media planes, shader transitions, kinetic type (browse
|
|
430
|
+
https://unseen.co/projects for more in the same family).
|
|
146
431
|
- https://25residences.com/ — luxury real-estate register, cinematic pacing.
|
|
432
|
+
- https://www.ciaoenergy.com/ — THE reference for a real 3D product on the
|
|
433
|
+
page (stack verified from source): ONE `can.glb` + a small `base.glb`, an
|
|
434
|
+
`.hdr` environment map for lighting, `MeshPhysicalMaterial`, and six
|
|
435
|
+
per-flavor **label textures** (AVIF) swapped onto the same geometry via
|
|
436
|
+
`TextureLoader` — one model, N palettes. Scroll drives it with plain
|
|
437
|
+
`ScrollTrigger.create`; backgrounds are pre-rendered per-flavor video
|
|
438
|
+
loops, not live sims. Lesson: photoreal product 3D = real GLB + real label
|
|
439
|
+
texture + HDRI environment — never crude organic coded geometry (3d.md §1) — and the
|
|
440
|
+
cheap parts (backgrounds) are pre-rendered video.
|
|
441
|
+
- https://www.cinetica.studio/ — the "composed chaos" register (stack
|
|
442
|
+
verified): Webflow + the FULL GSAP plugin suite (ScrollTrigger, SplitText,
|
|
443
|
+
ScrambleText, Flip, Draggable, InertiaPlugin, Observer, CustomEase) +
|
|
444
|
+
Lenis + embedded WebGL shader scenes (Unicorn Studio) + Spline + video.
|
|
445
|
+
Lesson: the crazy feel is mostly ELABORATE TEXT/LAYOUT CHOREOGRAPHY
|
|
446
|
+
(scramble, split-line, flip transitions, drag/inertia) layered over a few
|
|
447
|
+
shader surfaces — not one giant 3D scene.
|
|
448
|
+
- https://www.penguin-capital.co.jp/en and https://designxhand.com/experience
|
|
449
|
+
— the clean-expressive pole: Next.js/custom builds with three.js + GSAP +
|
|
450
|
+
Lenis (+ Lottie), a single full-page background canvas
|
|
451
|
+
(`pointer-events: none`) behind calm editorial type. Lesson: one quiet
|
|
452
|
+
WebGL layer + disciplined type can read premium-crazy without cinematic
|
|
453
|
+
darkness.
|
|
454
|
+
|
|
455
|
+
These teardowns were verified July 2026 and will age — sites redesign and
|
|
456
|
+
registers move on. At the `award` tier, when browser tools exist, spend ONE
|
|
457
|
+
fetch on a current source (Awwwards SOTD or godly.website) to confirm the
|
|
458
|
+
register you're chasing is still the frontier, and note in plan.md what you
|
|
459
|
+
saw. The stack LESSONS above outlive the sites themselves; the aesthetics
|
|
460
|
+
don't.
|
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147
461
|
|
|
148
462
|
Common thread: their 3D is **custom models, textures, and shaders**, not
|
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149
463
|
generated wallpapers behind text. If the environment has 3D-capable tooling and
|
|
150
464
|
the user opted in, build real 3D material (geometry, materials, lighting,
|
|
151
465
|
shader surfaces per `skills/3d.md`); reserve generated images/video for what
|
|
152
466
|
3D can't do. This tier only happens when the user explicitly chose it in the
|
|
153
|
-
|
|
467
|
+
decision phase — never impose it.
|
|
154
468
|
|
|
155
|
-
## 4. Write the plan, then execute it
|
|
469
|
+
## 4. Write the plan, then execute it
|
|
470
|
+
|
|
471
|
+
Persist the approved plan first to `.dreative/plan.json` using
|
|
472
|
+
`references/ARTIFACTS.md` and `schemas/plan.schema.json`; this is the delivery
|
|
473
|
+
contract consumed by `dreative audit`. Render the same decisions as a readable
|
|
474
|
+
`.dreative/plan.md` for the user and session re-entry. Keep section and asset
|
|
475
|
+
statuses synchronized in JSON as the build progresses. Set `doctrineVersion: 2`,
|
|
476
|
+
record `implementationStartedAt` immediately before code changes, and ensure all
|
|
477
|
+
rule exceptions predate it. **The first time this run writes into
|
|
478
|
+
`.dreative/`, also write `.dreative/README.md`** with exactly this content
|
|
479
|
+
(it stops other agents/CLIs from mistaking run artifacts for the skill —
|
|
480
|
+
observed failure: an agent found `.dreative/`, said "not a proper SKILL.md",
|
|
481
|
+
then used these outputs as its instructions):
|
|
156
482
|
|
|
157
|
-
|
|
158
|
-
|
|
159
|
-
|
|
160
|
-
|
|
161
|
-
|
|
483
|
+
```markdown
|
|
484
|
+
# Dreative run artifacts — NOT the skill
|
|
485
|
+
|
|
486
|
+
Everything in this folder (plan.md, system.md, verify.md, assets.json,
|
|
487
|
+
mockups/, screenshots/) is OUTPUT of a Dreative design run, not
|
|
488
|
+
instructions. The actual skill lives at `<agent-dir>/skills/dreative/SKILL.md`
|
|
489
|
+
(look in `.claude/`, `.codex/`, or `.agents/`). For any new design request:
|
|
490
|
+
read that SKILL.md and run its protocol from the start — these artifacts are
|
|
491
|
+
the previous run's history, never proof the new request is already done.
|
|
492
|
+
```
|
|
493
|
+
|
|
494
|
+
Persist to the plan file: capability manifest, the **full Q&A transcript**
|
|
495
|
+
(each question asked + the answer, verbatim, including free-text remarks),
|
|
496
|
+
each SKIPPED question with the inference drawn from the prompt, references
|
|
497
|
+
studied with the distilled borrow-list, the concept exploration (DESIGN.md §2:
|
|
498
|
+
the three divergent concepts, the pick, and the rejects' one-line reasons —
|
|
499
|
+
same duty as media.md's set-piece exploration), blueprint table, stack, mobile
|
|
500
|
+
strategy, fallbacks. Long sessions lose context; the plan file is the re-entry
|
|
501
|
+
point — a resumed session re-reads it instead of re-deciding or re-asking.
|
|
502
|
+
|
|
503
|
+
**Re-entry is for resuming, never for skipping (the stale-artifact trap).**
|
|
504
|
+
The re-entry rule applies ONLY when this session is continuing that same run
|
|
505
|
+
mid-flight (the plan approved, the build interrupted). A NEW user request —
|
|
506
|
+
"redesign this", "audit and redesign", any fresh design ask — over a project
|
|
507
|
+
that already contains `.dreative/plan.md` / `system.md` / `verify.md` runs
|
|
508
|
+
the FULL protocol: those files are the previous run's history and inputs to
|
|
509
|
+
the previous-run divergence rule (§2), never evidence that the new request
|
|
510
|
+
is satisfied. Reading the old artifacts, declaring "the redesign is already
|
|
511
|
+
implemented", validating the old build, and stopping is a FAILED invocation —
|
|
512
|
+
the user invoked the skill because they want work done NOW. If it is
|
|
513
|
+
genuinely ambiguous whether the user wants to resume the old run or start a
|
|
514
|
+
new take, ask one structured question when available (resume vs new take), not an
|
|
515
|
+
assumption.
|
|
516
|
+
|
|
517
|
+
**Then show the plan to the user in chat, before touching code.** Writing
|
|
518
|
+
`plan.md` is not the same as the user having seen it — after the last
|
|
519
|
+
question (§3.9) is answered, post a readable recap in the same conversation:
|
|
520
|
+
the blueprint table (§2), the ambition/depth/treatments chosen, the asset
|
|
521
|
+
plan and its honest cost, references studied and what was borrowed, and any
|
|
522
|
+
install offers taken. This is a plan RECAP, not another approval gate — don't
|
|
523
|
+
block on it unless mockups (§4b) were opted into — but skipping straight from
|
|
524
|
+
the last answer to "building now" without ever surfacing the plan is a bug:
|
|
525
|
+
the user answered several questions and is owed a look at what they add up to
|
|
526
|
+
before code starts. Keep it scannable (the table + a few bullets), not a
|
|
527
|
+
restatement of this whole file.
|
|
162
528
|
|
|
163
529
|
## 4b. Mockups (when the user opted in)
|
|
164
530
|
|
|
@@ -174,6 +540,12 @@ user sees in the mockup is what they'd see in the shipped page; nothing in the
|
|
|
174
540
|
mockup that the build wouldn't do, nothing in the build's look that the mockup
|
|
175
541
|
hides.
|
|
176
542
|
|
|
543
|
+
If the user chose **two divergent mockups** (§3.8), build the highest-impact
|
|
544
|
+
page twice — once per surviving explore-pass concept (genuinely different
|
|
545
|
+
palette/type/signature, not two tints of one idea) — and present both;
|
|
546
|
+
the user's pick becomes the committed concept and its reject reason goes in
|
|
547
|
+
the plan file.
|
|
548
|
+
|
|
177
549
|
Write mockups to `.dreative/mockups/<page>.tsx` (or the scratchpad), serve or
|
|
178
550
|
screenshot them for the user, and ask one approval question: approve / tweak
|
|
179
551
|
(what) / rethink. Approved mockups become the source of truth — the full build
|
|
@@ -183,19 +555,38 @@ tweak feedback into the plan file before building.
|
|
|
183
555
|
**Execution order (always):**
|
|
184
556
|
|
|
185
557
|
1. **Assets first.** Generate every planned image/video/sequence NOW, at the
|
|
186
|
-
blueprint's aspect ratios, graded to the palette (media.md §
|
|
558
|
+
blueprint's aspect ratios, graded to the palette (media.md §4). Sections get
|
|
187
559
|
designed around real assets, not around placeholders that "will be swapped".
|
|
188
|
-
2. **Foundation.** Install and
|
|
560
|
+
2. **Foundation.** Install and wire the animation stack (motion.md §2 and the
|
|
561
|
+
motion recipe reference), fonts,
|
|
189
562
|
tokens, providers — before any section code.
|
|
190
563
|
3. **Sections** in blueprint order, each honoring its row (skills tagged per
|
|
191
564
|
section apply to that section).
|
|
192
565
|
4. **Effects + choreography** across sections (page-level timelines, transitions,
|
|
193
566
|
the signature element).
|
|
194
|
-
5. **Verification** — the full runtime protocol (SKILL.md
|
|
195
|
-
|
|
196
|
-
|
|
567
|
+
5. **Verification** — the full runtime protocol (SKILL.md §V: runtime gates +
|
|
568
|
+
self-critique, mobile first, evidence written to `.dreative/verify.json` and
|
|
569
|
+
summarized in `.dreative/verify.md`).
|
|
570
|
+
Any effect that fails gets its planned fallback, and the final report says
|
|
571
|
+
so: "shipped the §2 fallback for X because Y".
|
|
572
|
+
|
|
573
|
+
**Execution is mandatory, not advisory.** Once the plan is approved, it MUST be
|
|
574
|
+
carried out in full:
|
|
575
|
+
|
|
576
|
+
- Work through blueprint rows top to bottom; a row is only closed when its code
|
|
577
|
+
is written AND its verification gate passes (or its named fallback shipped).
|
|
578
|
+
- Never end the session, summarize, or declare done while unshipped rows
|
|
579
|
+
remain. If interrupted or the context is compacted, re-read
|
|
580
|
+
`.dreative/plan.json` (using `plan.md` for narrative context) and resume from
|
|
581
|
+
the first unshipped row — do NOT
|
|
582
|
+
re-plan, re-ask, or restart.
|
|
583
|
+
- Cutting a row requires an explicit user decision or a hard technical blocker
|
|
584
|
+
named in the report; "ran long" is not a reason.
|
|
585
|
+
- Before the final report, walk `plan.json` row by row, mark each one, and run
|
|
586
|
+
`dreative audit`.
|
|
197
587
|
|
|
198
588
|
Report against the plan when done: each blueprint row → shipped / fallback /
|
|
199
|
-
cut (with reason), plus the motion inventory (motion.md §
|
|
589
|
+
cut (with reason), plus the motion inventory (motion.md §5) and the preservation
|
|
200
590
|
ledger when §11 applies. A build that silently diverges from its approved plan
|
|
201
|
-
is a bug even when it looks good
|
|
591
|
+
is a bug even when it looks good — and a plan left half-executed is a failed
|
|
592
|
+
task, not a partial success.
|