Implement a story: ADR guidelines, right programmer agent, code plus test. Then /story-done (/story-readiness before, /code-review after, at standard/full).
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tessl review fix ./.claude/skills/dev-story/SKILL.md!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation,workflow,story_granularity,qa.level,testing.strict,system_overrides
Resolved above — use as-is. No block → defaults in
.claude/docs/config-resolution.md.
This skill bridges planning and code. It reads a story file in full, assembles all the context a programmer needs, routes to the correct specialist agent, and drives implementation to completion — including writing the test.
The loop for every story:
/qa-plan sprint ← define test requirements before sprint begins
/story-readiness [path] ← validate before starting
/dev-story [path] ← implement it (this skill)
/code-review [files] ← review it
/story-done [path] ← verify and close itAt workflow: minimal the loop is /dev-story [path] → /story-done [path]:
no QA plan, readiness check or sprint. /story-done names the next story.
With a sprint plan, after all sprint stories are done: run /team-qa sprint to execute the full QA cycle and get a sign-off verdict before advancing the project stage.
Output: Source code under the project's code root + test file under the engine's test root (tests/ Godot, Assets/Tests/ Unity, Source/<Module>/Private/Tests/ Unreal — .claude/docs/directory-structure.md). Resolve the code root from engine.name (src/ Godot, Assets/ Unity, Source/<Module>/ Unreal) per .claude/docs/code-root-resolution.md.
Every AskUserQuestion call follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
Workflow tier: resolved per the story's system (per
.claude/docs/workflow-modes.md) — the GDD filename stem of the story's
GDD: path (design/gdd/<stem>.md → <stem>), with the [system] segment of
its TR-[system]-NNN ID accepted only as a fallback alias: use the
system_overrides row for that system if the block lists one, else the
project value. Resolve it at the start of Phase 2 (the story header is
read there) and apply it to the prerequisite gate.
story_granularity — it sets the
expected implementation cycle: multi-day at coarse (the default, via rigor: minimal; give the programmer
subagent longer working context), 1–2 days at balanced (rigor: standard), hours
at fine (tighter context). It does not change the prerequisite gate.
qa.level: controls whether the programmer brief carries
a test requirement. At minimal, omit the "Test requirement" line (Phase 4 item 7)
— tests are not required; at standard, include the per-type test requirement; at
full, also pass a coverage target. Distinct from workflow: minimal. When tests
are not required (minimal), the Phase 5 testing.strict gate is a no-op.
If a path is provided: read that file directly.
If no argument: check production/session-state/active.md for the active
story. If found, confirm: "Continuing work on [story title] — is that correct?"
If not found, ask: "Which story are we implementing?" Glob
production/epics/**/*.md and list stories with Status: Ready.
Before loading any context, resolve the workflow tier for this story's system (see the Workflow tier note above), then verify required files exist. Extract the ADR path from the story's ADR Governing Implementation field. The "If missing — full" column is the baseline; the tier columns relax it:
| File | Path | If missing — full | standard | minimal |
|---|---|---|---|---|
| TR registry | docs/architecture/tr-registry.yaml | STOP — "TR registry not found at docs/architecture/tr-registry.yaml. Run /architecture-review to bootstrap the registry from your GDDs and ADRs." | optional — proceed without it | not expected — proceed |
| Governing ADR | path from story's ADR field | STOP — "ADR file [path] not found. Run /architecture-decision to create it, or correct the filename in the story's ADR field." Also STOP if its ## Status is Proposed — "ADR [path] is still Proposed. Accept it with /architecture-decision accept [ADR-id] before implementing." A story whose ADR field reads N/A (N/A — [reason]) references none — proceed. | STOP only if the story references an ADR and its file is missing/Proposed/Deprecated/Superseded; if it references none, proceed | no ADR required — proceed; STOP only if the story references an ADR whose file is missing/Proposed/Deprecated/Superseded |
| Control manifest | docs/architecture/control-manifest.md | WARN and continue — "Control manifest not found — layer rules cannot be checked. Run /create-control-manifest." | WARN and continue | skip — not expected |
At full, if the TR registry is missing, or a referenced governing ADR is missing or Proposed, set the story status to BLOCKED in the session state and do not spawn any programmer agent. At standard/minimal, only a story that references an ADR whose file is missing, Proposed, Deprecated or Superseded is set BLOCKED; a missing TR registry, or an absent-by-design ADR, does not block — implement against the story's acceptance criteria + the GDD/brief.
Read the story file and the TR registry simultaneously — these two are genuinely independent, unconditional reads. The governing ADR is not part of this batch — do not include it in the same parallel tool-call group as these two. Its own section below is a gate, not a read: whether the ADR gets opened at all depends on a freshness check that itself depends on the story file already being read. Do not start implementation until this phase is fully resolved:
Extract and hold:
Grep the story's TR-ID from docs/architecture/tr-registry.yaml
(Grep pattern="id: <TR-ID>" path="docs/architecture/tr-registry.yaml" output_mode="content" -A 6)
rather than reading the whole cross-system registry. Read the matched entry's current
requirement text — this is the source of truth for what the GDD requires now. Do not
rely on any inline text in the story file (may be stale).
Do not open the ADR by default. /create-stories already distilled it into
this story's **ADR Decision Summary** + ## Implementation Notes, and its
template states the contract outright: "This is what the programmer reads
instead of the ADR." Re-reading the source here discards that work and, on an
ADR past the 25k Read cap, costs a failed read plus offset/limit retries
before implementation even starts.
Check status and freshness with one line, not one file. Resolve the ADR path from the story, then:
Grep pattern="^## (Status|Last Verified|Date)" path="docs/architecture/[adr-file].md" output_mode="content" -A 2The ## Status line decides first: if it reads Proposed, the story is BLOCKED
per the file-check table above — stop here, before any freshness comparison.
Deprecated or Superseded by ADR-XXXX blocks the same way, at every tier:
"ADR [path] is [status]; point the story at [successor] (edit its ADR field —
/create-stories never rewrites an existing story) before implementing."
Then resolve the ADR's current version the way /create-stories stamped it:
its ## Last Verified date, else its ## Date, else unversioned. Compare that
value against the story's **ADR Version** field:
| Result | Meaning | Action |
|---|---|---|
| Versions match (a date on both sides) | The summary was distilled from the ADR as it stands. | Trust the story. Do not read the ADR. |
Story has no ADR Version field | A story written before the stamp existed — not evidence of staleness. | Trust the story, and note in the Phase 6 summary: "Story predates the ADR Version stamp; summary trusted unverified." |
Both read unversioned | The ADR has neither ## Last Verified nor ## Date. Consistent, not stale — but nothing to compare. | Trust the story; note "ADR carries no date; summary trusted unverified." in the Phase 6 summary, and recommend /architecture-decision retrofit [file], which adds a missing ## Date. |
The ADR resolves to unversioned but the story names a date | Ambiguous — the ADR lost the field the story was stamped from. | Treat as mismatch (below). |
| Versions differ | The ADR changed after this story was written. | Mismatch — resolve below. |
Never treat an absent stamp as a stale one. A missing field means "unknown",
and the fallback for unknown is the story, not a 35k-token re-read — the two
staleness gates that already exist (/story-readiness on Manifest Version,
/code-review post-implementation) are what make that safe.
On mismatch, use AskUserQuestion — same shape as the Manifest Version
check below:
[A] Re-read the changed ADR sections, implement against current guidance, and refresh this story's ADR summary and ADR Version (Recommended)[B] Implement from the story's summary — I accept the drift risk[C] Stop — I want to review the ADR diff firstIf [A]: first check the ADR's size — Bash: wc -c "docs/architecture/[adr-file].md":
Read call. At this size one
read is cheaper than the multi-grep path — per-call overhead outweighs the
content saved. Targeted reading only pays for itself on files big enough
to threaten the 25k-token Read cap.Grep pattern="^## (Decision|Engine Compatibility|ADR Dependencies)" path="docs/architecture/[adr-file].md" output_mode="content" -A 40Read(offset, limit) on one section only if a scanned
section cross-references material outside itself.Then make the story edit that option [A] names: set its ADR Version to the ADR's
current version resolved above — not today's date, or the next run mismatches
again — and replace its **ADR Decision Summary** and ## Implementation Notes
with the guidance you just read, so a later run that trusts the stamp is trusting
current guidance.
If [B]: proceed on the summary; record it in the Phase 6 "Deviations" summary.
If [C]: stop. Do not spawn any agent.
Read only this story's layer from docs/architecture/control-manifest.md — grep that one
section (Grep pattern="^## <layer> Layer Rules" path="docs/architecture/control-manifest.md" output_mode="content" -A 40) rather than a full read of every layer. Extract the rules for this story's layer:
Check: does the story's embedded Manifest Version match the current manifest header date?
If they differ, use AskUserQuestion before proceeding:
[A] Update story manifest version and implement with current rules (Recommended)[B] Implement with old rules — I accept the risk of non-compliance (the story records the current Manifest Version and a Manifest-Note)[C] Stop here — I want to review the manifest diff firstIf [A]: edit the story file's Manifest Version: field to the current manifest date before spawning the programmer. Then read the manifest carefully for new rules.
If [B]: edit the story file's Manifest Version: field to the current manifest date AND add a Manifest-Note: Proceeded with old manifest rules on [date] — non-compliance risk accepted. line to the story header. Read the manifest for new rules anyway. Note the decision in the Phase 6 summary under "Deviations". /story-done will include the Manifest-Note in its deviations section without re-checking staleness.
If [C]: stop. Do not spawn any agent. Let the user review and re-run /dev-story.
After extracting the Dependencies list from the story file, validate each:
production/epics/**/*.md to find each dependency story file.Status: field.Complete or Done:
AskUserQuestion:
[A] Proceed anyway — I accept the dependency risk[B] Stop — I'll complete the dependency first[C] The dependency is done but status wasn't updated — mark it Complete and continueIf a dependency file cannot be found: warn "Dependency story not found: [path]. Verify the path or create the story file."
Read from project.yaml first, falling back to .claude/docs/technical-preferences.md for any key absent or empty:
specialists.* — the project's chosen specialist agents; read before
engine.name when selecting an agent (see Phase 3)engine.name (else the Engine: value) — the generic engine specialist, and
the fallback when specialists is absentnaming.* (else Naming conventions) — class names, file names, signal/event namesperformance.* (else Performance budgets) — frame budget, memory ceiling.claude/docs/technical-preferences.md (not migrated to project.yaml)Before spawning any agent, mark the story In Progress. In collaborative mode
ask once first — "May I mark this story In Progress? This sets Status: and
Last Updated: in [story-path] and its entry in production/sprint-status.yaml."
(leave the sprint-status file out of the question when it does not exist);
guided and autonomous update these existing files without asking
(.claude/docs/automation-modes.md). If the user declines, change neither file,
print Story not marked In Progress — declined in the Phase 6 summary, and
continue. Otherwise update two things:
production/sprint-status.yaml (if it exists): find the entry matching this story's file path and set status: in-progress. Update the top-level updated field to today's date. If the file does not exist, say so in one line — Sprint status not updated: production/sprint-status.yaml absent — and continue. Do not skip silently: /sprint-status reads that file to report progress, so a story that never gets marked in-progress is invisible to the very command a producer uses to ask what is moving.
The story file itself: set the story header's Status: field to In Progress, and edit its Last Updated: field to today's date (format: YYYY-MM-DD; if the field does not exist, add it after the Status: line). Setting Status: here is what actually marks the story In Progress — at minimal the sprint-status.yaml in step 1 is absent, so the story file is the only record of progress at that tier.
Based on the story's Layer, Type, and system name, determine which
specialist to spawn via Agent.
Config/Data stories — skip agent spawning entirely:
If the story's Type is Config/Data, no programmer agent or engine specialist is needed. Jump directly to Phase 4 (Config/Data note). The implementation is a data file edit — no routing table evaluation, no engine specialist.
| Story context | Primary agent |
|---|---|
| Foundation layer — any type | engine-programmer |
| Any layer — Type: UI | ui-programmer |
| Any layer — Type: Visual/Feel | gameplay-programmer (implements) |
| Core or Feature — gameplay mechanics | gameplay-programmer |
| Core or Feature — AI behaviour, pathfinding | ai-programmer |
| Core or Feature — networking, replication | network-programmer |
| Config/Data — no code | No agent needed (see Phase 4 Config note) |
Read the specialists block from project.yaml directly — it is not in
the resolve_config output at the top of this skill.. resolve_config does not emit
specialists.*; the five skills that already consume it (/adopt,
/code-review, /design-system, /gate-check, /team-ui) all read the block
out of project.yaml themselves, and so does this one. Adding it to the
frontmatter key list would fail the gate that asserts every requested key is one
resolve_config actually emits.
/setup-engine writes the block, and it is the project's own answer to "which
specialist implements here" — resolved from the engine and the language, which
engine.name alone cannot tell you. Resolve in this order:
specialists.code — the language/code specialist, and the right secondary
for an implementation story. This is the value that distinguishes a Godot C#
project (godot-csharp-specialist) from a Godot GDScript one
(godot-gdscript-specialist); engine.name is Godot for both.specialists.shader when the story touches shaders or materials, and
specialists.ui when the story's Type is UI — in addition to, not
instead of, specialists.code.<engine>-specialist — derived from engine.name
(Godot→godot-specialist, Unity→unity-specialist,
Unreal→unreal-specialist) — for architecture-level and broad engine
concerns, and as the fallback when the specialists block is absent.engine.name is also absent or empty, read the Primary line of the
## Engine Specialists section of .claude/docs/technical-preferences.md.A value of null means UNSET — treat that key as absent and fall through to
the generic specialist. Never spawn it as an agent name. The config reader
returns the four-character string "null", which is not empty and therefore
reads as configured; null, empty and missing are the same state here. (This is
the same caveat /code-review Phase 2 carries, for the same reason.)
Spawn the resolved specialist alongside the primary agent when the story involves engine-specific APIs, patterns, or the ADR has HIGH engine risk.
The full roster, for reference when no specialists block exists:
| Engine | Specialist agents available |
|---|---|
| Godot 4 | godot-specialist, godot-gdscript-specialist, godot-csharp-specialist, godot-shader-specialist, godot-gdextension-specialist |
| Unity | unity-specialist, unity-ui-specialist, unity-shader-specialist, unity-dots-specialist, unity-addressables-specialist |
| Unreal Engine | unreal-specialist, ue-gas-specialist, ue-blueprint-specialist, ue-umg-specialist, ue-replication-specialist |
Do not pick from this table when
specialistsis set. The table lists what exists for an engine; the block records what this project chose. Reading the table instead of the block is how a Godot C# project ends up reviewed by the GDScript specialist.
When engine risk is HIGH (from the ADR or VERSION.md): always spawn the engine specialist, even for non-engine-facing stories. High risk means the ADR records assumptions about post-cutoff engine APIs that need expert verification.
Read the risk, do not trust the story card alone. If the story's
Riskfield is absent, or saysNOT ASSESSED, or disagrees withdocs/engine-reference/<engine>/VERSION.md, the VERSION.md rating wins and an unknown counts as HIGH. Atminimalthere is no ADR, so VERSION.md is the only source; a story card carrying an improvisedMEDIUMagainst a VERSION.md rating of HIGH would skip this spawn without saying so./create-storiesnow derives the field from the same file, so the two should agree; this check is what catches it when they do not.
Spawn the chosen programmer agent(s) via Agent with the full context package:
Brief the agent with file paths and targeted reading instructions — do not serialize document content into the Agent prompt. The agent reads what it needs directly.
Tier note (from Phase 2): items 2–4 below assume the
fullbaseline. Atstandard, include the TR registry only if it exists and the governing ADR only where the story references one — at any tier, a story whose ADR field readsN/Ahas no item 3. Atminimal, the TR registry, ADR, and control manifest are typically absent — omit items 2–4 and brief the agent to implement against the story's Acceptance Criteria and the GDD/brief (the story file from item 1). Never instruct the agent to read a file Phase 2 confirmed missing.Say which items you dropped, and say it to both readers. The rule item 7 already carries applies unchanged to items 2–4: an omitted item and a forgotten one are indistinguishable to the agent. They are equally indistinguishable to the user reading the Phase 6 summary.
- To the agent, in the prompt: "No TR registry entry is passed for this story —
docs/architecture/tr-registry.yamldoes not exist at this tier. Implement against the story's Acceptance Criteria and the GDD/brief. Do not go looking for it." Same form for an absent ADR or control manifest.- To the user, one line before spawning:
Briefing omits: TR registry (absent), ADR guidance (story references no ADR), control manifest (absent) — implementing against acceptance criteria + GDD.Without this, a
standardrun where the registry legitimately does not exist and one where/architecture-reviewwas supposed to bootstrap it and nobody did produce identical output.
[story-path] — the agent reads this one file; it carries the acceptance criteria, Out of Scope boundaries, and QA test cases[TR-XXX-NNN] in docs/architecture/tr-registry.yaml — use the requirement field as source of truth**ADR Decision Summary** and ## Implementation Notes inline in the prompt — do not pass the ADR path. Phase 2 already established that this summary is current; handing the agent a path makes it re-read the whole ADR in its own context, paying the cost this skill just avoided. After mismatch option [A], pass the guidance freshly read from the ADR's ## Decision (the text [A] just wrote into the story), never the stale summary the story carried before; after [B], pass the story's summary and tell the agent it predates the current ADR.docs/architecture/control-manifest.md — read rules for the [layer] layer onlynaming.* and performance.* from project.yaml (for any key absent or empty, fall back to .claude/docs/technical-preferences.md)[path from story's Test Evidence section] — this file must be created as part of implementationqa.level: minimal — tests are not required there. When you omit it for a Logic or Integration story, tell the agent so explicitly — never a UI, Visual/Feel or Config/Data story, which this item never covered: "Do not write a test file for this story — test evidence is waived at qa.level: minimal." An omitted item and a forgotten one are indistinguishable to the agent, and a programmer briefed with no test instruction may write tests anyway, or may silently assume they were meant to): The test file MUST be created at [path from the story's Test Evidence section]. Write the test alongside the implementation — do not defer it. At qa.level: standard/full the story cannot be closed via /story-done without this file present. Each acceptance criterion must have at least one test function covering it. Test naming per engine, from .claude/rules/test-standards.md: Godot test_[scenario]_[expected] in [system]_[feature]_test.gd; Unity [Scenario]_[Expected] in a [System]Tests class; Unreal <Project>.[System].[Scenario]. No random seeds, no time-dependent assertions, no external I/O.The agent should:
.claude/docs/code-root-resolution.md — src/ is the Godot row, Assets/Scripts/<System>/ is Unity's, Source/<Module>/<System>/ is Unreal's. If the code root cannot be resolved, do not write: report it and stop. Selecting the engine specialist above is NOT the same as resolving the code rootFor Type: Config/Data stories, no programmer agent is required. The implementation is editing a data file. Read the story's acceptance criteria, show the specified changes as from → to values, and ask "May I write to [data file path]?" before editing it directly. Note which values were changed and what they changed from/to.
Spawn gameplay-programmer to implement the code/animation calls. The look
half of the acceptance criteria — layout, clipping, presence, colour — is
verified in Phase 6 step 4 by launching the build and retaining a screenshot;
it is not deferred. The feel half — timing, weight, responsiveness — is not
something a still can show: say which half the run covered, and leave feel to
/team-qa.
The test requirement was included in the Phase 4 programmer agent brief (item 7). This phase summarizes what evidence each story type requires — used when collecting the Phase 6 summary.
Skip this phase at qa.level: minimal (resolved earlier) — no test evidence
is required, so there is nothing to gate; do not flag the story unverifiable for a
missing test. The Visual/Feel and UI screenshot line at the end of this phase
still applies — qa.level waives tests, never the look.
Say so in the Phase 6 summary. A skipped phase must announce itself in the output, not only in this file (
.claude/rules/skill-authoring.md, obligation 3). For a Logic or Integration story — the types Phase 4 item 7 briefs a test for — emit the line:Test evidence: waived at
qa.level: minimal— no test was required or written for this story.Without it, a minimal-tier summary that simply lacks a tests row is indistinguishable from a
standard-tier run where the programmer forgot to write them — and the permissive reading is the one that gets believed.
Otherwise:
Resolve the gate level for this story's type from testing.strict in
project.yaml. BLOCKING means a missing test marks the story unverifiable;
ADVISORY means a missing test is noted but does not block:
testing.strict key — Logic→logic,
Integration→integration, Visual/Feel→visual, UI→ui, Config/Data→config.
Take testing.strict.<key> from the the resolved-config block at the top of this skill, not from
project.yaml directly. If its value is true (case-insensitive) →
BLOCKING; if false → ADVISORY; unset → fall through.
testing.strict.*is locally overridable (/settings --local testing.strict.logic=false). Readingproject.yamlon its own ignoresproject.local.yamlentirely, so the override is accepted and then does nothing.resolve_configmerges the two.
testing.strict as a plain boolean (legacy single-value form) — if
its value is true or false, it applies to every type.Only true and false (case-insensitive) are recognized at steps 1–2. A key
that is present but holds any other value — maybe, 1, yes, etc. — is
treated as unset: continue to the next step, and surface the unrecognized value
to the user.
| Story Type | Required Evidence | Default Gate Level |
|---|---|---|
| Logic | Automated unit test at path from story's Test Evidence section | BLOCKING |
| Integration | Integration test OR documented playtest record | BLOCKING |
| Visual/Feel | Retained screenshot + evidence doc at production/qa/evidence/[slug]-evidence.md | BLOCKING |
| UI | Retained screenshot of each screen touched, in production/qa/evidence/ | BLOCKING |
| Config/Data | None — smoke check serves as evidence | ADVISORY |
The test is written alongside the implementation (Phase 4, item 7) regardless of
the gate level — strictness controls only how a missing test is reported in the
Phase 6 summary. At a BLOCKING level, a missing test is flagged "story
unverifiable — test required before /story-done". At an ADVISORY level it is
noted as a recommendation. The Default Gate Level column applies when
testing.strict is unset.
Visual/Feel and UI default to BLOCKING: for a game the rendered result is the
product, and an advisory visual gate gets deferred in favour of whatever does
block. A project that genuinely does not need it sets testing.strict.visual or
testing.strict.ui to false.
For Visual/Feel and UI stories, include in the Phase 6 summary: "Retained screenshot required under production/qa/evidence/[story-slug]/ before this story can be closed — at the default BLOCKING level a story with no screenshot on disk is unverifiable." For Visual/Feel, add that the sign-off in production/qa/evidence/[slug]-evidence.md is also required.
Do not assume completion. A programmer agent can stop at its turn limit mid-edit, and the work it leaves behind can be syntactically broken — a helper called but never defined, an import half-moved. Its partial report reads like progress, and this phase's summary would print "Implementation Complete" over code that does not load.
Before collecting anything:
godot --headless --path . --import once (it builds the class
cache), then one run over every .gd the story added or changed:
godot --headless --path . -s res://.claude/scripts/godot-parse-check.gd -- res://<file>.gd ….
For godot, use the executable commands.test names, else the editor
engine.path records, else godot on PATH; if none resolves, write
parse NOT VERIFIED — Godot executable not found.
Exit 1 means a script did not load — its PARSE FAIL: line names it, with
Godot's error above. Do not use --check-only: it fails valid code that
names an autoload. --import and --quit-after on their own exit 0 on a
parse error — they are not parse checks.commands.smoke (-batchmode -quit -projectPath . -logFile -)
— exit 1 with error CS… lines when a script does not compile."<UE root>/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe" <Project>Editor Win64 Development -Project="<absolute path>/<Project>.uproject"
on Windows; on Linux "<UE root>/Engine/Build/BatchFiles/Linux/Build.sh" <Project>Editor Linux Development -Project=…,
on macOS …/Mac/Build.sh <Project>Editor Mac Development -Project=… (from Epic's
documentation — docs/engine-reference/unreal/current-best-practices.md, "Command Line").
A compile error fails the build (Result: Failed, non-zero exit).
Report what you ran, its exit code, and any error lines.parse NOT VERIFIED — engine binary not available. Do not infer that the code is fine because it reads
correctly; that inference is exactly what this step exists to replace.commands.run, straight into the scene or map the story touched, and
retain a screenshot under production/qa/evidence/[story-slug]/. Then
Read the image and compare it to the acceptance criteria: clipped text,
an overflowing panel, a missing element are defects, and this is the only
step that finds them. Procedure per engine, including how to capture
unattended in Godot, Unity and Unreal: .claude/docs/run-and-observe.md.
On Unity the capture needs the ScreenshotOnArg.cs script that file gives
verbatim. If the project has none (Glob Assets/**/ScreenshotOnArg.cs), ask
"May I write Assets/Scripts/ScreenshotOnArg.cs?" and write it exactly as
given there before launching; if the user declines, nothing can capture —
report Run result: NOT VERIFIED — ScreenshotOnArg.cs not written.
Report exactly one line — Run result: OBSERVED — <what was on screen>
with the retained path, Run result: NOT VERIFIED — <reason>, or
Run result: N/A — <reason> for a story with genuinely nothing observable.
NOT VERIFIED is a blocker at the default gate level for Visual/Feel and
UI, not a note — /story-done reads this line. This step is not waived
at qa.level: minimal; tests are, the look is not.If INCOMPLETE: say so as the headline, list what exists so far, name the specific breakage, and offer to resume the agent. Do not emit "Implementation Complete", and do not advance the story's status.
qa.level: minimal, the waiver line from Phase 5Present a concise implementation summary:
## Implementation Complete: [Story Title]
**Files changed**:
- `<code root>/[path]` — created / modified ([brief description])
- `tests/[path]` — test file ([N] test functions) — *omit this line at
`qa.level: minimal` and print the Phase 5 waiver line instead (Logic/Integration)*
**Verification**: [what was run] — [result, or `NOT VERIFIED — <reason>`]
**Run result**: [`OBSERVED — <what was on screen>` + retained path | `NOT VERIFIED — <reason>` | `N/A — <reason>`] — see `.claude/docs/run-and-observe.md`
**Acceptance criteria covered**:
- [x] [criterion] — implemented in [file:function]
- [x] [criterion] — covered by test [test_name]
- [x] [criterion] — OBSERVED in `production/qa/evidence/[slug]/01-[what].png` (Visual/UI look)
- [ ] [criterion] — DEFERRED: requires playtest (Visual/Feel *feel* — timing, weight; a still cannot show it)
**Deviations from scope**: [None] or [list files touched outside story boundary]
**Engine risks flagged**: [None] or [specialist finding]
**Blockers**: [None] or [describe]
**Before running `/story-done`:** run your test suite locally and confirm the tests you wrote pass. *(At `qa.level: minimal` no tests were written — print the Phase 5 waiver line here instead of this paragraph for a Logic or Integration story, and omit both for any other type. Telling a user to confirm the passing of tests that do not exist is worse than saying nothing.)* **`/story-done` does NOT re-run them** — its Phase 3 checks that the test FILE exists, with `Glob`, and nothing executes it. A test that exists and fails satisfies that gate. Nothing downstream makes the local run safe to skip. Pass/fail is established by `/gate-check` and `/smoke-check`, both of which execute a suite — and both come later than story closure.
Ready for: `/story-done [story-path]` — at `standard`/`full`, `/code-review [file1] [file2]` firstSilently update the checkpoint in production/session-state/active.md —
overwrite the <!-- CHECKPOINT --> … <!-- /CHECKPOINT --> block, never
append (schema: .claude/docs/templates/session-state.md). session-start.sh
shows exactly that block when the next session opens, so it is what a cold
resume starts from:
<!-- CHECKPOINT -->
**Updated:** [date]
**Branch:** `[current git branch]`
**Current task:** /dev-story — [story-path] ([story title])
**Next step:** /story-done [story-path] (at standard/full: /code-review [files] first)
**Blocked on:** [nothing, or the blocker]
**Files in progress:** [files changed, comma-separated; test file included]
**Run result:** [the Phase 6 `Run result:` line, verbatim — `/story-done` reads it here]
**Open questions:** [none, or one line each]
<!-- /CHECKPOINT -->Next step follows the Phase 6 result — the line above is the Implementation
Complete one. On INCOMPLETE write
**Next step:** /dev-story [story-path] — resume: [the breakage Phase 6 named].
On BLOCKED (Phase 2) write the unblocking action instead —
/architecture-decision accept ADR-NNNN, the dependency story to finish, the
manifest diff to review — and fill Blocked on. /help reads this line: a
checkpoint that says /story-done tells it the work is written.
If active.md does not exist, create it from the template. If it exists with no
markers (a file from before the schema), insert the template's STATUS and
CHECKPOINT blocks at the top and leave the rest untouched. Confirm: "Session
state updated."
First, verify the artifact. If the return contract named a path, check the path exists before treating the phase as done — a named artifact that is not on disk is a failed phase, however fluent the response reads. An agent can burn a full phase and return a plausible preamble having written nothing, which is neither BLOCKED nor an error nor "cannot complete", so the trigger below never fires. Resume it naming the unmet contract; the context is usually still there.
If any spawned agent returns BLOCKED, errors, or cannot complete: surface it
immediately, don't proceed past a dependency it blocks, and always produce a
partial report. Full procedure: .claude/docs/error-recovery-protocol.md.
Common blockers:
/architecture-decision accept ADR-NNNN once decided (a story that references no ADR is not blocked on this — see Phase 2)/create-storiesApplies in collaborative mode (the default). For guided and
autonomous modes, see .claude/docs/automation-modes.md — the rules below
describe what collaborative mode requires, not universal behavior.
File writes are delegated — all source code, test files, and evidence docs are written by sub-agents spawned via Agent. Each sub-agent enforces the "May I write to [path]?" protocol individually. This orchestrator writes only the following, each after an ask that names it:
Status: / Last Updated: and its production/sprint-status.yaml entry — the one "May I mark this story In Progress?" ask (Phase 2)ADR Version, **ADR Decision Summary** and ## Implementation Notes (ADR mismatch option [A]), and its Manifest Version: / Manifest-Note: (manifest option [A] or [B]) — each option names that edit, so choosing it is the askStatus: Complete (dependency option [C], then "May I update [dependency path] Status to Complete?")Assets/Scripts/ScreenshotOnArg.cs, written verbatim from .claude/docs/run-and-observe.md ("May I write Assets/Scripts/ScreenshotOnArg.cs?", Phase 6)The session-state checkpoint in production/session-state/active.md is the one write made without an ask.
Load before implementing — do not start coding until all context is loaded (story, TR-ID, ADR, manifest, engine prefs). Incomplete context produces code that drifts from design.
The ADR is the law — implementation must follow the ADR's Implementation Guidelines. If the guidelines conflict with what seems "better," flag it in the summary rather than silently deviating.
Stay in scope — the Out of Scope section is a contract. If implementing the story requires touching an out-of-scope file, stop and surface it: "Implementing [criterion] requires modifying [file], which is out of scope. Shall I proceed or create a separate story?"
Test is not optional for Logic/Integration (at qa.level: standard/full) —
do not mark implementation complete without the test file existing. At
qa.level: minimal tests are not required and this does not apply.
Visual/Feel and UI looks are observed, not deferred — the Phase 6 run
retains the screenshot (each screen touched for UI; Visual/Feel also needs a
lead sign-off before /story-done), and qa.level never waives either. Only
the feel half of a Visual/Feel criterion — timing, weight, responsiveness —
is marked DEFERRED, for /team-qa
Ask before large structural decisions — if the story requires an architectural pattern not covered by the ADR, surface it before implementing: "The ADR doesn't specify how to handle [case]. My plan is [X]. Proceed?"
standard/full, run /code-review [file1] [file2] to review the implementation before closing the story (not part of the minimal loop)/story-done [story-path] to verify acceptance criteria and mark the story complete/team-qa sprint for the full QA cycle before advancing the project stage. At minimal, /story-done names the next story insteadb21fa0f
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