- Header/nota/milestones reflect real state: 4 scenes in Build Settings,
200/200 EditMode tests, everything committed
- Checklist updated: La Muerte dialogues done (088d70d + 0f0b3dd), plus
items already resolved by Aug 22 audit (scaled AI, Dead Kings UI, HUD,
DialogueUI, scene management)
- Old blockers table replaced with actual pending list: runtime barks
(deathCommentary has no reader), BGM, Purgatory UI dedup, manual
playtest, Alpha/Beta/Release milestones
- Portraits/muerte.png (256x256 flat style) wired into SpeakerDatabase.asset
via deterministic GUID/fileID; SpeakerDatabaseSetup batch keeps it in sync
- PortraitRegistry now fills null portraits of existing speakers (was skip-only)
- MuerteQuotes loads pools from Resources Dialogues/muerte_quotes.json with
embedded fallback per purgatorio-final.md
- Boss art: Resources/Pieces/la_muerte.png (1024px, PPU 100); SpawnBoss swaps
the tinted king placeholder for the custom sprite when present
- Cleanup: stale TODO in CampaignState.StartChapter, /TestResults/ gitignored,
duplicate Assets/Game/Audio removed (broken YAML metas, zero references)
Verified in Unity 6000.3.13f1 batch mode: clean import, 200/200 EditMode tests
- Fixed 22 broken references to design/accessibility-requirements.md → design/ux/ across 9 files
- Generated docs/architecture/control-manifest.md from ADR-0000..0014 (212 lines, 5 layers)
- Updated systems-index.md: systems 19/20/22 now show 'design ✅' alongside '❌ No iniciado'
- Added dead-king-reveal.md reference to Dead King Input/Reveal UI row
- Bumped game-concept.md status from Draft to Approved
The May 10 commit (8a1db81) contained a much more mature, tested implementation
than the local Classic/Combat refactor done earlier today: Piece Identity System,
Dice/Purgatory mechanic, Dead Kings async pool, Dialogue System, Campaign System,
AI with Easy/Medium/Hard strategies, full chess rules (checkmate, stalemate, en
passant, castling, draw detection), and NUnit unit tests. The Classic/Combat
scaffold built today was a more primitive duplicate, created without awareness
of this prior work.
Per explicit user decision: restore the full May tree (code, tests, and the 9
design/gdd/* documents), and remove the Classic/Combat code along with the
GDD/ADR/control-manifest that documented it (now describing discarded code).
Reapplied on top of the restored May state (unrelated to the code decision):
- Fix CLAUDE.md / docs/CLAUDE.md engine-reference import (was still pointing at
docs/engine-reference/godot/VERSION.md)
- Remove unused docs/engine-reference/godot/ and unreal/ (project is Unity-only)
- Fill in technical-preferences.md naming conventions, specialist routing, and
testing framework (NUnit) entries that were left as [TO BE CONFIGURED]
- Add Version Awareness section to unity-specialist agent
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Install CCGS agent/skill/hook framework (.claude/, docs templates, GitHub issue/PR templates)
- Configure CLAUDE.md and technical-preferences.md for Unity 6000.3.3f1 (C#, URP, collider-based mouse picking)
- Point engine reference import at docs/engine-reference/unity/ and remove unused Godot/Unreal reference docs
- Add Version Awareness section to unity-specialist agent
- Set production/review-mode.txt to lean
- Add design/gdd/combat-mode.md: reverse-documented GDD for the vs-AI Combat mode, confirming it as the foundation for the guion.md narrative campaign (separate from Classic mode)
- Add docs/architecture/ADR-0001: documents the existing board-state/singleton/per-mode architecture and the decision to keep Classic and Combat modes permanently separate
- Add docs/architecture/control-manifest.md: programmer rules sheet sourced from ADR-0001 and Unity 6 engine reference docs
- Continue in-progress Mono/Classic and Mono/Combat refactor (ScoreManager, scene/prefab updates)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>