14 Commits
Author SHA1 Message Date
jimmyabv 229111a5ad docs: roadmap session IV + CLAUDE.md current state sync 2026-08-25 17:42:28 -03:00
jimmyabv 718246841c feat: La Muerte presence/commentary runtime + per-act BGM loops 2026-08-24 21:02:21 -03:00
jimmyabv cfc3981ebf docs: roadmap sync — vertical slice complete, current pending list
- 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
2026-08-24 20:31:35 -03:00
jimmyabv 088d70db6f feat: La Muerte as speaker with custom art + data-driven quotes
- 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
2026-08-24 20:07:42 -03:00
jimmyabv f7d56066c0 feat: Purgatory Final duel vs La Muerte + SFX wiring + runtime options menu
- Duel flow: mating piece vs boss while board collapses (PurgatoryDuelManager/Rules/UI/MuerteQuotes)
- GameState.PurgatoryDuel + CampaignManager rescue/restart hooks + SquareClick routing
- Dice-based rescue of most valuable dead identity; final defeat restarts Chapter 1
- 6 SFX clips wired in Ch1/2/3 via AudioClipAssigner
- OptionsMenuController runtime audio/graphics panel, wired to MainMenu
- Tests migrated to Assets/Tests/EditMode subfolders + PurgatoryDuelRulesTests (200 total)
- Editor tools: DiagAssign, SpeakerDatabaseSetup, PurgatoryCanvasMaintenance
2026-08-24 19:39:52 -03:00
jimmyabv b539aa403e fix: resolve compilation errors, add tests, fix configs, update docs
- Fix 9 CS0101 duplicate classes between Mono/ and Mono/Classic/
  - BoardManager -> ClassicBoardManager, SquareClick -> ClassicSquareClick
  - Delete duplicate Piece/Pawn/King/Queen/Rook/Bishop/Knight from Classic/
  - Merge GetAttackSquares into Piece base class with overrides
- Fix King castling: reject castling through/while in check
- Assign URP pipeline to QualitySettings (6 levels) and GraphicsSettings
- Fix template identifiers (DefaultCompany -> EarthGenesisGames)
- Delete orphaned SampleScene.unity and duplicate URP assets
- Fix test assembly reference (Assembly-CSharp -> AjedrezPurgatorio.Runtime)
- Remove 11 unused packages (multiplayer, visualscripting, terrain, etc.)
- Update BoardInputSystemSpike for ClassicSquareClick
- Write unit tests: CheckDetector, DrawDetector, MoveValidator
- Fix BalanceConfig JSON structure to match C# class fields
- Update stale documentation (~30 files)
  - architecture.md, ADR-0001, roadmap, gate-check, EPIC.md
  - PROJECT_STATUS.md, BLOQUEADORES_JUGABILIDAD.md
  - tech-debt-register.md
- Add Unity Editor setup guide (production/UNITY_EDITOR_SETUP.md)
2026-08-17 20:40:02 -03:00
jimmyabv f7df1befca feat: integrar GameManager-AudioManager-CampaignManager, tests unitarios y epics
GameManager:
- Campaign stats tracking (moves, captures, purgatory wins/losses)
- AudioManager SFX wiring (move, capture, check, checkmate, promotion)
- GameStateManager transitions on game over/draw
- RecordPurgatoryResult() and ResetCampaignStats() public API

AudioManager:
- Migrated to Awake-explicit singleton (Instance = this)
- Added OnDestroy cleanup

CampaignManager:
- Dead King reveal UI integration (ShowDeadKingReveal)
- Dead King input UI integration (TransitionToDeadKings)
- CampaignState restore from save (TotalPiecesLost, LastChapterWasVictory setters)

UI:
- GameHUD: pause button + piece sprite fallback via SpriteRenderer/Resources
- DeadKingInputUI: GatherCampaignStats from GameManager, TransitionToMainMenu
- DialogueUI: WaitForSecondsRealtime survives timeScale=0 pauses

Tests (73 tests):
- CheckDetector: check, checkmate, WouldLeaveKingInCheck, HasAnyLegalMove
- DrawDetector: insufficient material, stalemate, 50-move rule, threefold repetition, position hash
- MoveValidator: constructor, move legality, check avoidance, legal move enumeration
- DiceSystem: 2d6 distribution, winner determination, piece bonuses, penalty scaling
- SaveSystem: slot validation, null safety, data structures

Epics (5):
- core-integration, campaign-flow, scene-assembly, testing, polish
2026-08-17 04:36:46 -03:00
jimmyabv 0cdf08e6f3 docs: fix broken refs, generate control manifest, update systems-index
- 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
2026-08-17 02:29:50 -03:00
jimmyabv d97fe604d2 docs: art bible S5+S7, accessibility, UX patterns, CI workflow, gate check, purgatorio cap fix
- Art Bible: S5 Character Art Standards, S7 UI Art Standards (14 subsections total)
- Accessibility requirements doc (tier Standard)
- 11 UX interaction patterns
- GitHub Actions CI workflow (Unity batchmode)
- Gate check report: Technical Setup → Pre-Production
- Fixed piece-identity.md purgatorio cap contradiction (max 3 per board)
- Performance budgets + forbidden patterns + ADR log in technical-preferences
- Entity registry updated (piece-identity.md referenced_by for purgatory cap)
2026-08-17 02:11:05 -03:00
jimmyabv b8676dcaa7 docs: ADR-0010..0014 aceptados (Piece Identity, Dice, Dialogue, Dead Kings, Audio) y registry 2026-08-16 17:21:24 -03:00
jimmyabv d273e55dde docs: artifacts de /architecture-review (145 TRs, matriz de trazabilidad, veredicto CONCERNS) 2026-08-16 16:51:52 -03:00
jimmyabv 51364556d9 docs: actualizar estado del proyecto, roadmap y arquitectura sprint 5 2026-08-16 03:59:19 -03:00
jimmyabvandClaude Sonnet 4.6 83e5e53e94 Restore May vertical slice (Sprint 1-3), discard Classic/Combat refactor
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>
2026-06-24 17:10:19 -03:00
jimmyabvandClaude Sonnet 4.6 ab31bba21e Adopt Claude Code Game Studios template, configure Unity engine, document Combat Mode
- 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>
2026-06-20 10:08:10 -03:00