Implement speech style toolbar live-edit refinements and whole speech show controls
- Added a new specification for the speech style toolbar live-edit, detailing immediate style application, scoped effect demonstration, and hover feedback. - Introduced refinements to the speech style toolbar, including improved chooser sizing, exclusive stage editing during speech composition, and removal of redundant controls. - Documented new stage controls for managing how the whole speech shows, including options for bubble arrangement, word appearance, and bubble motion. - Created a new log file for speech padding syntax to track engine versioning.
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---
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name: spec-pipeline
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description: "Lean implementation loop: Architect (Clarify -> Spec) -> Developer -> User Verification."
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description: "Lean implementation loop: UI/UX (Ideas -> Spec) -> Architect (Clarify -> Spec) -> Developer -> User Verification."
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---
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## Execution Logic
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1. **Phase 1a: Architecture Proposal & Clarification**
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- `@architect` analyzes existing patterns, pitches 1–3 Godot best-practice ideas, and asks up to 3 clarification questions with `[Recommended]` options.
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1. **Phase 0a: UI/UX Proposal & Alternative Ideas (User-Facing Features Only)**
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- `@uiux` analyzes the user's initial idea for cognitive friction, accessibility, and kid-friendliness.
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- `@uiux` pitches **1–3 alternative interaction approaches** (e.g., comparing floating tooltips vs. top-center banners, custom cursor reticles, or streamlined dialogs).
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- `@uiux` highlights the most intuitive option with `[Recommended]` and asks up to 3 clarification questions.
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- `@uiux` **STOP:** Waits for user feedback/selection before writing the UI spec.
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- _Bypass Rule:_ If the feature is strictly internal engine/backend logic (e.g., physics, serialization, scanning), skip directly to Phase 1a.
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2. **Phase 0b: UI Spec Generation**
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- User approves an option or provides feedback.
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- `@uiux` outputs the UI/UX specification (control layouts, widget behaviors, visual feedback states, and cursor logic).
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3. **Phase 1a: Architecture Proposal & Clarification**
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- `@architect` analyzes existing patterns and the Phase 0b UI/UX specification.
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- `@architect` pitches 1–3 Godot best-practice implementation options and asks up to 3 clarification questions with `[Recommended]` choices.
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- `@architect` stops without writing the spec file yet.
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2. **Phase 1b: User Feedback & Spec Generation**
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4. **Phase 1b: User Feedback & Spec Generation**
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- User approves, modifies, or selects choices from `@architect`'s proposal.
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- `@architect` writes the finalized specification to `specs/[feature-name].md` and logs decisions in `docs/tech_debt_and_optimizations.md`.
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- **STOP:** Wait for final user sign-off on the spec before invoking developer.
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3. **Phase 2: Implementation & Engine Validation**
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- `@developer` updates code and scenes using targeted diffs/snippets based on `specs/[feature-name].md`.
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- `@developer` runs headless syntax verification:
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`& "C:\Godot4\Godot_v4.7.1-stable_win64_console.exe" --headless --check-only --script "res://path/to/script.gd" --path "C:\Godot4\project"`
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5. **Phase 2: Implementation & Engine Validation**
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- `@developer` updates code and scenes using targeted diffs based on `specs/[feature-name].md`.
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- `@developer` runs headless syntax verification.
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- If static check fails, `@developer` fixes the code immediately.
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4. **Phase 3: User Hand-off (Stop)**
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6. **Phase 3: User Hand-off (Stop)**
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- Present the changes to the user to test inside the Godot Editor.
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- Do NOT update READMEs or documentation yet.
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5. **Phase 4: Documentation (Triggered manually by user)**
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- Only call `@writer` after the user confirms: _"Feature verified and working."_
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7. **Phase 4: Documentation (Triggered manually by user)**
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- Only call `@writer` after the user confirms: "Feature verified and working."
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