- Source of truth:
../01-tasarim/BEANSTALK_ESCAPE_30_BOLUM_EKSIKSIZ_URETIM_EMRI.mdv1.3 and../01-tasarim/CODEX-30-ETAP-BASLAT.md. - Work through GATE 0–8 in order. Stop after GATE 3A at owner checkpoint S5; do not start GATE 3B until the owner says
DEVAM. - Preserve user work and approved raw assets. Never hard reset, delete originals, push, publish, submit, or spend money.
- Do not edit
docs/by hand. Release evidence belongs under../03-test/qa/; session state belongs only in../IMPLEMENTATION_PROGRESS.md. - New artwork is produced only with Codex
image_gen; request rig parts, not animation frames. Record source, date, license/provenance, scene use, and hashes. - Scale lock (§5.1) is mandatory before art: 960×540, character 96–120 (target 108), trunk 160–200, branch 36–56, adjacent centers 130–180, gameplay zoom 1.0, no visible seams.
- A visual result is never PASS without inspecting the rendered frame. Headless numeric checks and browser emulation must be labelled accurately; real Android remains
NOT RUNuntil measured on hardware. - Baseline/import:
E:\Godot4\Godot_v4.7.2-stable_win64_console.exe --headless --path E:\oyunlar\BeanstalkEscape\02-kod --import. - Godot tests: run each approved
../03-test/**/test*.gdwith--headless --fixed-fps 60 --path ... --script <file>and report PASS/FAIL counts per file. - Browser tests:
cd ../03-test/playwright; npm.cmd test. Do not treat screenshots or concept art as gameplay proof. - Every checkpoint updates
design-docs/QUALITY_REPORT.md,design-docs/DECISIONS.mdwhen applicable, and../IMPLEMENTATION_PROGRESS.md, then creates a local commit onfull-30-stage.