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When building a complicated project (e.g. a multiplayer game with a client and server), I encountered difficulty with my specifications becoming too dense and not clearly filling out functional requirements of the overarching project I had in mind.
Can someone clarify how detailed each /specify command use should be? Am I supposed to keep a high-level task list in my head, implementing nameable components of the system and hoping that the references across prompts and templates will align the project? This would seem like a dubious way of developing.
In respect to spec-kit's core philosophy, how can we track overarching project goals across specifications?
Executable Specifications: Specifications must be precise, complete, and unambiguous enough to generate working systems. This eliminates the gap between intent and implementation.
Automatic Feature Numbering: Scans existing specs to determine the next feature number (e.g., 001, 002, 003).
Because specifications must be complete and working, but functionality might be across two separate specifications (e.g. spec-001-scaffold-client and spec-002-scaffold-server), maybe there needs to be a better way of orchestrating specifications to agree on a mutual understanding beyond scanning existing specs on iteration.
My generated constitutions provide good guard rails for agent decision making and guiding how they generate specs, plans, related design documents, and tasks; however, specifications struggle to align as units of increment towards verifiable project feature requirements. Similarly, I want overarching data models that persist across specifications, so that each spec adaptively edits and understands shared data models, contracts, integrations, etc.
I will continue to build out this project, but these are some ideas I had. Wanted to get input before going off the deep end. I will try the new /clarify and /analyze commands.
I just wish spec-kit had a way of defining overarching features and functionality that would ensure the project is fully working and that requirements cascade down to tasks. So you can see clearly: Project Feature Requirement → Requirement → Task, and how each job the agent is doing contributes to overall project health.
Used Prompts and Spec-Kit Files
/constitution
browsers-based multiplayer flappy bird game. Server is authoritative and single source of truth for bot spawning and driving, physics, scoring, collisions, room membership, and leaderboards. Client thin graphical layer with server driven state machine. The client runs a 60 FPS loop for prediction and rendering, but it must always reconcile server snapshots. UX modes are strictly defined: Join, Game (spectate, run, engrave), Leaderboard. Styling must remain minimal, consistent, and accessible (Tailwind, centered flat and simple retro web 2.0 brutalist design).All communication is defined in versioned WebSocket contracts. No feature may ship without tests proving compliance with observable rules. Next.js app rendering via Canvas 2D with interpolation and reconciliation. Node.js authoritative simulation; same physics for humans and bots.
constitution.md
<!--
SYNC IMPACT REPORT:
Version change: NEW → 1.0.0 (initial constitution)
Modified principles:
- Added: I. Server Authority (authoritative server for all game state)
- Added: II. Versioned WebSocket Contracts (all communication versioned)
- Added: III. Test-First Development (mandatory testing for compliance)
- Added: IV. Client Reconciliation (thin client with server-driven state)
- Added: V. Minimal Consistent Design (Tailwind, brutalist retro styling)
Added sections:
- Technical Architecture (Next.js Canvas 2D, Node.js simulation)
- Development Standards (60 FPS prediction, observable rules)
Templates requiring updates:
- ✅ Updated: constitution.md (this file)
- ✅ Reviewed: plan-template.md (Constitution Check section aligns with Test-First principle)
- ✅ Reviewed: spec-template.md (requirements structure supports observable rules)
- ✅ Reviewed: tasks-template.md (TDD workflow enforces Test-First principle)
- ✅ Reviewed: agent-file-template.md (generic structure remains compatible)
Follow-up TODOs: None - all templates validated
-->
# Flappy Multiplayer Constitution
## Core Principles
### I. Server Authority
The server is the single source of truth for all game state including bot spawning and driving, physics calculations, scoring, collision detection, room membership, and leaderboards. No client-side state modifications are permitted that affect game outcome.
**Rationale**: Ensures fair play, prevents cheating, and maintains consistent game state across all clients in a multiplayer environment.
### II. Versioned WebSocket Contracts
All client-server communication MUST use versioned WebSocket contracts. No feature may modify communication protocols without proper versioning and backward compatibility considerations.
**Rationale**: Enables smooth deployments, client compatibility, and clear API evolution without breaking existing connections.
### III. Test-First Development (NON-NEGOTIABLE)
No feature may ship without tests proving compliance with observable rules. Tests must be written and approved before implementation begins. All game mechanics, physics, scoring, and state management must have corresponding test coverage.
**Rationale**: Game logic correctness is critical for fair multiplayer experience; observable rules ensure predictable behavior for all players.
### IV. Client Reconciliation
Client operates as a thin graphical layer with server-driven state machine. Clients run 60 FPS prediction loops for smooth rendering but must always reconcile with authoritative server snapshots.
**Rationale**: Provides responsive user experience while maintaining server authority; prevents desync issues common in multiplayer games.
### V. Minimal Consistent Design
Styling must remain minimal, consistent, and accessible using Tailwind CSS. Design follows centered, flat, simple retro web 2.0 brutalist principles with clear visual hierarchy.
**Rationale**: Ensures accessibility, fast loading, and focuses attention on gameplay rather than visual complexity; maintains consistent experience across devices.
## Technical Architecture
The system consists of a Next.js frontend application rendering via Canvas 2D with interpolation and reconciliation mechanisms, and a Node.js backend running authoritative game simulation. Both humans and bots use identical physics engines to ensure fairness.
**Technology Stack Requirements**:
- Frontend: Next.js with Canvas 2D rendering
- Backend: Node.js with authoritative simulation
- Styling: Tailwind CSS only
- Communication: Versioned WebSocket protocols
- Testing: Mandatory for all game mechanics
**UX Mode Definitions**: Join (room selection/creation), Game (spectate, run, engrave modes), Leaderboard (score display and rankings).
## Development Standards
All code changes must pass through rigorous quality gates including unit tests for game mechanics, integration tests for WebSocket contracts, and end-to-end tests for complete game flows.
**Development Workflow**:
- Test-driven development mandatory for all game logic
- WebSocket contract changes require version bumps
- Client prediction code must handle server reconciliation gracefully
- Performance requirements: 60 FPS client rendering with smooth server synchronization
**Quality Gates**:
- All observable game rules must have corresponding automated tests
- Server-client state synchronization must be validated
- Cross-browser Canvas 2D compatibility required
- Accessibility compliance for all UI elements
## Governance
This constitution supersedes all other development practices and architectural decisions. Any amendments require documentation of impact, approval process, and migration plan for existing code.
All pull requests and code reviews must verify compliance with these principles. Complexity additions must be justified against the Minimal Design principle. Architecture decisions must preserve Server Authority and Client Reconciliation patterns.
**Version**: 1.0.0 | **Ratified**: 2025-09-23 | **Last Amended**: 2025-09-23
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Question
When building a complicated project (e.g. a multiplayer game with a client and server), I encountered difficulty with my specifications becoming too dense and not clearly filling out functional requirements of the overarching project I had in mind.
Can someone clarify how detailed each
/specify
command use should be? Am I supposed to keep a high-level task list in my head, implementing nameable components of the system and hoping that the references across prompts and templates will align the project? This would seem like a dubious way of developing.In respect to spec-kit's core philosophy, how can we track overarching project goals across specifications?
Thoughts
In the core principles, it says:
Because specifications must be complete and working, but functionality might be across two separate specifications (e.g.
spec-001-scaffold-client
andspec-002-scaffold-server
), maybe there needs to be a better way of orchestrating specifications to agree on a mutual understanding beyond scanning existing specs on iteration.My generated constitutions provide good guard rails for agent decision making and guiding how they generate specs, plans, related design documents, and tasks; however, specifications struggle to align as units of increment towards verifiable project feature requirements. Similarly, I want overarching data models that persist across specifications, so that each spec adaptively edits and understands shared data models, contracts, integrations, etc.
I will continue to build out this project, but these are some ideas I had. Wanted to get input before going off the deep end. I will try the new
/clarify
and/analyze
commands.I just wish spec-kit had a way of defining overarching features and functionality that would ensure the project is fully working and that requirements cascade down to tasks. So you can see clearly: Project Feature Requirement → Requirement → Task, and how each job the agent is doing contributes to overall project health.
Used Prompts and Spec-Kit Files
/constitution
constitution.md
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