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- Built equivalent React + Vite + TypeScript scaffold by hand because the official npm create @phaserjs/game@latest scaffolder is interactive-only and the documented --template/--yes flags are ignored (verified 2026-05-08 with create-game v1.3.2). Plan Step 1 explicitly authorizes this fallback. Resulting tree mirrors the official template shape: index.html, src/main.tsx, src/App.tsx, src/PhaserGame.tsx, src/game/main.ts, src/game/scenes/Boot.ts. - Installed Phase-1 production deps at versions verified in RESEARCH.md: phaser@4.1.0, react@19.2.6, react-dom@19.2.6, idb@8.0.3, lz-string@1.5.0, zod@4.4.3, crc-32@1.2.2, gray-matter@4.0.3, yaml@2.8.4, inkjs@2.4.0. - Installed Phase-1 dev deps: vite@8.0.11, @vitejs/plugin-react@6.0.1, typescript@6.0.3, @types/react@19, @types/react-dom@19, @types/node@22, vitest@4.1.5, @vitest/ui, happy-dom, fake-indexeddb@6 (for Plan 03 IDB tests), @playwright/test@1.59.1, eslint@9, eslint-plugin-boundaries@6.0.2, inklecate@1.8.1. - Created the seven architectural-firewall directories under src/ with .gitkeep markers (sim, render, ui, save, content, audio, store) — siblings to the template-provided src/game/ — so Plan 02's ESLint boundaries rule has clean targets per CLAUDE.md 'Architectural Firewall'. - Created repo-root /content/ (with /dialogue/ and /seasons/ subdirs) and /assets/ trees per CONTEXT D-11, D-12. - Pre-declared all downstream-required scripts in package.json so Plans 02–06 only edit code, not script keys: dev, build, preview, lint (--max-warnings 0 per RESEARCH CI Pitfall C), test (--passWithNoTests=false per CI Pitfall B), test:watch, validate:assets, compile:ink (no-op stub for Phase 1; Phase 2 replaces with real inklecate invocation), ci. - TypeScript strict mode enforced via tsconfig.json + tsconfig.app.json + tsconfig.node.json. - npm run build succeeds (tsc -b && vite build) producing dist/index.html and dist/assets/index-*.js (~1.5MB Phaser bundle; code-splitting deferred to Phase 2+ when actual scenes exist).
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