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Update docs, skill counts, and UX/setup-engine skills for v0.4.0
- Update skill count to 66 and hook count to 12 across README, skills-reference, and badges - Add QA & Testing section to README and skills-reference (qa-plan, smoke-check, soak-test, etc.) - Add Input & Platform section to technical-preferences.md (populated by /setup-engine) - Document post-compact, notify, and validate-skill-change hooks in hooks-reference - Expand /setup-engine, /ux-design, /ux-review, /design-system skills with input/platform context - Restructure workflow-catalog: move UX steps into pre-production phase, improve descriptions - Expand UPGRADING.md and WORKFLOW-GUIDE.md with v0.4.0 guidance - Add skill-flow-diagrams examples and CODEOWNERS Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -457,6 +457,16 @@ For **Visual/Audio**: Coordinate with `art-director` and `audio-director` if det
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is needed. Often a brief note suffices at the GDD stage.
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For **UI Requirements**: Coordinate with `ux-designer` for complex UI systems.
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After writing this section, check whether it contains real content (not just
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`[To be designed]` or a note that this system has no UI). If it does have real
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UI requirements, output this flag immediately:
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> **📌 UX Flag — [System Name]**: This system has UI requirements. In Phase 4
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> (Pre-Production), run `/ux-design` to create a UX spec for each screen or
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> HUD element this system contributes to **before** writing epics. Stories that
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> reference UI should cite `design/ux/[screen].md`, not the GDD directly.
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>
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> Note this in the systems index for this system if you update it.
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For **Open Questions**: Capture anything that came up during design that wasn't
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fully resolved. Each question should have an owner and target resolution date.
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@@ -35,9 +35,10 @@ If no engine is specified, run an interactive engine selection process:
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### If the user wants to pick without a concept, ask:
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1. **What kind of game?** (2D, 3D, or both?)
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2. **What platforms?** (PC, mobile, console, web?)
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3. **Team size and experience?** (solo beginner, solo experienced, small team?)
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4. **Any strong language preferences?** (GDScript, C#, C++, visual scripting?)
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5. **Budget for engine licensing?** (free only, or commercial licenses OK?)
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3. **Primary input method?** (keyboard/mouse, gamepad, touch, or mixed?)
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4. **Team size and experience?** (solo beginner, solo experienced, small team?)
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5. **Any strong language preferences?** (GDScript, C#, C++, visual scripting?)
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6. **Budget for engine licensing?** (free only, or commercial licenses OK?)
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### Produce a recommendation
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@@ -135,6 +136,39 @@ engine-appropriate defaults. Read the existing template first, then fill in:
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- Booleans: `b` prefix (e.g., `bIsAlive`)
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- Files: Match class without prefix (e.g., `PlayerController.h`)
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### Input & Platform Section
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Populate `## Input & Platform` using the answers gathered in Section 2 (or extracted
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from the game concept). Derive the values using this mapping:
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| Platform target | Gamepad Support | Touch Support |
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|-----------------|-----------------|---------------|
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| PC only | Partial (recommended) | None |
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| Console | Full | None |
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| Mobile | None | Full |
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| PC + Console | Full | None |
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| PC + Mobile | Partial | Full |
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| Web | Partial | Partial |
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For **Primary Input**, use the dominant input for the game genre:
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- Action/RPG/platformer targeting console → Gamepad
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- Strategy/point-and-click/RTS → Keyboard/Mouse
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- Mobile game → Touch
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- Cross-platform → ask the user
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Present the derived values and ask the user to confirm or adjust before writing.
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Example filled section:
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```markdown
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## Input & Platform
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- **Target Platforms**: PC, Console
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- **Input Methods**: Keyboard/Mouse, Gamepad
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- **Primary Input**: Gamepad
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- **Gamepad Support**: Full
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- **Touch Support**: None
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- **Platform Notes**: All UI must support d-pad navigation. No hover-only interactions.
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```
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### Remaining Sections
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- Performance Budgets: Leave as `[TO BE CONFIGURED]` with a suggestion:
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> "Typical targets: 60fps / 16.6ms frame budget. Want to set these now?"
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@@ -90,7 +90,28 @@ already made.
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Check for `design/accessibility-requirements.md`. If found, read it. The spec
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must satisfy the accessibility tier committed to there.
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### 2h: Present Context Summary
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### 2h: Input Method (from Project Config)
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Read `.claude/docs/technical-preferences.md` and extract the `## Input & Platform`
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section. Store these values for use throughout the skill — they drive the
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Interaction Map and inform accessibility requirements:
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- **Input Methods** — e.g., Keyboard/Mouse, Gamepad, Touch, Mixed
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- **Primary Input** — the dominant input for this game
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- **Gamepad Support** — Full / Partial / None
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- **Touch Support** — Full / Partial / None
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- **Target Platforms** — for safe zone and aspect ratio decisions
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If the section is unconfigured (`[TO BE CONFIGURED]`), ask once:
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> "Input methods aren't configured yet. What does this game target?"
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> Options: "Keyboard/Mouse only", "Gamepad only", "Both (PC + Console)", "Touch (mobile)", "All of the above"
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>
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> (Run `/setup-engine` to save this permanently so you won't be asked again.)
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Store the answer for the rest of this session. Do **not** ask again per section
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or per screen.
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### 2i: Present Context Summary
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Before any design work, present a brief summary to the user:
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@@ -101,6 +122,7 @@ Before any design work, present a brief summary to the user:
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> - Related screens already specced: [list, or "none yet"]
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> - Known patterns available: [count, or "no pattern library yet"]
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> - Accessibility tier: [from requirements doc, or "not yet defined"]
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> - Input methods: [from technical-preferences.md, or "asked above"]
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Then ask: "Anything else I should read before we start, or shall we proceed?"
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@@ -427,8 +449,9 @@ For each interactive component identified in the Layout Specification, define:
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- The immediate feedback (visual, audio, haptic)
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- The outcome (navigation target, state change, data write)
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Ask up front: "Which input methods does this game target? I'll tailor the
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interaction map to those." Reference game concept for platform targets.
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Use the input methods loaded from `technical-preferences.md` in Phase 2h — do
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not ask the user again. State them upfront: "Mapping interactions for:
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[Input Methods from tech-prefs]. Covering [Gamepad Support] gamepad support."
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Work through components one at a time rather than asking for all at once.
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For navigation actions (going to another screen), verify the target matches
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@@ -47,12 +47,16 @@ full detail for each.
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Before validating any spec, load:
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1. The accessibility tier committed to in `design/accessibility-requirements.md`
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1. **Input & Platform config**: Read `.claude/docs/technical-preferences.md` and
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extract `## Input & Platform`. This is the authoritative source for which input
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methods the game supports — use it to drive the Input Method Coverage checks in
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Phase 3A, not the spec's own header. If unconfigured, fall back to the spec header.
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2. The accessibility tier committed to in `design/accessibility-requirements.md`
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(if it exists)
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2. The interaction pattern library at `design/ux/interaction-patterns.md` (if
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3. The interaction pattern library at `design/ux/interaction-patterns.md` (if
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it exists)
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3. The GDDs referenced in the spec's header (read their UI Requirements sections)
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4. The player journey map at `design/player-journey.md` (if it exists) for
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4. The GDDs referenced in the spec's header (read their UI Requirements sections)
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5. The player journey map at `design/player-journey.md` (if it exists) for
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context-arrival validation
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---
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