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>
This commit is contained in:
Donchitos
2026-03-25 20:31:11 +11:00
parent 763ad1f0d1
commit 04ed5d5c36
15 changed files with 509 additions and 129 deletions

View File

@@ -90,7 +90,28 @@ already made.
Check for `design/accessibility-requirements.md`. If found, read it. The spec
must satisfy the accessibility tier committed to there.
### 2h: Present Context Summary
### 2h: Input Method (from Project Config)
Read `.claude/docs/technical-preferences.md` and extract the `## Input & Platform`
section. Store these values for use throughout the skill — they drive the
Interaction Map and inform accessibility requirements:
- **Input Methods** — e.g., Keyboard/Mouse, Gamepad, Touch, Mixed
- **Primary Input** — the dominant input for this game
- **Gamepad Support** — Full / Partial / None
- **Touch Support** — Full / Partial / None
- **Target Platforms** — for safe zone and aspect ratio decisions
If the section is unconfigured (`[TO BE CONFIGURED]`), ask once:
> "Input methods aren't configured yet. What does this game target?"
> Options: "Keyboard/Mouse only", "Gamepad only", "Both (PC + Console)", "Touch (mobile)", "All of the above"
>
> (Run `/setup-engine` to save this permanently so you won't be asked again.)
Store the answer for the rest of this session. Do **not** ask again per section
or per screen.
### 2i: Present Context Summary
Before any design work, present a brief summary to the user:
@@ -101,6 +122,7 @@ Before any design work, present a brief summary to the user:
> - Related screens already specced: [list, or "none yet"]
> - Known patterns available: [count, or "no pattern library yet"]
> - Accessibility tier: [from requirements doc, or "not yet defined"]
> - Input methods: [from technical-preferences.md, or "asked above"]
Then ask: "Anything else I should read before we start, or shall we proceed?"
@@ -427,8 +449,9 @@ For each interactive component identified in the Layout Specification, define:
- The immediate feedback (visual, audio, haptic)
- The outcome (navigation target, state change, data write)
Ask up front: "Which input methods does this game target? I'll tailor the
interaction map to those." Reference game concept for platform targets.
Use the input methods loaded from `technical-preferences.md` in Phase 2h — do
not ask the user again. State them upfront: "Mapping interactions for:
[Input Methods from tech-prefs]. Covering [Gamepad Support] gamepad support."
Work through components one at a time rather than asking for all at once.
For navigation actions (going to another screen), verify the target matches