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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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@@ -3,7 +3,7 @@
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> **How to go from zero to a shipped game using the Agent Architecture.**
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>
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> This guide walks you through every phase of game development using the
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> 48-agent system, 52 slash commands, and 9 automated hooks. It assumes you
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> 48-agent system, 66 slash commands, and 12 automated hooks. It assumes you
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> have Claude Code installed and are working from the project root.
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>
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> The pipeline has 7 phases. Each phase has a formal gate (`/gate-check`)
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@@ -522,40 +522,14 @@ This contains Required patterns, Forbidden patterns, and Guardrails organized
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by code layer. Stories created later embed the manifest version date so
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staleness can be detected.
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### Step 3.5: UX Foundations
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Three UX artifacts are required before leaving this phase:
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**Accessibility Requirements:**
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### Step 3.5: Accessibility Requirements
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Create `design/accessibility-requirements.md` using the template. Commit to a
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tier (Basic / Standard / Comprehensive / Exemplary) and fill the 4-axis feature
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matrix (visual, motor, cognitive, auditory).
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**UX Specs for Key Screens:**
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```
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/ux-design main-menu
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/ux-design core-gameplay-hud
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```
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Three modes: screen/flow, HUD, and interaction patterns. Output goes to
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`design/ux/`. Each spec includes: player need, layout zones, states,
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interaction map, data requirements, events fired, accessibility, localization.
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**UX Review:**
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```
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/ux-review
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```
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Validates UX specs for GDD alignment and accessibility tier compliance.
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**Interaction Pattern Library:**
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Create `design/ux/interaction-patterns.md` -- 16 standard controls plus
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game-specific patterns (inventory slot, ability icon, HUD bar, dialogue box,
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etc.) with animation and sound standards.
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This document is required in Phase 3 because UX specs (written in Phase 4)
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reference this tier — it is a design prerequisite, not a UX deliverable.
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### Phase 3 Gate
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@@ -570,8 +544,6 @@ etc.) with animation and sound standards.
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- Architecture review report exists
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- `docs/architecture/control-manifest.md` exists
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- `design/accessibility-requirements.md` exists
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- At least 1 UX spec reviewed in `design/ux/`
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- UX review completed
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---
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@@ -579,30 +551,30 @@ etc.) with animation and sound standards.
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### What Happens in This Phase
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You turn design documents into implementable stories, create prototypes to
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validate risky mechanics, plan your first sprint, and build a Vertical Slice
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that proves the core loop is fun.
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You create UX specs for key screens, prototype risky mechanics, turn design
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documents into implementable stories, plan your first sprint, and build a
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Vertical Slice that proves the core loop is fun.
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### Phase 4 Pipeline
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```
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/prototype --> /create-epics --> /create-stories --> /sprint-plan
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| | | |
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v v v v
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Throwaway Epic files in Story files in First sprint with
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prototypes production/ production/ prioritized stories
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in prototypes/ epics/*/EPIC.md epics/*/story-*.md production/sprints/
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(one per module) (one per behaviour) sprint-*.md
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|
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v
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/story-readiness
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(validates each story
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before pickup)
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v
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/dev-story
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(implements the story,
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routes to right agent)
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/ux-design --> /prototype --> /create-epics --> /create-stories --> /sprint-plan
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| | | | |
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v v v v v
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UX specs Throwaway Epic files in Story files in First sprint with
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design/ux/ prototypes production/ production/ prioritized stories
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in prototypes/ epics/*/EPIC.md epics/*/story-*.md production/sprints/
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(one per module) (one per behaviour) sprint-*.md
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| |
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v v
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/ux-review /story-readiness
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(validates specs (validates each story
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before epics) before pickup)
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|
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v
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/dev-story
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(implements the story,
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routes to right agent)
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|
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v
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Vertical Slice
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@@ -610,7 +582,49 @@ that proves the core loop is fun.
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3 unguided sessions)
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```
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### Step 4.1: Prototype Risky Mechanics
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### Step 4.1: UX Specs for Key Screens
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Before writing epics, create UX specs so that story authors know what screens
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exist and what player interactions they must support.
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**UX Specs:**
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```
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/ux-design main-menu
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/ux-design core-gameplay-hud
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```
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Three modes: screen/flow, HUD, and interaction patterns. Output goes to
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`design/ux/`. Each spec includes: player need, layout zones, states,
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interaction map, data requirements, events fired, accessibility, localization.
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Reads your `accessibility-requirements.md` (written in Phase 3) and your
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input method config from `technical-preferences.md` to drive accessibility
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and input coverage checks — no need to re-specify them per screen.
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> **Tip:** `/design-system` emits a 📌 UX Flag for every system with UI
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> requirements. Use those flags as a checklist for which screens need specs.
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**Interaction Pattern Library:**
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```
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/ux-design interaction-patterns
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```
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Create `design/ux/interaction-patterns.md` — 16 standard controls plus
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game-specific patterns (inventory slot, ability icon, HUD bar, dialogue box,
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etc.) with animation and sound standards.
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**UX Review:**
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```
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/ux-review all
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```
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Validates UX specs for GDD alignment and accessibility tier compliance.
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Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict.
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### Step 4.2: Prototype Risky Mechanics
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Not everything needs a prototype. Prototype when:
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- A mechanic is novel and you are not sure it is fun
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@@ -630,7 +644,7 @@ pollutes `src/`.
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hardcoded values OK, no tests required -- but a README with hypothesis and
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findings is mandatory.
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### Step 4.2: Create Epics and Stories From Design Artifacts
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### Step 4.3: Create Epics and Stories From Design Artifacts
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```
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/create-epics layer: foundation
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@@ -651,7 +665,7 @@ implementable story files in `production/epics/[slug]/`. Each story embeds:
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Once stories exist, run `/dev-story [story-path]` to implement one — it routes
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automatically to the correct programmer agent.
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### Step 4.3: Validate Stories Before Pickup
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### Step 4.4: Validate Stories Before Pickup
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```
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/story-readiness production/stories/combat-damage-calc.md
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@@ -660,7 +674,7 @@ automatically to the correct programmer agent.
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Checks: Design completeness, Architecture coverage, Scope clarity, Definition
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of Done. Verdict: READY / NEEDS WORK / BLOCKED.
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### Step 4.4: Effort Estimation
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### Step 4.5: Effort Estimation
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```
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/estimate production/stories/combat-damage-calc.md
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@@ -668,7 +682,7 @@ of Done. Verdict: READY / NEEDS WORK / BLOCKED.
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Provides effort estimates with risk assessment.
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### Step 4.5: Plan Your First Sprint
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### Step 4.6: Plan Your First Sprint
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```
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/sprint-plan new
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- Creates `production/sprints/sprint-01.md`
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- Populates `production/sprint-status.yaml` (machine-readable story tracking)
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### Step 4.6: Vertical Slice (Hard Gate)
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### Step 4.7: Vertical Slice (Hard Gate)
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Before advancing to Production, you must build and playtest a Vertical Slice:
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@@ -701,6 +715,8 @@ played the build unguided.
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**Requirements to pass:**
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- At least 1 UX spec reviewed in `design/ux/`
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- UX review completed (APPROVED or NEEDS REVISION with documented risks)
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- At least 1 prototype with README
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- Story files exist in `production/stories/`
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- At least 1 sprint plan exists
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@@ -1186,16 +1202,19 @@ Tier 3 (Specialists): gameplay-programmer, engine-programmer,
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### Automated Hooks (Safety Net)
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The system has 9 hooks that run automatically:
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The system has 12 hooks that run automatically:
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| Hook | Trigger | What It Does |
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|------|---------|-------------|
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| `session-start.sh` | Session start | Shows branch, recent commits, detects active.md for recovery |
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| `detect-gaps.sh` | Session start | Detects fresh projects (no engine, no concept) and suggests `/start` |
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| `pre-compact.sh` | Before compaction | Dumps session state into conversation for auto-recovery |
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| `post-compact.sh` | After compaction | Reminds Claude to restore session state from `active.md` |
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| `notify.sh` | Notification event | Shows Windows toast notification via PowerShell |
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| `validate-commit.sh` | Before commit | Checks for design doc references, valid JSON, no hardcoded values |
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| `validate-push.sh` | Before push | Warns on pushes to main/develop |
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| `validate-assets.sh` | Before commit | Checks asset naming and size |
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| `validate-skill-change.sh` | Skill file written | Advises running `/skill-test` after `.claude/skills/` changes |
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| `log-agent.sh` | Agent start | Logs agent invocations for audit trail |
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| `log-agent-stop.sh` | Agent stop | Completes agent audit trail (start + stop) |
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| `session-stop.sh` | Session end | Final session logging |
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@@ -1364,7 +1383,7 @@ conflicts go to `producer`.
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## Appendix B: Slash Command Quick-Reference
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### All 52 Commands by Category
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### All 66 Commands by Category
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#### Onboarding and Navigation (5)
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| Command | Purpose | Phase |
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|---------|---------|-------|
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| `/ux-design` | Author UX specs (screen/flow, HUD, patterns) | 3 |
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| `/ux-review` | Validate UX specs for accessibility and GDD alignment | 3 |
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| `/ux-design` | Author UX specs (screen/flow, HUD, patterns) | 4 |
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| `/ux-review` | Validate UX specs for accessibility and GDD alignment | 4 |
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#### Architecture (4)
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@@ -1403,7 +1422,7 @@ conflicts go to `producer`.
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| `/architecture-review` | Validate all ADRs, dependency ordering | 3 |
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| `/create-control-manifest` | Flat programmer rules from Accepted ADRs | 3 |
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#### Stories and Sprints (6)
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#### Stories and Sprints (8)
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| Command | Purpose | Phase |
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|---------|---------|-------|
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@@ -1431,13 +1450,28 @@ conflicts go to `producer`.
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| `/gate-check` | Formal phase gate with PASS/CONCERNS/FAIL | All transitions |
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| `/reverse-document` | Generate design docs from existing code | Any |
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#### Production Management (5)
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#### QA and Testing (9)
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| Command | Purpose | Phase |
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|---------|---------|-------|
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| `/qa-plan` | Generate QA test plan for a sprint or feature | 5 |
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| `/smoke-check` | Critical path smoke test gate before QA hand-off | 5-6 |
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| `/soak-test` | Soak test protocol for extended play sessions | 6 |
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| `/regression-suite` | Map test coverage, identify fixed bugs lacking regression tests | 5-6 |
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| `/test-setup` | Scaffold test framework and CI/CD pipeline | 4 |
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| `/test-helpers` | Generate engine-specific test helper libraries | 4-5 |
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| `/test-evidence-review` | Quality review of test files and manual evidence | 5 |
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| `/test-flakiness` | Detect non-deterministic tests from CI logs | 5-6 |
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| `/skill-test` | Validate skill files for structural and behavioral correctness | Any |
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#### Production Management (6)
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| Command | Purpose | Phase |
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|---------|---------|-------|
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| `/milestone-review` | Milestone progress and go/no-go | 5 |
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| `/retrospective` | Sprint retrospective analysis | 5 |
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| `/bug-report` | Structured bug report creation | 5+ |
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| `/bug-triage` | Re-evaluate open bugs for priority, severity, and owner | 5+ |
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| `/playtest-report` | Structured playtest session report | 4-6 |
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| `/onboard` | Onboard a new team member | Any |
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@@ -1458,7 +1492,7 @@ conflicts go to `producer`.
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| `/prototype` | Throwaway prototype in isolated worktree | 4 |
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| `/localize` | String extraction and validation | 6-7 |
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#### Team Orchestration (7)
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#### Team Orchestration (9)
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| Command | Purpose | Phase |
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|---------|---------|-------|
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@@ -1469,6 +1503,8 @@ conflicts go to `producer`.
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| `/team-audio` | Audio: direction through implemented events | 5-6 |
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| `/team-polish` | Coordinated polish: perf + art + audio + QA | 6 |
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| `/team-release` | Release coordination: build + QA + deployment | 7 |
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| `/team-live-ops` | Live-ops planning: seasonal events, battle pass, retention | 7+ |
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| `/team-qa` | Full QA cycle: strategy, execution, coverage, sign-off | 6-7 |
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---
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