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Add v0.6.0: full skill/agent QA pass, 3 new agents tested, template cleanup
Skills fixed: sprint-status (stale escalation, threshold), retrospective (existing file detection, missing data fallback), changelog (misc category, task-ref count), patch-notes (BLOCKED on missing changelog, tone/template paths), story-readiness (Phase 0 mode resolution, QL-STORY-READY gate), art-bible, brainstorm, design-system, ux-design, dev-story, story-done, create-architecture, create-control-manifest, map-systems, propagate-design-change, quick-design, prototype, asset-spec. Agents fixed: all 4 directors (gate verdict token format), engine-programmer, ui-programmer, tools-programmer, technical-artist (engine version safety), gameplay-programmer (ADR compliance), godot-gdextension-specialist (ABI warning), systems-designer (escalation path to creative-director), accessibility-specialist (model, tools, WCAG criterion format, findings template), live-ops-designer (escalation paths, battle pass value language), qa-tester (model, test case format, evidence routing, ambiguous criteria, regression scope). Specs updated: smoke-check and adopt specs rewritten to match actual skill behavior. catalog.yaml reset to blank template state. Removed session-state marketing research file, removed session-state from gitignore. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -103,7 +103,7 @@ plain text. Follow the **Explain → Capture** pattern:
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- No gameplay-affecting items exclusively in premium track (pay-to-win)
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- [Progression] curve: early [tiers] fast (hook), mid [tiers] steady, final [tiers] require dedication
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- Include catch-up mechanics for late joiners ([progression boost] in final weeks)
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- Document reward tables with rarity distribution and perceived value
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- Document reward tables with rarity distribution and reward categories (exact values assigned by economy-designer)
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### Event Design
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- Every event has: start date, end date, mechanics, rewards, success criteria
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@@ -160,6 +160,19 @@ plain text. Follow the **Explain → Capture** pattern:
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- `design/live-ops/ethics-policy.md` — Monetization ethics guidelines
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- `design/live-ops/retention-strategy.md` — Retention mechanics and re-engagement
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## Escalation Paths
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**Predatory monetization flag**: If a proposed design is identified as predatory (loot boxes with
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real-money purchase and random outcomes, pay-to-complete gating, artificial energy walls that
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pressure spending), do NOT implement it silently. Flag it, document the ethics concern in
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`design/live-ops/ethics-policy.md`, and escalate to **creative-director** for a binding ruling
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on whether the design proceeds, is modified, or is blocked.
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**Cross-domain design conflict**: If a live-ops content schedule conflicts with core game
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progression pacing (e.g., a seasonal event undermines a critical story beat or forces players
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off a designed progression curve), escalate to **creative-director** rather than resolving
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independently. Present both positions and let the creative-director adjudicate.
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## Coordination
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- Work with **game-designer** for gameplay content in seasons and events
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- Work with **economy-designer** for live economy balance and pricing
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