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Add /start onboarding skill and fresh-project detection
New users no longer get pushed toward /setup-engine before they even have a game idea. The /start skill asks where they are (no idea, vague idea, clear concept, existing work) and routes to the right workflow. The detect-gaps hook now detects fresh projects and suggests /start. All docs updated: README, quick-start, workflow guide, skills/hooks references, CLAUDE.md (skill count 34→35). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -8,7 +8,7 @@ Hooks are configured in `.claude/settings.json` and fire automatically:
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| `validate-push.sh` | PreToolUse (Bash) | `git push` commands | Warns on pushes to protected branches (develop/main) |
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| `validate-assets.sh` | PostToolUse (Write/Edit) | Asset file changes | Checks naming conventions and JSON validity for files in `assets/` |
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| `session-start.sh` | SessionStart | Session begins | Loads current sprint context, active milestone, recent git activity |
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| `detect-gaps.sh` | SessionStart | Session begins | Detects missing documentation when code/prototypes exist, suggests /reverse-document or /project-stage-detect |
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| `detect-gaps.sh` | SessionStart | Session begins | Detects fresh projects (suggests /start) and missing documentation when code/prototypes exist, suggests /reverse-document or /project-stage-detect |
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| `pre-compact.sh` | PreCompact | Context compression | Logs session progress notes before context window compression |
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| `session-stop.sh` | Stop | Session ends | Summarizes accomplishments and updates session log |
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| `log-agent.sh` | SubagentStart | Agent spawned | Audit trail of all subagent invocations with timestamps |
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@@ -75,6 +75,7 @@ Ask yourself: "What department would handle this in a real studio?"
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| Command | What it does |
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|---------|-------------|
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| `/start` | First-time onboarding — asks where you are, guides you to the right workflow |
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| `/design-review` | Reviews a design document |
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| `/code-review` | Reviews code for quality and architecture |
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| `/playtest-report` | Creates or analyzes playtest feedback |
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@@ -145,12 +146,15 @@ Templates are in `.claude/docs/templates/`:
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## First Steps for a New Project
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**Don't know where to begin?** Run `/start`. It asks where you are and routes
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you to the right workflow. No assumptions about your game, engine, or experience level.
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If you already know what you need, jump directly to the relevant path:
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### Path A: "I have no idea what to build"
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Start from zero — the system will guide you through the entire process:
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1. **Discover your game** — Run `/brainstorm` (or `/brainstorm open`)
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- Guided creative exploration: what excites you, what you've played, your constraints
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1. **Run `/start`** (or `/brainstorm open`) — guided creative exploration:
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what excites you, what you've played, your constraints
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- Generates 3 concepts, helps you pick one, defines core loop and pillars
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- Produces a game concept document and recommends an engine
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2. **Set up the engine** — Run `/setup-engine` (uses the brainstorm recommendation)
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@@ -186,6 +190,16 @@ If you have a concept but don't know which engine fits:
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an engine based on your answers
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2. Follow Path B from step 2 onward
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### Path D: "I have an existing project"
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If you have design docs, prototypes, or code already:
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1. **Run `/start`** (or `/project-stage-detect`) — analyzes what exists,
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identifies gaps, and recommends next steps
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2. **Configure engine if needed** — Run `/setup-engine` if not yet configured
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3. **Validate phase readiness** — Run `/gate-check` to see where you stand
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4. **Plan the next sprint** — Run `/sprint-plan new`
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## File Structure Reference
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```
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@@ -193,7 +207,7 @@ CLAUDE.md -- Master config (read this first, ~60 lines)
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.claude/
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settings.json -- Claude Code hooks and project settings
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agents/ -- 48 agent definitions (YAML frontmatter)
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skills/ -- 34 slash command definitions (YAML frontmatter)
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skills/ -- 35 slash command definitions (YAML frontmatter)
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hooks/ -- 8 hook scripts (.sh) wired by settings.json
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rules/ -- 11 path-specific rule files
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docs/
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@@ -2,6 +2,7 @@
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| Command | Purpose |
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|---------|---------|
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| `/start` | First-time onboarding — asks where you are, then guides you to the right workflow |
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| `/design-review` | Review a game design document for completeness and consistency |
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| `/code-review` | Architectural code review for a file or changeset |
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| `/playtest-report` | Generate a structured playtest report template |
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@@ -9,6 +9,40 @@ set +e
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echo "=== Checking for Documentation Gaps ==="
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# --- Check 0: Fresh project detection (suggests /start) ---
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FRESH_PROJECT=true
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# Check if engine is configured
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if [ -f ".claude/docs/technical-preferences.md" ]; then
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ENGINE_LINE=$(grep -E "^\- \*\*Engine\*\*:" .claude/docs/technical-preferences.md 2>/dev/null)
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if echo "$ENGINE_LINE" | grep -qv "TO BE CONFIGURED" 2>/dev/null; then
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FRESH_PROJECT=false
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fi
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fi
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# Check if game concept exists
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if [ -f "design/gdd/game-concept.md" ]; then
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FRESH_PROJECT=false
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fi
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# Check if source code exists
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if [ -d "src" ]; then
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SRC_CHECK=$(find src -type f \( -name "*.gd" -o -name "*.cs" -o -name "*.cpp" -o -name "*.c" -o -name "*.h" -o -name "*.hpp" -o -name "*.rs" -o -name "*.py" -o -name "*.js" -o -name "*.ts" \) 2>/dev/null | head -1)
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if [ -n "$SRC_CHECK" ]; then
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FRESH_PROJECT=false
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fi
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fi
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if [ "$FRESH_PROJECT" = true ]; then
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echo ""
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echo "🚀 NEW PROJECT: No engine configured, no game concept, no source code."
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echo " This looks like a fresh start! Run: /start"
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echo ""
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echo "💡 To get a comprehensive project analysis, run: /project-stage-detect"
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echo "==================================="
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exit 0
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fi
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# --- Check 1: Substantial codebase but sparse design docs ---
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if [ -d "src" ]; then
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# Count source files (cross-platform, handles Windows paths)
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175
.claude/skills/start/SKILL.md
Normal file
175
.claude/skills/start/SKILL.md
Normal file
@@ -0,0 +1,175 @@
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---
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name: start
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description: "First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions."
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argument-hint: "[no arguments]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep
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---
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# Guided Onboarding
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This skill is the entry point for new users. It does NOT assume you have a game
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idea, an engine preference, or any prior experience. It asks first, then routes
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you to the right workflow.
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---
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## Workflow
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### 1. Detect Project State (Silent)
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Before asking anything, silently gather context so you can tailor your guidance.
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Do NOT show these results unprompted — they inform your recommendations, not
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the conversation opener.
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Check:
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- **Engine configured?** Read `.claude/docs/technical-preferences.md`. If the
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Engine field contains `[TO BE CONFIGURED]`, the engine is not set.
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- **Game concept exists?** Check for `design/gdd/game-concept.md`.
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- **Source code exists?** Glob for source files in `src/` (`*.gd`, `*.cs`,
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`*.cpp`, `*.h`, `*.rs`, `*.py`, `*.js`, `*.ts`).
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- **Prototypes exist?** Check for subdirectories in `prototypes/`.
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- **Design docs exist?** Count markdown files in `design/gdd/`.
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- **Production artifacts?** Check for files in `production/sprints/` or
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`production/milestones/`.
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Store these findings internally. You will use them to validate the user's
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self-assessment and to tailor follow-up recommendations.
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---
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### 2. Ask Where the User Is
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This is the first thing the user sees. Present these 4 options clearly:
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> **Welcome to Claude Code Game Studios!**
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>
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> Before I suggest anything, I'd like to understand where you're starting from.
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> Where are you at with your game idea right now?
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>
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> **A) No idea yet** — I don't have a game concept at all. I want to explore
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> and figure out what to make.
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>
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> **B) Vague idea** — I have a rough theme, feeling, or genre in mind
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> (e.g., "something with space" or "a cozy farming game") but nothing concrete.
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>
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> **C) Clear concept** — I know the core idea — genre, basic mechanics, maybe
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> a pitch sentence — but haven't formalized it into documents yet.
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>
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> **D) Existing work** — I already have design docs, prototypes, code, or
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> significant planning done. I want to organize or continue the work.
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Wait for the user's answer. Do not proceed until they respond.
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---
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### 3. Route Based on Answer
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#### If A: No idea yet
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The user needs creative exploration before anything else. Engine choice,
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technical setup — all of that comes later.
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1. Acknowledge that starting from zero is completely fine
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2. Briefly explain what `/brainstorm` does (guided ideation using professional
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frameworks — MDA, player psychology, verb-first design)
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3. Recommend running `/brainstorm open` as the next step
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4. Show the recommended path:
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- `/brainstorm` — discover your game concept
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- `/setup-engine` — configure the engine (brainstorm will recommend one)
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- `/prototype` — test the core mechanic
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- `/sprint-plan` — plan the first sprint
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#### If B: Vague idea
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The user has a seed but needs help growing it into a concept.
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1. Ask them to share their vague idea — even a few words is enough
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2. Validate the idea as a starting point (don't judge or redirect)
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3. Recommend running `/brainstorm [their hint]` to develop it
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4. Show the recommended path:
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- `/brainstorm [hint]` — develop the idea into a full concept
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- `/setup-engine` — configure the engine
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- `/prototype` — test the core mechanic
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- `/sprint-plan` — plan the first sprint
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#### If C: Clear concept
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The user knows what they want to make but hasn't documented it.
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1. Ask 2-3 follow-up questions to understand their concept:
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- What's the genre and core mechanic? (one sentence)
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- Do they have an engine preference, or need help choosing?
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- What's the rough scope? (jam game, small project, large project)
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2. Based on their answers, offer two paths:
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- **Formalize first**: Run `/brainstorm` to structure the concept into a
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proper game concept document with pillars, MDA analysis, and scope tiers
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- **Jump to engine setup**: If they're confident in their concept, go
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straight to `/setup-engine` and write the GDD manually afterward
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3. Show the recommended path (adapted to their choice):
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- `/brainstorm` or `/setup-engine` (their pick)
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- `/design-review` — validate the concept doc
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- `/architecture-decision` — make first technical decisions
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- `/sprint-plan` — plan the first sprint
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#### If D: Existing work
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The user has artifacts already. Figure out what exists and what's missing.
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1. Share what you found in Step 1 (now it's relevant):
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- "I can see you have [X source files / Y design docs / Z prototypes]..."
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- "Your engine is [configured as X / not yet configured]..."
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2. Recommend running `/project-stage-detect` for a full analysis
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3. If the engine isn't configured, note that `/setup-engine` should come first
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4. Show the recommended path:
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- `/project-stage-detect` — full gap analysis
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- `/setup-engine` — if not configured
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- `/gate-check` — validate readiness for next phase
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- `/sprint-plan` — organize the work
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---
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### 4. Confirm Before Proceeding
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After presenting the recommended path, ask the user which step they'd like
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to take first. Never auto-run the next skill.
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> "Would you like to start with [recommended first step], or would you prefer
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> to do something else first?"
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---
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### 5. Hand Off
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When the user chooses their next step, let them invoke the skill themselves
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or offer to run it for them. Either way, the `/start` skill's job is done
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once the user has a clear next action.
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---
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## Edge Cases
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- **User picks D but project is empty**: Gently redirect — "It looks like the
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project is a fresh template with no artifacts yet. Would Path A or B be a
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better fit?"
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- **User picks A but project has code**: Mention what you found — "I noticed
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there's already code in `src/`. Did you mean to pick D (existing work)? Or
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would you like to start fresh with a new concept?"
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- **User is returning (engine configured, concept exists)**: Skip onboarding
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entirely — "It looks like you're already set up! Your engine is [X] and you
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have a game concept at `design/gdd/game-concept.md`. Want to pick up where
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you left off? Try `/sprint-plan` or just tell me what you'd like to work on."
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- **User doesn't fit any option**: Let them describe their situation in their
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own words and adapt. The 4 options are starting points, not a prison.
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---
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## Collaborative Protocol
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This skill follows the collaborative design principle:
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1. **Ask first** — never assume the user's state or intent
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2. **Present options** — give clear paths, not mandates
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3. **User decides** — they pick the direction
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4. **No auto-execution** — recommend the next skill, don't run it without asking
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5. **Adapt** — if the user's situation doesn't fit a template, listen and adjust
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@@ -46,6 +46,9 @@ Every task follows: **Question -> Options -> Decision -> Draft -> Approval**
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See `docs/COLLABORATIVE-DESIGN-PRINCIPLE.md` for full protocol and examples.
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> **First session?** If the project has no engine configured and no game concept,
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> run `/start` to begin the guided onboarding flow.
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## Coding Standards & Review
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@.claude/docs/coding-standards.md
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41
README.md
41
README.md
@@ -1,6 +1,6 @@
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# Claude Code Game Studios
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A production-ready [Claude Code](https://docs.anthropic.com/en/docs/claude-code) project template that turns a single AI session into a full game development studio. 48 specialized agents, 34 workflow skills, and a complete coordination system — all wired into Claude Code's native agent architecture.
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A production-ready [Claude Code](https://docs.anthropic.com/en/docs/claude-code) project template that turns a single AI session into a full game development studio. 48 specialized agents, 35 workflow skills, and a complete coordination system — all wired into Claude Code's native agent architecture.
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Clone the repo, open Claude Code, and start building your game with a team of AI specialists that mirrors a real studio hierarchy: directors, department leads, and domain experts working together with defined roles, delegation rules, and quality gates.
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@@ -9,7 +9,7 @@ Clone the repo, open Claude Code, and start building your game with a team of AI
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| Category | Count | Description |
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|----------|-------|-------------|
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| **Agents** | 48 | Specialized subagents across design, programming, art, audio, narrative, QA, and production |
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| **Skills** | 34 | Slash commands for common workflows (`/sprint-plan`, `/code-review`, `/brainstorm`, etc.) |
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| **Skills** | 35 | Slash commands for common workflows (`/start`, `/sprint-plan`, `/code-review`, `/brainstorm`, etc.) |
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| **Hooks** | 8 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit, and gap detection |
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| **Rules** | 11 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
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| **Templates** | 28 | Document templates for GDDs, ADRs, sprint plans, economy models, faction design, and more |
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@@ -50,7 +50,7 @@ The template includes agent sets for all three major engines. Use the set that m
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## Slash Commands
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Type `/` in Claude Code to access all 34 skills:
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Type `/` in Claude Code to access all 35 skills:
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**Reviews & Analysis**
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`/design-review` `/code-review` `/balance-check` `/asset-audit` `/scope-check` `/perf-profile` `/tech-debt`
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@@ -59,7 +59,7 @@ Type `/` in Claude Code to access all 34 skills:
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`/sprint-plan` `/milestone-review` `/estimate` `/retrospective` `/bug-report`
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**Project Management**
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`/project-stage-detect` `/reverse-document` `/gate-check`
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`/start` `/project-stage-detect` `/reverse-document` `/gate-check`
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**Release**
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`/release-checklist` `/launch-checklist` `/changelog` `/patch-notes` `/hotfix`
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@@ -88,33 +88,18 @@ All hooks fail gracefully if optional tools are missing — nothing breaks, you
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cd my-game
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```
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2. **Configure your engine** — run `/setup-engine` in Claude Code (or manually edit `CLAUDE.md`):
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```bash
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/setup-engine godot 4.6
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```
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This pins the engine, populates reference docs, and creates your technical preferences file.
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3. **Open Claude Code** and start working:
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2. **Open Claude Code** and start a session:
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```bash
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claude
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```
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4. **Try a slash command** to see the system in action:
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```
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/brainstorm roguelike
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```
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3. **Run `/start`** — the system asks where you are (no idea, vague concept,
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clear design, existing work) and guides you to the right workflow. No assumptions.
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### First Steps for a New Game
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1. Run `/setup-engine` to configure your engine and technical preferences
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2. Run `/brainstorm` to develop your game concept
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3. Create game pillars with the `creative-director` agent
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4. Record your architecture decisions with `/architecture-decision`
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5. Plan your first sprint with `/sprint-plan new`
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6. Prototype the core loop with `/prototype`
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7. Start building
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Or jump directly to a specific skill if you already know what you need:
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- `/brainstorm` — explore game ideas from scratch
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- `/setup-engine godot 4.6` — configure your engine if you already know
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- `/project-stage-detect` — analyze an existing project
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## Project Structure
|
||||
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@@ -123,7 +108,7 @@ CLAUDE.md # Master configuration
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.claude/
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||||
settings.json # Hooks, permissions, safety rules
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agents/ # 48 agent definitions (markdown + YAML frontmatter)
|
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skills/ # 34 slash commands (subdirectory per skill)
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skills/ # 35 slash commands (subdirectory per skill)
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hooks/ # 8 hook scripts (bash, cross-platform)
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rules/ # 11 path-scoped coding standards
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docs/
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||||
@@ -164,7 +149,7 @@ Agents follow a structured delegation model:
|
||||
| `validate-push.sh` | `git push` | Warns on pushes to protected branches |
|
||||
| `validate-assets.sh` | File writes in `assets/` | Validates naming conventions and JSON structure |
|
||||
| `session-start.sh` | Session open | Loads sprint context and recent git activity |
|
||||
| `detect-gaps.sh` | Session open | Detects missing documentation when code/prototypes exist, suggests `/reverse-document` or `/project-stage-detect` |
|
||||
| `detect-gaps.sh` | Session open | Detects fresh projects (suggests `/start`) and missing documentation when code/prototypes exist |
|
||||
| `pre-compact.sh` | Context compression | Preserves session progress notes |
|
||||
| `session-stop.sh` | Session close | Logs accomplishments |
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||||
| `log-agent.sh` | Agent spawned | Audit trail of all subagent invocations |
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
> **How to go from zero to a shipped game using the Agent Architecture.**
|
||||
>
|
||||
> This guide walks you through every phase of game development using the
|
||||
> 48-agent system, 34 slash commands, and automated hooks. It assumes you
|
||||
> 48-agent system, 35 slash commands, and automated hooks. It assumes you
|
||||
> have Claude Code installed and are working from the project root.
|
||||
|
||||
---
|
||||
@@ -47,7 +47,19 @@ git clone <repo-url> my-game
|
||||
cd my-game
|
||||
```
|
||||
|
||||
### Step 0.2: Choose Your Engine
|
||||
### Step 0.2: Run /start (Recommended for New Users)
|
||||
|
||||
If you're new to the project or don't yet know what game you're building:
|
||||
|
||||
```
|
||||
/start
|
||||
```
|
||||
|
||||
This guided onboarding asks where you are (no idea, vague idea, clear concept,
|
||||
existing work) and routes you to the right phase. Skip this if you already have
|
||||
a game concept and engine decision.
|
||||
|
||||
### Step 0.3: Choose Your Engine
|
||||
|
||||
Run `/setup-engine` in Claude Code. This is the single most important
|
||||
configuration step -- it tells every agent what engine, language, and toolchain
|
||||
@@ -145,9 +157,12 @@ production/ # Sprint plans, milestones, releases
|
||||
You go from "no idea" or "vague idea" to a structured game concept document.
|
||||
This is where you figure out **what** you're making.
|
||||
|
||||
> **Tip:** If you ran `/start` in Phase 0 and chose Path A or B, you're already
|
||||
> here. `/start` routes you to `/brainstorm` automatically.
|
||||
|
||||
### Step 1.1: Brainstorm With `/brainstorm`
|
||||
|
||||
This is your starting point. Run the brainstorm skill:
|
||||
This is your starting point if you skipped `/start`. Run the brainstorm skill:
|
||||
|
||||
```
|
||||
/brainstorm
|
||||
@@ -1673,6 +1688,7 @@ conflicts go to `producer`.
|
||||
|
||||
| Stage | Commands |
|
||||
|-------|----------|
|
||||
| **Onboarding** | `/start` |
|
||||
| **Ideation** | `/brainstorm` |
|
||||
| **Design** | `/design-review`, `/architecture-decision` |
|
||||
| **Sprint** | `/sprint-plan`, `/estimate`, `/scope-check`, `/retrospective` |
|
||||
@@ -1690,7 +1706,8 @@ conflicts go to `producer`.
|
||||
### Workflow 1: "I just started and have no game idea"
|
||||
|
||||
```
|
||||
1. /brainstorm
|
||||
1. /start (asks where you are, routes you to the right workflow)
|
||||
— or /brainstorm if you prefer to jump straight to ideation
|
||||
2. Pick the best concept from the brainstorm output
|
||||
3. Create a game concept doc (templates/game-concept.md)
|
||||
4. Define game pillars (templates/game-pillars.md)
|
||||
|
||||
Reference in New Issue
Block a user