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Release v0.3.0: /design-system, /map-systems, status line, UPGRADING guide (#2)
* Add UPGRADING.md migration guide and link from README Covers v0.1→v0.2 upgrade with three strategies (git merge, cherry-pick, manual copy), file safety categories, and post-upgrade verification steps. Structured to support future version sections. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Rename /design-systems to /map-systems + /design-system and fix all references Split the monolithic /design-systems skill into two focused skills: - /map-systems: systems decomposition and index creation - /design-system: guided section-by-section GDD authoring Updated all cross-references across 14 files: README, UPGRADING, WORKFLOW-GUIDE, quick-start, skills-reference, game-concept template, systems-index template, brainstorm, design-review, gate-check, project-stage-detect, setup-engine, and start skills. Fixed skill counts from 36 to 37 everywhere. Added /map-systems and /design-system to quick-start Paths A and B workflows. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix cross-reference gaps, broken hooks, and stale workflow chains - Fix log-agent.sh parsing agent_type instead of agent_name (always logged "unknown") - Fix GDD status lifecycle: design-system now writes Approved/Designed/In Review - Clean up settings.local.json vestigial Bash grants from development - Delete orphaned docs marked for removal in UPGRADING.md - Add /design-system to next-steps in /start, /brainstorm, /setup-engine - Fix WORKFLOW-GUIDE: add /map-systems + /design-system to Appendix C Workflow 1 - Fix invalid /map-systems map argument in WORKFLOW-GUIDE Step 2.1 - Update map-systems frontmatter to document [system-name] argument - Update commit hook to validate all 8 required GDD sections (was 5) - Update README template count 28 → 29, add 5 missing templates to quick-start Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add custom status line with 7-stage production pipeline Introduces a status line showing context %, model name, and production stage at a glance. Aligns gate-check and project-stage-detect to a unified 7-stage model (Concept → Systems Design → Technical Setup → Pre-Production → Production → Polish → Release). Stage is determined by explicit override (production/stage.txt) or auto-detected from project artifacts. Epic/Feature/Task breadcrumb appears conditionally in Production+ stages via a structured STATUS block in active.md. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add v0.2→v0.3 upgrade guide and PR validation test suite - UPGRADING.md: add v0.2.0→v0.3.0 section documenting breaking rename of /design-systems→/map-systems, new /design-system skill, statusline.sh, gate-check stage advancement, and safe-to-overwrite file list Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -20,6 +20,24 @@ after each significant milestone:
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The state file should contain: current task, progress checklist, key decisions
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made, files being worked on, and open questions.
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### Status Line Block (Production+ only)
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When the project is in Production, Polish, or Release stage, include a structured
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status block in `active.md` that the status line script can parse:
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```markdown
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<!-- STATUS -->
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Epic: Combat System
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Feature: Melee Combat
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Task: Implement hitbox detection
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<!-- /STATUS -->
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```
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- All three fields (Epic, Feature, Task) are optional — include only what applies
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- Update this block when switching focus areas
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- The status line displays it as a breadcrumb: `Combat System > Melee Combat > Hitboxes`
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- Remove or empty the block when no active work focus exists
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After any disruption (compaction, crash, `/clear`), read the state file first.
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### Incremental File Writing
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@@ -99,7 +99,8 @@ Ask yourself: "What department would handle this in a real studio?"
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| `/project-stage-detect` | Analyze project state, detect stage, identify gaps |
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| `/reverse-document` | Generate design/architecture docs from existing code |
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| `/setup-engine` | Configure engine + version, populate reference docs |
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| `/design-systems` | Decompose concept into systems, map dependencies, guide per-system GDDs |
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| `/map-systems` | Decompose concept into systems, map dependencies, guide per-system GDDs |
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| `/design-system` | Guided, section-by-section GDD authoring for a single game system |
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| `/team-combat` | Orchestrate full combat team pipeline |
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| `/team-narrative` | Orchestrate full narrative team pipeline |
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| `/team-ui` | Orchestrate full UI team pipeline |
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@@ -136,6 +137,11 @@ Templates are in `.claude/docs/templates/`:
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- `pitch-document.md` -- for pitching the game to stakeholders
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- `economy-model.md` -- for virtual economy design (sink/faucet model)
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- `faction-design.md` -- for faction identity, lore, and gameplay role
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- `systems-index.md` -- for systems decomposition and dependency mapping
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- `project-stage-report.md` -- for project stage detection output
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- `design-doc-from-implementation.md` -- for reverse-documenting existing code into GDDs
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- `architecture-doc-from-code.md` -- for reverse-documenting code into architecture docs
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- `concept-doc-from-prototype.md` -- for reverse-documenting prototypes into concept docs
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### 5. Follow the Coordination Rules
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@@ -165,10 +171,13 @@ If you already know what you need, jump directly to the relevant path:
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- If the engine version is newer than the LLM's training data, it fetches
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current docs from the web so agents suggest correct APIs
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3. **Validate the concept** — Run `/design-review design/gdd/game-concept.md`
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4. **Test the core loop** — Run `/prototype [core-mechanic]`
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5. **Playtest it** — Run `/playtest-report` to validate the hypothesis
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6. **Plan the first sprint** — Run `/sprint-plan new`
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7. Start building
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4. **Decompose into systems** — Run `/map-systems` to map all systems and dependencies
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5. **Design each system** — Run `/design-system [system-name]` (or `/map-systems next`)
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to write GDDs in dependency order
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6. **Test the core loop** — Run `/prototype [core-mechanic]`
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7. **Playtest it** — Run `/playtest-report` to validate the hypothesis
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8. **Plan the first sprint** — Run `/sprint-plan new`
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9. Start building
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### Path B: "I know what I want to build"
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@@ -177,10 +186,12 @@ If you already have a game concept and engine choice:
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1. **Set up the engine** — Run `/setup-engine [engine] [version]`
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(e.g., `/setup-engine godot 4.6`) — also creates technical preferences
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2. **Write the Game Pillars** — delegate to `creative-director`
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3. **Create the initial ADR** — Run `/architecture-decision`
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4. **Create the first milestone** in `production/milestones/`
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5. **Plan the first sprint** — Run `/sprint-plan new`
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6. Start building
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3. **Decompose into systems** — Run `/map-systems` to enumerate systems and dependencies
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4. **Design each system** — Run `/design-system [system-name]` for GDDs in dependency order
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5. **Create the initial ADR** — Run `/architecture-decision`
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6. **Create the first milestone** in `production/milestones/`
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7. **Plan the first sprint** — Run `/sprint-plan new`
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8. Start building
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### Path C: "I know the game but not the engine"
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@@ -208,7 +219,7 @@ 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/ -- 36 slash command definitions (YAML frontmatter)
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skills/ -- 37 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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@@ -36,5 +36,6 @@
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| `/patch-notes` | Generate player-facing patch notes from git history and internal data |
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| `/brainstorm` | Guided ideation using professional studio methods (MDA, SDT, Bartle, verb-first) |
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| `/gate-check` | Validate readiness to advance between development phases (PASS/CONCERNS/FAIL) |
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| `/design-systems` | Decompose game concept into systems, map dependencies, prioritize design order, guide per-system GDDs |
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| `/map-systems` | Decompose game concept into systems, map dependencies, prioritize design order, guide per-system GDDs |
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| `/design-system` | Guided, section-by-section GDD authoring for a single game system with cross-referencing and incremental writing |
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| `/setup-engine` | Configure engine + version, detect knowledge gaps, populate version-aware reference docs |
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@@ -309,7 +309,7 @@ the combat-crafting loop engaging for 30+ minute sessions"]
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- [ ] Get concept approval from creative-director
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- [ ] Fill in CLAUDE.md technology stack based on engine choice (`/setup-engine`)
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- [ ] Create game pillars document (`/design-review` to validate)
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- [ ] Decompose concept into systems (`/design-systems` — maps dependencies, assigns priorities, guides per-system GDD writing)
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- [ ] Decompose concept into systems (`/map-systems` — maps dependencies, assigns priorities, guides per-system GDD writing)
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- [ ] Create first architecture decision record (`/architecture-decision`)
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- [ ] Prototype core loop (`/prototype [core-mechanic]`)
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- [ ] Validate core loop with playtest (`/playtest-report`)
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@@ -1,7 +1,7 @@
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# Project Stage Analysis Report
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**Generated**: [DATE]
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**Stage**: [Concept | Pre-production | Production | Post-Launch]
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**Stage**: [Concept | Systems Design | Technical Setup | Pre-Production | Production | Polish | Release]
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**Analysis Scope**: [Full project | Specific role: programmer/designer/producer]
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---
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@@ -140,7 +140,7 @@ These should be prototyped early regardless of priority tier.]
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## Next Steps
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- [ ] Review and approve this systems enumeration
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- [ ] Design MVP-tier systems first (use `/design-systems [system-name]`)
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- [ ] Design MVP-tier systems first (use `/design-system [system-name]`)
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- [ ] Run `/design-review` on each completed GDD
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- [ ] Run `/gate-check pre-production` when MVP systems are designed
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- [ ] Prototype the highest-risk system early (`/prototype [system]`)
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