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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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---
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name: design-system
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description: "Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file."
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argument-hint: "<system-name> (e.g., 'combat-system', 'inventory', 'dialogue')"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, Task, AskUserQuestion, TodoWrite
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---
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When this skill is invoked:
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## 1. Parse Arguments & Validate
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A system name argument is **required**. If missing, fail with:
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> "Usage: `/design-system <system-name>` — e.g., `/design-system combat-system`
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> Run `/map-systems` first to create the systems index, then use this skill
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> to write individual system GDDs."
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Normalize the system name to kebab-case for the filename (e.g., "combat system"
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becomes `combat-system`).
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---
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## 2. Gather Context (Read Phase)
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Read all relevant context **before** asking the user anything. This is the skill's
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primary advantage over ad-hoc design — it arrives informed.
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### 2a: Required Reads
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- **Game concept**: Read `design/gdd/game-concept.md` — fail if missing:
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> "No game concept found. Run `/brainstorm` first."
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- **Systems index**: Read `design/gdd/systems-index.md` — fail if missing:
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> "No systems index found. Run `/map-systems` first to map your systems."
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- **Target system**: Find the system in the index. If not listed, warn:
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> "[system-name] is not in the systems index. Would you like to add it, or
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> design it as an off-index system?"
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### 2b: Dependency Reads
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From the systems index, identify:
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- **Upstream dependencies**: Systems this one depends on. Read their GDDs if they
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exist (these contain decisions this system must respect).
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- **Downstream dependents**: Systems that depend on this one. Read their GDDs if
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they exist (these contain expectations this system must satisfy).
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For each dependency GDD that exists, extract and hold in context:
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- Key interfaces (what data flows between the systems)
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- Formulas that reference this system's outputs
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- Edge cases that assume this system's behavior
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- Tuning knobs that feed into this system
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### 2c: Optional Reads
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- **Game pillars**: Read `design/gdd/game-pillars.md` if it exists
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- **Existing GDD**: Read `design/gdd/[system-name].md` if it exists (resume, don't
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restart from scratch)
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- **Related GDDs**: Glob `design/gdd/*.md` and read any that are thematically related
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(e.g., if designing "status-effects", also read "combat-system" even if it's not
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a direct dependency)
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### 2d: Present Context Summary
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Before starting design work, present a brief summary to the user:
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> **Designing: [System Name]**
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> - Priority: [from index] | Layer: [from index]
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> - Depends on: [list, noting which have GDDs vs. undesigned]
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> - Depended on by: [list, noting which have GDDs vs. undesigned]
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> - Existing decisions to respect: [key constraints from dependency GDDs]
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> - Pillar alignment: [which pillar(s) this system primarily serves]
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If any upstream dependencies are undesigned, warn:
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> "[dependency] doesn't have a GDD yet. We'll need to make assumptions about
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> its interface. Consider designing it first, or we can define the expected
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> contract and flag it as provisional."
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Use `AskUserQuestion`:
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- "Ready to start designing [system-name]?"
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- Options: "Yes, let's go", "Show me more context first", "Design a dependency first"
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---
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## 3. Create File Skeleton
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Once the user confirms, **immediately** create the GDD file with empty section
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headers. This ensures incremental writes have a target.
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Use the template structure from `.claude/docs/templates/game-design-document.md`:
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```markdown
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# [System Name]
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> **Status**: In Design
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> **Author**: [user + agents]
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> **Last Updated**: [today's date]
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> **Implements Pillar**: [from context]
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## Overview
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[To be designed]
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## Player Fantasy
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[To be designed]
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## Detailed Design
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### Core Rules
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[To be designed]
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### States and Transitions
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[To be designed]
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### Interactions with Other Systems
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[To be designed]
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## Formulas
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[To be designed]
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## Edge Cases
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[To be designed]
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## Dependencies
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[To be designed]
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## Tuning Knobs
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[To be designed]
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## Visual/Audio Requirements
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[To be designed]
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## UI Requirements
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[To be designed]
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## Acceptance Criteria
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[To be designed]
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## Open Questions
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[To be designed]
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```
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Ask: "May I create the skeleton file at `design/gdd/[system-name].md`?"
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After writing, update `production/session-state/active.md` with:
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- Task: Designing [system-name] GDD
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- Current section: Starting (skeleton created)
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- File: design/gdd/[system-name].md
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---
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## 4. Section-by-Section Design
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Walk through each section in order. For **each section**, follow this cycle:
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### The Section Cycle
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```
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Context -> Questions -> Options -> Decision -> Draft -> Approval -> Write
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```
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1. **Context**: State what this section needs to contain, and surface any relevant
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decisions from dependency GDDs that constrain it.
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2. **Questions**: Ask clarifying questions specific to this section. Use
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`AskUserQuestion` for constrained questions, conversational text for open-ended
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exploration.
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3. **Options**: Where the section involves design choices (not just documentation),
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present 2-4 approaches with pros/cons. Explain reasoning in conversation text,
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then use `AskUserQuestion` to capture the decision.
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4. **Decision**: User picks an approach or provides custom direction.
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5. **Draft**: Write the section content in conversation text for review. Flag any
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provisional assumptions about undesigned dependencies.
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6. **Approval**: Ask "Approve this section, or would you like changes?"
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7. **Write**: Use the Edit tool to replace the `[To be designed]` placeholder with
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the approved content. Confirm the write.
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After writing each section, update `production/session-state/active.md` with the
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completed section name.
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### Section-Specific Guidance
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Each section has unique design considerations and may benefit from specialist agents:
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---
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### Section A: Overview
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**Goal**: One paragraph a stranger could read and understand.
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**Questions to ask**:
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- What is this system in one sentence?
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- How does a player interact with it? (active/passive/automatic)
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- Why does this system exist — what would the game lose without it?
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**Cross-reference**: Check that the description aligns with how the systems index
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describes it. Flag discrepancies.
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---
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### Section B: Player Fantasy
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**Goal**: The emotional target — what the player should *feel*.
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**Questions to ask**:
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- What emotion or power fantasy does this serve?
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- What reference games nail this feeling? What specifically creates it?
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- Is this a "system you love engaging with" or "infrastructure you don't notice"?
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**Cross-reference**: Must align with the game pillars. If the system serves a pillar,
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quote the relevant pillar text.
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---
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### Section C: Detailed Design (Core Rules, States, Interactions)
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**Goal**: Unambiguous specification a programmer could implement without questions.
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This is usually the largest section. Break it into sub-sections:
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1. **Core Rules**: The fundamental mechanics. Use numbered rules for sequential
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processes, bullets for properties.
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2. **States and Transitions**: If the system has states, map every state and
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every valid transition. Use a table.
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3. **Interactions with Other Systems**: For each dependency (upstream and downstream),
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specify what data flows in, what flows out, and who owns the interface.
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**Questions to ask**:
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- Walk me through a typical use of this system, step by step
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- What are the decision points the player faces?
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- What can the player NOT do? (Constraints are as important as capabilities)
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**Agent delegation**: For complex mechanics, use the Task tool to delegate to
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`game-designer` for high-level design review, or `systems-designer` for detailed
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mechanical modeling. Provide the full context gathered in Phase 2.
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**Cross-reference**: For each interaction listed, verify it matches what the
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dependency GDD specifies. If the dependency says "damage is calculated as X" and
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this system expects something different, flag the conflict.
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---
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### Section D: Formulas
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**Goal**: Every mathematical formula, with variables defined, ranges specified,
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and edge cases noted.
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**Questions to ask**:
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- What are the core calculations this system performs?
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- Should scaling be linear, logarithmic, or stepped?
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- What should the output ranges be at early/mid/late game?
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**Agent delegation**: For formula-heavy systems (combat, economy, progression),
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delegate to `systems-designer` via the Task tool. Provide:
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- The Core Rules from Section C (already written to file)
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- Tuning goals from the user
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- Balance context from dependency GDDs
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The agent should return proposed formulas with variable tables and expected output
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ranges. Present these to the user for review before approving.
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**Cross-reference**: If a dependency GDD defines a formula whose output feeds into
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this system, reference it explicitly. Don't reinvent — connect.
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---
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### Section E: Edge Cases
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**Goal**: Explicitly handle unusual situations so they don't become bugs.
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**Questions to ask**:
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- What happens at zero? At maximum? At negative values?
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- What happens when two effects trigger simultaneously?
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- What happens if the player tries to exploit this? (Identify degenerate strategies)
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**Agent delegation**: For systems with complex interactions, delegate to
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`systems-designer` to identify edge cases from the formula space. For narrative
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systems, consult `narrative-director` for story-breaking edge cases.
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**Cross-reference**: Check edge cases against dependency GDDs. If combat says
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"damage cannot go below 1" but this system can reduce damage to 0, that's a
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conflict to resolve.
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---
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### Section F: Dependencies
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**Goal**: Map every system connection with direction and nature.
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This section is partially pre-filled from the context gathering phase. Present the
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known dependencies from the systems index and ask:
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- Are there dependencies I'm missing?
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- For each dependency, what's the specific data interface?
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- Which dependencies are hard (system cannot function without it) vs. soft
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(enhanced by it but works without it)?
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**Cross-reference**: This section must be bidirectionally consistent. If this system
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lists "depends on Combat", then the Combat GDD should list "depended on by [this
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system]". Flag any one-directional dependencies for correction.
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---
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### Section G: Tuning Knobs
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**Goal**: Every designer-adjustable value, with safe ranges and extreme behaviors.
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**Questions to ask**:
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- What values should designers be able to tweak without code changes?
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- For each knob, what breaks if it's set too high? Too low?
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- Which knobs interact with each other? (Changing A makes B irrelevant)
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**Agent delegation**: If formulas are complex, delegate to `systems-designer`
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to derive tuning knobs from the formula variables.
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**Cross-reference**: If a dependency GDD lists tuning knobs that affect this system,
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reference them here. Don't create duplicate knobs — point to the source of truth.
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---
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### Section H: Acceptance Criteria
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**Goal**: Testable conditions that prove the system works as designed.
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**Questions to ask**:
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- What's the minimum set of tests that prove this works?
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- What performance budget does this system get? (frame time, memory)
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- What would a QA tester check first?
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**Cross-reference**: Include criteria that verify cross-system interactions work,
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not just this system in isolation.
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---
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### Optional Sections: Visual/Audio, UI Requirements, Open Questions
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These sections are included in the template but aren't part of the 8 required
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sections. Offer them after the required sections are done:
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Use `AskUserQuestion`:
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- "The 8 required sections are complete. Do you want to also define Visual/Audio
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requirements, UI requirements, or capture open questions?"
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- Options: "Yes, all three", "Just open questions", "Skip — I'll add these later"
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For **Visual/Audio**: Coordinate with `art-director` and `audio-director` if detail
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is needed. Often a brief note suffices at the GDD stage.
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For **UI Requirements**: Coordinate with `ux-designer` for complex UI systems.
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For **Open Questions**: Capture anything that came up during design that wasn't
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fully resolved. Each question should have an owner and target resolution date.
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---
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## 5. Post-Design Validation
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After all sections are written:
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### 5a: Self-Check
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Read back the complete GDD from file (not from conversation memory — the file is
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the source of truth). Verify:
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- All 8 required sections have real content (not placeholders)
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- Formulas reference defined variables
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- Edge cases have resolutions
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- Dependencies are listed with interfaces
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- Acceptance criteria are testable
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### 5b: Offer Design Review
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Present a completion summary:
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> **GDD Complete: [System Name]**
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> - Sections written: [list]
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> - Provisional assumptions: [list any assumptions about undesigned dependencies]
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> - Cross-system conflicts found: [list or "none"]
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Use `AskUserQuestion`:
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- "Run `/design-review` now to validate the GDD?"
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- Options: "Yes, run review now", "I'll review it myself first", "Skip review"
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If yes, invoke the design-review skill on the completed file.
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### 5c: Update Systems Index
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After the GDD is complete (and optionally reviewed):
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- Read the systems index
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- Update the target system's row:
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- If design-review was run and verdict is APPROVED: Status → "Approved"
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- If design-review was run and verdict is NEEDS REVISION: Status → "In Review"
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- If design-review was skipped: Status → "Designed" (pending review)
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- If the user chose "I'll review it myself first": Status → "Designed"
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- Design Doc: link to `design/gdd/[system-name].md`
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- Update the Progress Tracker counts
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Ask: "May I update the systems index at `design/gdd/systems-index.md`?"
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### 5d: Update Session State
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||||
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Update `production/session-state/active.md` with:
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||||
- Task: [system-name] GDD
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- Status: Complete (or In Review if design-review was run)
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||||
- File: design/gdd/[system-name].md
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- Sections: All 8 written
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||||
- Next: [suggest next system from design order]
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||||
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||||
### 5e: Suggest Next Steps
|
||||
|
||||
Use `AskUserQuestion`:
|
||||
- "What's next?"
|
||||
- Options:
|
||||
- "Design next system ([next-in-order])" — if undesigned systems remain
|
||||
- "Fix review findings" — if design-review flagged issues
|
||||
- "Stop here for this session"
|
||||
- "Run `/gate-check`" — if enough MVP systems are designed
|
||||
|
||||
---
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||||
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||||
## 6. Specialist Agent Routing
|
||||
|
||||
This skill delegates to specialist agents for domain expertise. The main session
|
||||
orchestrates the overall flow; agents provide expert content.
|
||||
|
||||
| System Category | Primary Agent | Supporting Agent(s) |
|
||||
|----------------|---------------|---------------------|
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||||
| Combat, damage, health | `game-designer` | `systems-designer` (formulas), `ai-programmer` (enemy AI) |
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||||
| Economy, loot, crafting | `economy-designer` | `systems-designer` (curves), `game-designer` (loops) |
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||||
| Progression, XP, skills | `game-designer` | `systems-designer` (curves), `economy-designer` (sinks) |
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||||
| Dialogue, quests, lore | `game-designer` | `narrative-director` (story), `writer` (content) |
|
||||
| UI systems (HUD, menus) | `game-designer` | `ux-designer` (flows), `ui-programmer` (feasibility) |
|
||||
| Audio systems | `game-designer` | `audio-director` (direction), `sound-designer` (specs) |
|
||||
| AI, pathfinding, behavior | `game-designer` | `ai-programmer` (implementation), `systems-designer` (scoring) |
|
||||
| Level/world systems | `game-designer` | `level-designer` (spatial), `world-builder` (lore) |
|
||||
| Camera, input, controls | `game-designer` | `ux-designer` (feel), `gameplay-programmer` (feasibility) |
|
||||
|
||||
**When delegating via Task tool**:
|
||||
- Provide: system name, game concept summary, dependency GDD excerpts, the specific
|
||||
section being worked on, and what question needs expert input
|
||||
- The agent returns analysis/proposals to the main session
|
||||
- The main session presents the agent's output to the user via `AskUserQuestion`
|
||||
- The user decides; the main session writes to file
|
||||
- Agents do NOT write to files directly — the main session owns all file writes
|
||||
|
||||
---
|
||||
|
||||
## 7. Recovery & Resume
|
||||
|
||||
If the session is interrupted (compaction, crash, new session):
|
||||
|
||||
1. Read `production/session-state/active.md` — it records the current system and
|
||||
which sections are complete
|
||||
2. Read `design/gdd/[system-name].md` — sections with real content are done;
|
||||
sections with `[To be designed]` still need work
|
||||
3. Resume from the next incomplete section — no need to re-discuss completed ones
|
||||
|
||||
This is why incremental writing matters: every approved section survives any
|
||||
disruption.
|
||||
|
||||
---
|
||||
|
||||
## Collaborative Protocol
|
||||
|
||||
This skill follows the collaborative design principle at every step:
|
||||
|
||||
1. **Question -> Options -> Decision -> Draft -> Approval** for every section
|
||||
2. **AskUserQuestion** at every decision point (Explain -> Capture pattern):
|
||||
- Phase 2: "Ready to start, or need more context?"
|
||||
- Phase 3: "May I create the skeleton?"
|
||||
- Phase 4 (each section): Design questions, approach options, draft approval
|
||||
- Phase 5: "Run design review? Update systems index? What's next?"
|
||||
3. **"May I write to [filepath]?"** before the skeleton and before each section write
|
||||
4. **Incremental writing**: Each section is written to file immediately after approval
|
||||
5. **Session state updates**: After every section write
|
||||
6. **Cross-referencing**: Every section checks existing GDDs for conflicts
|
||||
7. **Specialist routing**: Complex sections get expert agent input, presented to
|
||||
the user for decision — never written silently
|
||||
|
||||
**Never** auto-generate the full GDD and present it as a fait accompli.
|
||||
**Never** write a section without user approval.
|
||||
**Never** contradict an existing approved GDD without flagging the conflict.
|
||||
**Always** show where decisions come from (dependency GDDs, pillars, user choices).
|
||||
Reference in New Issue
Block a user