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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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> **How to go from zero to a shipped game using the Agent Architecture.**
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>
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> This guide walks you through every phase of game development using the
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> 48-agent system, 36 slash commands, and automated hooks. It assumes you
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> 48-agent system, 37 slash commands, and automated hooks. It assumes you
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> have Claude Code installed and are working from the project root.
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---
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@@ -257,7 +257,7 @@ gets coded yet -- this is pure design and architecture.
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Before writing individual GDDs, enumerate all the systems your game needs:
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```
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/design-systems map
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/map-systems
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```
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This creates `design/gdd/systems-index.md` — a master tracking document that:
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Then design each system in dependency order:
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```
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/design-systems next
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/map-systems next
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```
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This picks the highest-priority undesigned system and guides you through creating
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its GDD. Each completed GDD goes through `/design-review` before the next starts.
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This picks the highest-priority undesigned system and hands off to `/design-system`,
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which guides you through creating its GDD section by section. Each completed GDD
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goes through `/design-review` before the next starts.
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You can also write a specific system's GDD directly:
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```
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/design-system combat-system
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```
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### Step 2.2: Create the Game Design Document (GDD)
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|-------|----------|
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| **Onboarding** | `/start` |
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| **Ideation** | `/brainstorm` |
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| **Design** | `/design-systems`, `/design-review`, `/architecture-decision` |
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| **Design** | `/map-systems`, `/design-system`, `/design-review`, `/architecture-decision` |
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| **Sprint** | `/sprint-plan`, `/estimate`, `/scope-check`, `/retrospective` |
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| **Implementation** | `/code-review`, `/prototype`, `/tech-debt` |
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| **Testing** | `/balance-check`, `/playtest-report`, `/perf-profile` |
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@@ -1736,7 +1743,8 @@ conflicts go to `producer`.
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3. Create a game concept doc (templates/game-concept.md)
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4. Define game pillars (templates/game-pillars.md)
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5. /design-review on your concept doc
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6. Start creating GDDs for each system
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6. /map-systems to decompose concept into systems with dependencies and priorities
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7. /design-system to author per-system GDDs (guided, section-by-section)
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```
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### Workflow 2: "I have a design and want to start coding"
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