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>
This commit is contained in:
Donchitos
2026-03-09 12:51:21 +11:00
committed by GitHub
parent e289ce906f
commit 7d08e396e3
21 changed files with 1207 additions and 163 deletions

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@@ -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, 36 slash commands, and automated hooks. It assumes you
> 48-agent system, 37 slash commands, and automated hooks. It assumes you
> have Claude Code installed and are working from the project root.
---
@@ -257,7 +257,7 @@ gets coded yet -- this is pure design and architecture.
Before writing individual GDDs, enumerate all the systems your game needs:
```
/design-systems map
/map-systems
```
This creates `design/gdd/systems-index.md` — a master tracking document that:
@@ -270,11 +270,18 @@ This creates `design/gdd/systems-index.md` — a master tracking document that:
Then design each system in dependency order:
```
/design-systems next
/map-systems next
```
This picks the highest-priority undesigned system and guides you through creating
its GDD. Each completed GDD goes through `/design-review` before the next starts.
This picks the highest-priority undesigned system and hands off to `/design-system`,
which guides you through creating its GDD section by section. Each completed GDD
goes through `/design-review` before the next starts.
You can also write a specific system's GDD directly:
```
/design-system combat-system
```
### Step 2.2: Create the Game Design Document (GDD)
@@ -1714,7 +1721,7 @@ conflicts go to `producer`.
|-------|----------|
| **Onboarding** | `/start` |
| **Ideation** | `/brainstorm` |
| **Design** | `/design-systems`, `/design-review`, `/architecture-decision` |
| **Design** | `/map-systems`, `/design-system`, `/design-review`, `/architecture-decision` |
| **Sprint** | `/sprint-plan`, `/estimate`, `/scope-check`, `/retrospective` |
| **Implementation** | `/code-review`, `/prototype`, `/tech-debt` |
| **Testing** | `/balance-check`, `/playtest-report`, `/perf-profile` |
@@ -1736,7 +1743,8 @@ conflicts go to `producer`.
3. Create a game concept doc (templates/game-concept.md)
4. Define game pillars (templates/game-pillars.md)
5. /design-review on your concept doc
6. Start creating GDDs for each system
6. /map-systems to decompose concept into systems with dependencies and priorities
7. /design-system to author per-system GDDs (guided, section-by-section)
```
### Workflow 2: "I have a design and want to start coding"