mirror of
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Release v1.0.0 — concept-prototype/vertical-slice split, workflow restructure, polish (#50)
* Add /vertical-slice skill, prototype overhaul, and workflow integration - Add /vertical-slice skill for pre-production validation (Phase 4 gate) - Overhaul /prototype skill with two-mode design: concept prototype (Phase 1) vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS - Update prototyper agent to own both prototype and vertical-slice workflows - Add prototype-report.md and vertical-slice-report.md output templates - Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map, and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline - Remove orphaned empty quick-prototype/ directory Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * sync v1 counts + polish Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts - /asset-spec: new Phase 0b entity & screen inventory when no argument and no existing inventory — reads GDDs/art-bible, proposes categorized list, writes design/assets/entity-inventory.md collaboratively - /asset-spec: entity/character target falls back to inline user description when no source doc exists, rather than failing - /gate-check: vertical slice changed from blocking to CONCERNS-only when absent; built-but-broken slice still fails; adds entity inventory as gate artifact - /ux-design: convert inline approval prompts to AskUserQuestion for structured option capture at key authoring decision points - workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec min_count raised to 3; vertical-slice and prototype marked required: false with updated descriptions - .gitignore: exclude marrow/ eval tooling directory Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * Add missing AskUserQuestion widgets to 7 skills Audit found 11 decision points across 7 skills where structured option prompts were missing — using plain text, auto-selection, or no gate at all. Skills patched: - create-epics: per-epic approval + producer CONCERNS verdict - sprint-plan: producer CONCERNS verdict with scope/timeline options - milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement - retrospective: existing-retro handling converted from plain text [A]/[B] - quick-design: classification confirmation + draft approve/revise/redirect - tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture - regression-suite: no-arg mode selection instead of silent auto-detect - hotfix: severity confirmation gate before workflow begins Also added AskUserQuestion to allowed-tools headers for retrospective, quick-design, tech-debt, regression-suite, and hotfix. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields - WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73), add 6 missing skills to Appendix B, fix Creative category count (2→4), replace 3 non-existent agent names with correct ue-*/unity-* specialists, add missing godot-csharp/gdextension specialists to hierarchy, fix production/stories/ paths → production/epics/ - coordination-rules.md: replace "not yet used" with opt-in env var note - quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic" - skill-flow-diagrams.md: remove duplicate legacy UX pipeline section - All 62 skills missing model: field now have explicit model: sonnet Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: comprehensive skill audit — consistency, UX, and flow gaps Two-pass audit fixing ~35 bugs across 41 files. Pre-production flow: - Brainstorm next-steps split into Path A (design-first) and Path B (prototype-first) — eliminates "prototype after architecture" confusion - /architecture-review added to pre-production flow in brainstorm and create-architecture handoffs - gate-check traceability check corrected to requirements-traceability.md - dev-story TR registry error now points to /architecture-review (not /create-epics) - start now writes production/stage.txt on first onboarding AskUserQuestion gaps filled: - balance-check, code-review, hotfix, day-one-patch, consistency-check all gain closing widgets and/or missing allowed-tools declarations - hotfix git branch creation now requires user confirmation - sprint-plan review-mode setup moved to Phase 0 (before gates run) - team-combat gains architecture→implementation approval gate - design-review APPROVED path consolidated from 3 widgets to 1 multiSelect All 9 team-* skills: - Phase 0 review-mode resolution added (solo/lean/full now respected) - team-audio output path fixed (design/gdd/ → design/audio/) - team-level final doc compilation delegated to level-designer subagent - team-narrative localization-lead added to composition list - team-qa sprint path fixed (flat files, not directories) - team-release NO-GO override captures written justification - team-live-ops Cancel verdict now explicitly BLOCKED Other fixes: - Art bible path standardized to design/art/art-bible.md (3 wrong refs) - AD-PHASE-GATE added to lean-mode skip list in director-gates.md - design-system duplicate 5d heading fixed; skeleton decline path added; mandatory agent spawns now respect review mode - story-readiness acceptance criteria thresholds now type-aware - create-stories gains multi-ADR and no-ADR handling guidance - consistency-check creates docs/consistency-failures.md on first run - retrospective frontmatter bash injection replaced with explicit Bash call - smoke-check ls -t gains PowerShell fallback - Conventional Commits format documented in coding-standards.md - gate-check: ADR acceptance gate, QA plan check, chain-of-verification tool-action requirement all added Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: expose --review flag in argument-hints for all team-* skills All 9 team-* skills already implement Phase 0 review-mode resolution internally (full/lean/solo), but none advertised [--review full|lean|solo] in their argument-hint. Users had no way to discover the per-run override. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add SECURITY.md with coordinated disclosure policy Defines scope, reporting process (GitHub private vulnerability reporting), contributor security guidelines for hooks/skills/agents, and 90-day coordinated disclosure timeline. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add CONTRIBUTING.md with framework contribution guidelines Covers what PRs are welcome, skill/hook/agent technical requirements, the collaborative principle, testing expectations, commit format, and platform compatibility requirements. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md Documents the 17 commits since the beta tag: new /vertical-slice gate, entity inventory flow in /map-systems, AskUserQuestion widgets across 7 skills, --review flag exposure on team-* skills, bug fixes (#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
7
.claude/docs/templates/game-concept.md
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.claude/docs/templates/game-concept.md
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@@ -309,8 +309,9 @@ 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 (`/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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- [ ] **Prototype core idea** (`/prototype [core-mechanic]`) — before writing GDDs, validate the concept is worth designing
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- [ ] If prototype PROCEEDS: Decompose concept into systems (`/map-systems`)
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- [ ] Design each system (`/design-system [system-name]`) — use prototype learnings in Tuning Knobs and Formulas sections
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- [ ] Build vertical slice in Pre-Production (`/vertical-slice`) — validate full game loop before committing to Production
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- [ ] Validate core loop with playtest (`/playtest-report`)
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- [ ] Plan first milestone (`/sprint-plan new`)
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@@ -7,7 +7,7 @@
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> **Platform Targets**: [All platforms this HUD must work on — e.g., PC, PS5, Xbox Series X, Steam Deck]
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> **Related GDDs**: [Every system that exposes information through the HUD — e.g., `design/gdd/combat.md`, `design/gdd/progression.md`, `design/gdd/quests.md`]
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> **Accessibility Tier**: Basic | Standard | Comprehensive | Exemplary
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> **Style Reference**: [Link to art bible HUD section if it exists — e.g., `design/gdd/art-bible.md § HUD Visual Language`]
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> **Style Reference**: [Link to art bible HUD section if it exists — e.g., `design/art/art-bible.md § HUD Visual Language`]
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> **Note — Scope boundary**: This document specifies all elements that overlay the
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> game world during active gameplay — health bars, ammo counters, minimaps, quest
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@@ -7,7 +7,7 @@
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> **Engine**: [Godot 4.6 / Unity 6 / Unreal Engine 5]
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> **UI Framework**: [Godot Control nodes / Unity UI Toolkit / Unreal UMG]
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> **Related Documents**:
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> - `docs/art-bible.md` — visual standards (colors, typography, iconography)
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> - `design/art/art-bible.md` — visual standards (colors, typography, iconography)
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> - `docs/accessibility-requirements.md` — accessibility commitments per feature
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> - `docs/ux/ux-spec-[screen].md` — individual screen specs that reference patterns
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@@ -0,0 +1,114 @@
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# Concept Prototype Report: [Concept Name]
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> **Date**: [YYYY-MM-DD]
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> **Prototype Path**: [HTML / Engine / Paper]
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> **Concept File**: design/gdd/game-concept.md (if exists)
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---
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## Hypothesis
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[The falsifiable hypothesis this prototype set out to test:
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"If the player [does X], they will feel [Y] — evidenced by [measurable signal Z]."]
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---
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## Riskiest Assumption Tested
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[What was identified as the biggest risk in the concept, and whether it proved out.]
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---
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## Approach
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[What was built, how long it took, what shortcuts were taken deliberately.]
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**Path chosen:** [HTML / Engine / Paper]
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**Reason for path:** [Why this path was appropriate for this hypothesis]
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**Shortcuts taken (intentional):**
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- [e.g., hardcoded values, placeholder art, no menus, etc.]
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---
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## Result
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[What actually happened — specific observations, not opinions. Quote playtesters
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directly where possible.]
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---
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## Metrics
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| Metric | Value |
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|--------|-------|
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| Path used | [HTML / Engine / Paper] |
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| Iterations to playable | [N — Engine path only; N/A otherwise] |
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| Prototype duration | [e.g., 4 hours] |
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| Playtesters | [N internal / N external] |
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| Feel assessment | [Specific — "response felt sluggish at 200ms" not "felt bad"] |
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| Hypothesis verdict | [CONFIRMED / PARTIALLY CONFIRMED / REFUTED] |
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---
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## Recommendation: [PROCEED / PIVOT / KILL]
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[One paragraph explaining the recommendation with evidence from the result above.]
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---
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## If Proceeding
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[What the prototype revealed that should directly inform GDD writing:]
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- **Core tuning values discovered:** [e.g., "jump height of 3.5 units felt best"]
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- **Assumptions confirmed:** [What the concept doc assumed that proved true]
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- **Assumptions disproved:** [What the concept doc assumed that proved wrong]
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- **Emergent mechanics:** [Behaviors that appeared during testing worth formalizing]
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> Note: If HTML path was used and feel is uncertain, consider an engine prototype
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> targeting feel specifically before committing to GDDs.
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**Next steps:**
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1. `/design-review design/gdd/game-concept.md`
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2. `/gate-check`
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3. `/map-systems`
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4. `/design-system [mechanic]` (use learnings in Tuning Knobs and Formulas sections)
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---
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## If Pivoting
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[What alternative direction the results suggest — what felt almost right and what
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to adjust. Be specific about what to change, not just that something needs changing.]
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**Pivot direction:** [What to try differently]
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**What to keep:** [What worked and should be preserved]
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**Next step:** `/prototype [revised-concept]`
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---
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## If Killing
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[Why this concept does not work — what specific signal led to this verdict.
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This report is the deliverable; no further action needed on this concept.]
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**Next step:** `/brainstorm [new-direction]`
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---
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## Lessons Learned
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- **What assumptions were broken by actually building this?**
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[...]
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- **What surprised us that didn't show up in the brainstorm?**
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[...]
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- **What would we test differently next time?**
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[...]
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---
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> *Prototype code location: `prototypes/[concept-name]-concept/`*
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> *This code is throwaway. Never refactor into production.*
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# Sprint [N] -- [Start Date] to [End Date]
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# Sprint [N] — [Start Date] to [End Date]
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## Sprint Goal
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@@ -12,14 +12,9 @@
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## Capacity
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| Resource | Available Days | Allocated | Buffer (20%) | Remaining |
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|----------|---------------|-----------|-------------|-----------|
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| Programming | | | | |
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| Design | | | | |
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| Art | | | | |
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| Audio | | | | |
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| QA | | | | |
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| **Total** | | | | |
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- **Total days**: [X]
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- **Buffer (20%)**: [Y days reserved for unplanned work]
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- **Available**: [Z days]
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## Tasks
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@@ -59,17 +54,13 @@
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## Definition of Done
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- [ ] All Must Have tasks completed and passing acceptance criteria
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- [ ] All Must Have tasks completed
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- [ ] All tasks pass acceptance criteria
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- [ ] QA plan exists (`production/qa/qa-plan-sprint-[N].md`)
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- [ ] All Logic/Integration stories have passing unit/integration tests
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- [ ] Smoke check passed (`/smoke-check sprint`)
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- [ ] QA sign-off report: APPROVED or APPROVED WITH CONDITIONS (`/team-qa sprint`)
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- [ ] No S1 or S2 bugs in delivered features
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- [ ] Code reviewed and merged to develop
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- [ ] Design documents updated for any deviations from spec
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- [ ] Test cases written and executed for all new features
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- [ ] Asset naming and format standards met
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- [ ] Design documents updated for any deviations
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- [ ] Code reviewed and merged
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## Daily Status Tracking
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| Day | Tasks Completed | Tasks In Progress | Blockers | Notes |
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|-----|----------------|------------------|----------|-------|
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| Day 1 | | | | |
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| Day 2 | | | | |
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| Day 3 | | | | |
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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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- [ ] Validate the highest-risk systems with `/vertical-slice` before committing to Production
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## Sign-Off
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All three sign-offs are required before the story can be marked COMPLETE via
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`/story-done`. Visual/Feel stories require the designer or art-lead sign-off.
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UI stories require the UX lead or designer sign-off.
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All roles must sign off before the story can be marked COMPLETE via `/story-done`.
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Visual/Feel stories require the designer or art-lead sign-off. UI stories require
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the UX lead or designer sign-off.
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**Solo developers**: all sign-offs may be by the same person in each role. The
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intent is that someone deliberately reviews the evidence before marking complete —
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not that three separate people must participate.
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| Role | Name | Date | Signature |
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|------|------|------|-----------|
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---
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## Test Results
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*Fill in after testing is complete.*
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| Story | Automated | Manual | Result | Notes |
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|-------|-----------|--------|--------|-------|
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| [title] | PASS | — | PASS | |
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| [title] | — | PASS | PASS | |
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| [title] | FAIL | — | BLOCKED | [describe failure] |
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---
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## Bugs Found
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| ID | Story | Severity | Description | Status |
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|----|-------|----------|-------------|--------|
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| BUG-001 | | S[1-4] | | Open |
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---
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## Sign-Off
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- **QA Tester**: [name] — [date]
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- **QA Lead**: [name] — [date]
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- **Sprint Owner**: [name] — [date]
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*Results and sign-off are tracked in the QA sign-off report generated by `/team-qa` — not in this plan file.*
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*Template: `.claude/docs/templates/test-plan.md`*
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*Generated by: `/qa-plan` — do not edit this line*
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169
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169
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@@ -0,0 +1,169 @@
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# Vertical Slice Report: [Concept Name]
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> **Date**: [YYYY-MM-DD]
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> **Slice Duration**: [N days]
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> **Target Scope**: 3–5 minutes of polished, continuous gameplay
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> **Source GDD**: design/gdd/game-concept.md
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---
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## Validation Question
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[The full game loop question this build was proving — both experience AND feasibility:
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"Does a player, starting from nothing, experience [core fantasy] within [N] minutes,
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without developer guidance — and can we build one such loop in [X] days at
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representative quality?"]
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---
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## Scope Built
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[Systems implemented, art quality level, what was intentionally omitted.]
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**Systems included:**
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- [System 1]
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- [System 2]
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- [...]
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**Art/audio quality level:** [Placeholder / Representative / Near-shipping]
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**Shortcuts taken deliberately:** [List]
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**What was cut from original scope:** [List]
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---
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## Build Velocity Log
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[Day-by-day record of what was completed. This is your real production rate data —
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use it in sprint planning.]
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| Day | Completed |
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|-----|-----------|
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| Day 1 | [What was built] |
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| Day 2 | [What was built] |
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| Day 3 | [What was built] |
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| ... | ... |
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**Total elapsed:** [N days] for [scope summary]
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**Velocity estimate:** [N hours per equivalent scope unit — e.g., "1 day per combat
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encounter, 0.5 days per UI screen"]
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---
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## Playtest Results
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| Attribute | Value |
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|-----------|-------|
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| Total sessions | [N] |
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| Internal testers | [N] |
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| External testers | [N — people who had not seen the game, if available] |
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| Avg session length | [N minutes (target: [N] minutes)] |
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| Time to first meaningful action | [N seconds (target: [N] seconds)] |
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---
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## Observations
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[Specific, non-opinion observations from playtest sessions. Quote testers where useful.]
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**Where testers succeeded without guidance:**
|
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- [...]
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**Where testers were confused or stuck:**
|
||||
- [...]
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**Emotional reactions observed:**
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- [...]
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---
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## Metrics
|
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| Metric | Target | Actual |
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|--------|--------|--------|
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| Time to first meaningful action | [N sec] | [N sec] |
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| Session length | [N min] | [N min] |
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| Critical fun blockers found | 0 | [N] |
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| Pipeline blockers found | 0 | [N] |
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| Architecture surprises | 0 | [N] |
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|
||||
**Feel assessment:** [Specific — "combat feedback weak; no impact sound on hit" not "felt rough"]
|
||||
|
||||
---
|
||||
|
||||
## Recommendation: [PROCEED / PIVOT / KILL]
|
||||
|
||||
[One paragraph with evidence — reference the validation question directly. Did a
|
||||
player experience the core fantasy within the target time, without developer guidance?
|
||||
Can the team build at this quality on the projected schedule?]
|
||||
|
||||
---
|
||||
|
||||
## If Proceeding
|
||||
|
||||
**Production requirements** (what must change from slice to production):
|
||||
- [e.g., "Replace placeholder art with shipped assets"]
|
||||
- [e.g., "Combat system needs 2 more weapon types"]
|
||||
|
||||
**Architecture adjustments needed:**
|
||||
- [ADR to update or create]
|
||||
|
||||
**Sprint velocity estimate based on slice data:**
|
||||
- [e.g., "1 day per enemy type, 2 days per level section, 0.5 days per UI screen"]
|
||||
|
||||
**Scope adjustments from original design:**
|
||||
- [What the slice revealed about the true production scope]
|
||||
|
||||
**Performance targets:** [Confirmed / Revised — list changes if revised]
|
||||
|
||||
**Playtest note:** Run `/playtest-report` to structure additional session data
|
||||
before running `/gate-check pre-production`.
|
||||
|
||||
**Next steps:**
|
||||
1. `/gate-check pre-production` — formally advance to Production
|
||||
2. `/create-epics layer:foundation` — plan Foundation layer epics
|
||||
3. `/create-epics layer:core` — plan Core layer epics
|
||||
4. `/sprint-plan` — use velocity data from this report in the estimate
|
||||
|
||||
---
|
||||
|
||||
## If Pivoting
|
||||
|
||||
[Which GDDs need revision and why — be specific about the failure mode observed.]
|
||||
|
||||
**Systems requiring GDD revision:** [List]
|
||||
**Architecture decisions to revisit:** [List — use `/architecture-decision` to update]
|
||||
**Core loop change needed:** [What specifically to change]
|
||||
|
||||
**Next steps:**
|
||||
1. `/design-system [mechanic]` — revise affected GDDs
|
||||
2. `/architecture-decision [decision]` — address architecture issues
|
||||
3. `/vertical-slice` — re-validate after revisions
|
||||
|
||||
---
|
||||
|
||||
## If Killing
|
||||
|
||||
[Why the full game loop does not work at this quality level. What specifically
|
||||
prevented the player from experiencing the core fantasy. What to do instead.]
|
||||
|
||||
**Next step:** `/brainstorm` to explore a new direction, or `/prototype [new-concept]`
|
||||
to test a different concept cheaply before investing in another vertical slice.
|
||||
|
||||
---
|
||||
|
||||
## Lessons Learned
|
||||
|
||||
- **What assumptions were broken by building to near-production quality?**
|
||||
[...]
|
||||
|
||||
- **What surprised us about the pipeline or architecture?**
|
||||
[...]
|
||||
|
||||
- **What would we change about the slice scope if we ran this again?**
|
||||
[...]
|
||||
|
||||
---
|
||||
|
||||
> *Vertical slice code location: `prototypes/[concept-name]-vertical-slice/`*
|
||||
> *This code is reference material only. Production implementation is written from scratch.*
|
||||
> *Never import or refactor this code into production.*
|
||||
Reference in New Issue
Block a user