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:
Donchitos
2026-05-13 20:15:08 +10:00
committed by GitHub
parent 7ad8ab31c9
commit 984023ddac
97 changed files with 2883 additions and 710 deletions

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@@ -309,8 +309,9 @@ the combat-crafting loop engaging for 30+ minute sessions"]
- [ ] Get concept approval from creative-director
- [ ] Fill in CLAUDE.md technology stack based on engine choice (`/setup-engine`)
- [ ] Create game pillars document (`/design-review` to validate)
- [ ] Decompose concept into systems (`/map-systems`maps dependencies, assigns priorities, guides per-system GDD writing)
- [ ] Create first architecture decision record (`/architecture-decision`)
- [ ] Prototype core loop (`/prototype [core-mechanic]`)
- [ ] **Prototype core idea** (`/prototype [core-mechanic]`)before writing GDDs, validate the concept is worth designing
- [ ] If prototype PROCEEDS: Decompose concept into systems (`/map-systems`)
- [ ] Design each system (`/design-system [system-name]`) — use prototype learnings in Tuning Knobs and Formulas sections
- [ ] Build vertical slice in Pre-Production (`/vertical-slice`) — validate full game loop before committing to Production
- [ ] Validate core loop with playtest (`/playtest-report`)
- [ ] Plan first milestone (`/sprint-plan new`)

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@@ -7,7 +7,7 @@
> **Platform Targets**: [All platforms this HUD must work on — e.g., PC, PS5, Xbox Series X, Steam Deck]
> **Related GDDs**: [Every system that exposes information through the HUD — e.g., `design/gdd/combat.md`, `design/gdd/progression.md`, `design/gdd/quests.md`]
> **Accessibility Tier**: Basic | Standard | Comprehensive | Exemplary
> **Style Reference**: [Link to art bible HUD section if it exists — e.g., `design/gdd/art-bible.md § HUD Visual Language`]
> **Style Reference**: [Link to art bible HUD section if it exists — e.g., `design/art/art-bible.md § HUD Visual Language`]
> **Note — Scope boundary**: This document specifies all elements that overlay the
> game world during active gameplay — health bars, ammo counters, minimaps, quest

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@@ -7,7 +7,7 @@
> **Engine**: [Godot 4.6 / Unity 6 / Unreal Engine 5]
> **UI Framework**: [Godot Control nodes / Unity UI Toolkit / Unreal UMG]
> **Related Documents**:
> - `docs/art-bible.md` — visual standards (colors, typography, iconography)
> - `design/art/art-bible.md` — visual standards (colors, typography, iconography)
> - `docs/accessibility-requirements.md` — accessibility commitments per feature
> - `docs/ux/ux-spec-[screen].md` — individual screen specs that reference patterns

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@@ -0,0 +1,114 @@
# Concept Prototype Report: [Concept Name]
> **Date**: [YYYY-MM-DD]
> **Prototype Path**: [HTML / Engine / Paper]
> **Concept File**: design/gdd/game-concept.md (if exists)
---
## Hypothesis
[The falsifiable hypothesis this prototype set out to test:
"If the player [does X], they will feel [Y] — evidenced by [measurable signal Z]."]
---
## Riskiest Assumption Tested
[What was identified as the biggest risk in the concept, and whether it proved out.]
---
## Approach
[What was built, how long it took, what shortcuts were taken deliberately.]
**Path chosen:** [HTML / Engine / Paper]
**Reason for path:** [Why this path was appropriate for this hypothesis]
**Shortcuts taken (intentional):**
- [e.g., hardcoded values, placeholder art, no menus, etc.]
---
## Result
[What actually happened — specific observations, not opinions. Quote playtesters
directly where possible.]
---
## Metrics
| Metric | Value |
|--------|-------|
| Path used | [HTML / Engine / Paper] |
| Iterations to playable | [N — Engine path only; N/A otherwise] |
| Prototype duration | [e.g., 4 hours] |
| Playtesters | [N internal / N external] |
| Feel assessment | [Specific — "response felt sluggish at 200ms" not "felt bad"] |
| Hypothesis verdict | [CONFIRMED / PARTIALLY CONFIRMED / REFUTED] |
---
## Recommendation: [PROCEED / PIVOT / KILL]
[One paragraph explaining the recommendation with evidence from the result above.]
---
## If Proceeding
[What the prototype revealed that should directly inform GDD writing:]
- **Core tuning values discovered:** [e.g., "jump height of 3.5 units felt best"]
- **Assumptions confirmed:** [What the concept doc assumed that proved true]
- **Assumptions disproved:** [What the concept doc assumed that proved wrong]
- **Emergent mechanics:** [Behaviors that appeared during testing worth formalizing]
> Note: If HTML path was used and feel is uncertain, consider an engine prototype
> targeting feel specifically before committing to GDDs.
**Next steps:**
1. `/design-review design/gdd/game-concept.md`
2. `/gate-check`
3. `/map-systems`
4. `/design-system [mechanic]` (use learnings in Tuning Knobs and Formulas sections)
---
## If Pivoting
[What alternative direction the results suggest — what felt almost right and what
to adjust. Be specific about what to change, not just that something needs changing.]
**Pivot direction:** [What to try differently]
**What to keep:** [What worked and should be preserved]
**Next step:** `/prototype [revised-concept]`
---
## If Killing
[Why this concept does not work — what specific signal led to this verdict.
This report is the deliverable; no further action needed on this concept.]
**Next step:** `/brainstorm [new-direction]`
---
## Lessons Learned
- **What assumptions were broken by actually building this?**
[...]
- **What surprised us that didn't show up in the brainstorm?**
[...]
- **What would we test differently next time?**
[...]
---
> *Prototype code location: `prototypes/[concept-name]-concept/`*
> *This code is throwaway. Never refactor into production.*

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@@ -1,4 +1,4 @@
# Sprint [N] -- [Start Date] to [End Date]
# Sprint [N] [Start Date] to [End Date]
## Sprint Goal
@@ -12,14 +12,9 @@
## Capacity
| Resource | Available Days | Allocated | Buffer (20%) | Remaining |
|----------|---------------|-----------|-------------|-----------|
| Programming | | | | |
| Design | | | | |
| Art | | | | |
| Audio | | | | |
| QA | | | | |
| **Total** | | | | |
- **Total days**: [X]
- **Buffer (20%)**: [Y days reserved for unplanned work]
- **Available**: [Z days]
## Tasks
@@ -59,17 +54,13 @@
## Definition of Done
- [ ] All Must Have tasks completed and passing acceptance criteria
- [ ] All Must Have tasks completed
- [ ] All tasks pass acceptance criteria
- [ ] QA plan exists (`production/qa/qa-plan-sprint-[N].md`)
- [ ] All Logic/Integration stories have passing unit/integration tests
- [ ] Smoke check passed (`/smoke-check sprint`)
- [ ] QA sign-off report: APPROVED or APPROVED WITH CONDITIONS (`/team-qa sprint`)
- [ ] No S1 or S2 bugs in delivered features
- [ ] Code reviewed and merged to develop
- [ ] Design documents updated for any deviations from spec
- [ ] Test cases written and executed for all new features
- [ ] Asset naming and format standards met
- [ ] Design documents updated for any deviations
- [ ] Code reviewed and merged
## Daily Status Tracking
| Day | Tasks Completed | Tasks In Progress | Blockers | Notes |
|-----|----------------|------------------|----------|-------|
| Day 1 | | | | |
| Day 2 | | | | |
| Day 3 | | | | |

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@@ -143,4 +143,4 @@ These should be prototyped early regardless of priority tier.]
- [ ] Design MVP-tier systems first (use `/design-system [system-name]`)
- [ ] Run `/design-review` on each completed GDD
- [ ] Run `/gate-check pre-production` when MVP systems are designed
- [ ] Prototype the highest-risk system early (`/prototype [system]`)
- [ ] Validate the highest-risk systems with `/vertical-slice` before committing to Production

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@@ -65,9 +65,13 @@ If nothing notable: *No significant observations.*
## Sign-Off
All three sign-offs are required before the story can be marked COMPLETE via
`/story-done`. Visual/Feel stories require the designer or art-lead sign-off.
UI stories require the UX lead or designer sign-off.
All roles must sign off before the story can be marked COMPLETE via `/story-done`.
Visual/Feel stories require the designer or art-lead sign-off. UI stories require
the UX lead or designer sign-off.
**Solo developers**: all sign-offs may be by the same person in each role. The
intent is that someone deliberately reviews the evidence before marking complete —
not that three separate people must participate.
| Role | Name | Date | Signature |
|------|------|------|-----------|

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@@ -114,31 +114,9 @@ A story is DONE when ALL of the following are true:
---
## Test Results
*Fill in after testing is complete.*
| Story | Automated | Manual | Result | Notes |
|-------|-----------|--------|--------|-------|
| [title] | PASS | — | PASS | |
| [title] | — | PASS | PASS | |
| [title] | FAIL | — | BLOCKED | [describe failure] |
---
## Bugs Found
| ID | Story | Severity | Description | Status |
|----|-------|----------|-------------|--------|
| BUG-001 | | S[1-4] | | Open |
---
## Sign-Off
- **QA Tester**: [name] — [date]
- **QA Lead**: [name] — [date]
- **Sprint Owner**: [name] — [date]
*Results and sign-off are tracked in the QA sign-off report generated by `/team-qa` — not in this plan file.*
*Template: `.claude/docs/templates/test-plan.md`*
*Generated by: `/qa-plan` — do not edit this line*

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@@ -0,0 +1,169 @@
# Vertical Slice Report: [Concept Name]
> **Date**: [YYYY-MM-DD]
> **Slice Duration**: [N days]
> **Target Scope**: 35 minutes of polished, continuous gameplay
> **Source GDD**: design/gdd/game-concept.md
---
## Validation Question
[The full game loop question this build was proving — both experience AND feasibility:
"Does a player, starting from nothing, experience [core fantasy] within [N] minutes,
without developer guidance — and can we build one such loop in [X] days at
representative quality?"]
---
## Scope Built
[Systems implemented, art quality level, what was intentionally omitted.]
**Systems included:**
- [System 1]
- [System 2]
- [...]
**Art/audio quality level:** [Placeholder / Representative / Near-shipping]
**Shortcuts taken deliberately:** [List]
**What was cut from original scope:** [List]
---
## Build Velocity Log
[Day-by-day record of what was completed. This is your real production rate data —
use it in sprint planning.]
| Day | Completed |
|-----|-----------|
| Day 1 | [What was built] |
| Day 2 | [What was built] |
| Day 3 | [What was built] |
| ... | ... |
**Total elapsed:** [N days] for [scope summary]
**Velocity estimate:** [N hours per equivalent scope unit — e.g., "1 day per combat
encounter, 0.5 days per UI screen"]
---
## Playtest Results
| Attribute | Value |
|-----------|-------|
| Total sessions | [N] |
| Internal testers | [N] |
| External testers | [N — people who had not seen the game, if available] |
| Avg session length | [N minutes (target: [N] minutes)] |
| Time to first meaningful action | [N seconds (target: [N] seconds)] |
---
## Observations
[Specific, non-opinion observations from playtest sessions. Quote testers where useful.]
**Where testers succeeded without guidance:**
- [...]
**Where testers were confused or stuck:**
- [...]
**Emotional reactions observed:**
- [...]
---
## Metrics
| Metric | Target | Actual |
|--------|--------|--------|
| Time to first meaningful action | [N sec] | [N sec] |
| Session length | [N min] | [N min] |
| Critical fun blockers found | 0 | [N] |
| Pipeline blockers found | 0 | [N] |
| Architecture surprises | 0 | [N] |
**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.*