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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>
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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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- [...]
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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"]
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---
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## Recommendation: [PROCEED / PIVOT / KILL]
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[One paragraph with evidence — reference the validation question directly. Did a
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player experience the core fantasy within the target time, without developer guidance?
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Can the team build at this quality on the projected schedule?]
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---
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## If Proceeding
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**Production requirements** (what must change from slice to production):
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- [e.g., "Replace placeholder art with shipped assets"]
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- [e.g., "Combat system needs 2 more weapon types"]
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**Architecture adjustments needed:**
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- [ADR to update or create]
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**Sprint velocity estimate based on slice data:**
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- [e.g., "1 day per enemy type, 2 days per level section, 0.5 days per UI screen"]
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**Scope adjustments from original design:**
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- [What the slice revealed about the true production scope]
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**Performance targets:** [Confirmed / Revised — list changes if revised]
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**Playtest note:** Run `/playtest-report` to structure additional session data
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before running `/gate-check pre-production`.
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**Next steps:**
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1. `/gate-check pre-production` — formally advance to Production
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2. `/create-epics layer:foundation` — plan Foundation layer epics
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3. `/create-epics layer:core` — plan Core layer epics
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4. `/sprint-plan` — use velocity data from this report in the estimate
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---
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## If Pivoting
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[Which GDDs need revision and why — be specific about the failure mode observed.]
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**Systems requiring GDD revision:** [List]
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**Architecture decisions to revisit:** [List — use `/architecture-decision` to update]
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**Core loop change needed:** [What specifically to change]
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**Next steps:**
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1. `/design-system [mechanic]` — revise affected GDDs
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2. `/architecture-decision [decision]` — address architecture issues
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3. `/vertical-slice` — re-validate after revisions
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---
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## If Killing
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[Why the full game loop does not work at this quality level. What specifically
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prevented the player from experiencing the core fantasy. What to do instead.]
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**Next step:** `/brainstorm` to explore a new direction, or `/prototype [new-concept]`
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to test a different concept cheaply before investing in another vertical slice.
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---
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## Lessons Learned
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- **What assumptions were broken by building to near-production quality?**
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[...]
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- **What surprised us about the pipeline or architecture?**
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[...]
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- **What would we change about the slice scope if we ran this again?**
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[...]
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---
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> *Vertical slice code location: `prototypes/[concept-name]-vertical-slice/`*
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> *This code is reference material only. Production implementation is written from scratch.*
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> *Never import or refactor this code into production.*
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