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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:
@@ -66,6 +66,11 @@ Note: in `solo` mode, director spawns (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GA
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- [ ] Game pillars defined (in concept doc or `design/gdd/game-pillars.md`)
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- [ ] Visual Identity Anchor section exists in `design/gdd/game-concept.md` (from brainstorm Phase 4 art-director output)
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**Recommended (not blocking):**
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- [ ] Concept prototype exists in `prototypes/` with a REPORT.md showing PROCEED verdict
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(`/prototype [core-mechanic]`) — skipping this means GDDs may be written for an
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idea that hasn't been played. Acceptable if the concept is proven by other means.
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**Quality Checks:**
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- [ ] Game concept has been reviewed (`/design-review` verdict not MAJOR REVISION NEEDED)
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- [ ] Core loop is described and understood
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@@ -104,7 +109,7 @@ Note: in `solo` mode, director spawns (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GA
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- [ ] CI/CD test workflow exists at `.github/workflows/tests.yml` (or equivalent)
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- [ ] At least one example test file exists to confirm the framework is functional
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- [ ] Master architecture document exists at `docs/architecture/architecture.md`
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- [ ] Architecture traceability index exists at `docs/architecture/architecture-traceability.md`
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- [ ] Architecture traceability index exists at `docs/architecture/requirements-traceability.md`
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- [ ] `/architecture-review` has been run (a review report file exists in `docs/architecture/`)
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- [ ] `design/accessibility-requirements.md` exists with accessibility tier committed
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- [ ] `design/ux/interaction-patterns.md` exists (pattern library initialized, even if minimal)
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@@ -139,22 +144,23 @@ A depends on B). If any cycle is detected (e.g. A→B→A, or A→B→C→A):
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### Gate: Pre-Production → Production
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**Required Artifacts:**
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- [ ] At least 1 prototype in `prototypes/` with a README
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- [ ] Vertical slice exists in `prototypes/` with a REPORT.md (run `/vertical-slice`) — **recommended, not blocking**; if absent, surface as CONCERNS
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- [ ] First sprint plan exists in `production/sprints/`
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- [ ] Art bible is complete (all 9 sections) and AD-ART-BIBLE sign-off verdict is recorded in `design/art/art-bible.md`
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- [ ] Character visual profiles exist for key characters referenced in narrative docs
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- [ ] Entity inventory exists at `design/assets/entity-inventory.md` (recommended — run `/asset-spec` with no arguments to generate collaboratively from GDDs + art bible)
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- [ ] All MVP-tier GDDs from systems index are complete
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- [ ] Master architecture document exists at `docs/architecture/architecture.md`
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- [ ] At least 3 ADRs covering Foundation-layer decisions exist in `docs/architecture/`
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- [ ] All Foundation and Core layer ADRs have status `Accepted` (not `Proposed`) — stories cannot be unblocked until their governing ADR is accepted
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- [ ] Control manifest exists at `docs/architecture/control-manifest.md`
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(generated by `/create-control-manifest` from Accepted ADRs)
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- [ ] Epics defined in `production/epics/` with at least Foundation and Core
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layer epics present (use `/create-epics layer: foundation` and
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`/create-epics layer: core` to create them, then `/create-stories [epic-slug]`
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for each epic)
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- [ ] Vertical Slice build exists and is playable (not just scope-defined)
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- [ ] Vertical Slice has been playtested with at least 3 sessions (internal OK)
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- [ ] Vertical Slice playtest report exists at `production/playtests/` or equivalent
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- [ ] Vertical Slice build exists and is playable (not just scope-defined) — **recommended, not blocking**; if absent, surface as CONCERNS
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- [ ] Vertical Slice has been playtested with at least 1 documented session — **recommended, not blocking**; if absent, surface as CONCERNS
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- [ ] Vertical Slice playtest report exists at `production/playtests/` or equivalent — **recommended, not blocking**; if absent, surface as CONCERNS
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- [ ] UX specs exist for key screens: main menu, core gameplay HUD (at `design/ux/`), pause menu
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- [ ] HUD design document exists at `design/ux/hud.md` (if game has in-game HUD)
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- [ ] All key screen UX specs have passed `/ux-review` (verdict APPROVED or NEEDS REVISION accepted)
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@@ -174,15 +180,19 @@ A depends on B). If any cycle is detected (e.g. A→B→A, or A→B→C→A):
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(run `/review-all-gdds` and `/architecture-review` if not done recently)
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- [ ] **Core fantasy is delivered** — at least one playtester independently described an experience that matches the Player Fantasy section of the core system GDDs (without being prompted).
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**Vertical Slice Validation** (FAIL if any item is NO):
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**Vertical Slice Validation** (only run these checks if a Vertical Slice was built):
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- [ ] A human has played through the core loop without developer guidance
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- [ ] The game communicates what to do within the first 2 minutes of play
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- [ ] No critical "fun blocker" bugs exist in the Vertical Slice build
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- [ ] The core mechanic feels good to interact with (this is a subjective check — ask the user)
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> **Note**: If any Vertical Slice Validation item is FAIL, the verdict is automatically FAIL
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> regardless of other checks. Advancing without a validated Vertical Slice is the #1 cause of
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> production failure in game development (per GDC postmortem data from 155 projects).
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> **Verdict rules for Vertical Slice:**
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> - **Slice was built AND any validation item is NO** → verdict is automatically FAIL. A broken
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> or unfun vertical slice should not advance to Production.
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> - **Slice was not built (skipped)** → downgrade to CONCERNS only, not FAIL. Surface the risk
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> clearly: "Advancing without a validated Vertical Slice increases the risk of late-stage design
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> pivots. Recommended before committing full production scope." The user decides.
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> - Skipping is a valid solo dev or time-constrained call. Shipping a broken one is not.
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---
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@@ -196,6 +206,7 @@ A depends on B). If any cycle is detected (e.g. A→B→A, or A→B→C→A):
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- [ ] All Logic stories from this sprint have corresponding unit test files in `tests/unit/`
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- [ ] Smoke check has been run with a PASS or PASS WITH WARNINGS verdict — report exists in `production/qa/`
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- [ ] QA plan exists in `production/qa/` (generated by `/qa-plan`) covering this sprint or final production sprint
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- [ ] At least one QA plan exists in `production/qa/` covering this production phase — run `/qa-plan` if missing (CONCERNS — advisory, not blocking)
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- [ ] QA sign-off report exists in `production/qa/` (generated by `/team-qa`) with verdict APPROVED or APPROVED WITH CONDITIONS
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- [ ] At least 3 distinct playtest sessions documented in `production/playtests/`
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- [ ] Playtest reports cover: new player experience, mid-game systems, and difficulty curve
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@@ -295,6 +306,13 @@ For items that can't be automatically verified, **ask the user**:
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## 4b. Director Panel Assessment
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**Apply review mode before spawning any director:**
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- `solo` → skip all four directors. Note in output: "Director Panel skipped — Solo mode. Gate verdict based on artifact and quality checks only." Proceed to Phase 5.
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- `lean` → spawn all four directors (phase gates always run in lean mode — this is their purpose).
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- `full` → spawn all four directors as normal.
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(Review mode was resolved in Phase 1. Use that stored value here.)
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Before generating the final verdict, spawn all four directors as **parallel subagents** via Task using the parallel gate protocol from `.claude/docs/director-gates.md`. Issue all four Task calls simultaneously — do not wait for one before starting the next.
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**Spawn in parallel:**
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@@ -372,10 +390,12 @@ After drafting the verdict in Phase 5, challenge it before finalising.
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**Step 1 — Generate 5 challenge questions** designed to disprove the verdict:
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> **Tool-action requirement**: At least 2 of the 5 challenge questions below must be answered by re-reading a specific file (Read tool) or re-running a specific check (Grep tool) — not by reflection alone. Mark these with [TOOL ACTION] to indicate a tool was used.
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For a **PASS** draft:
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- "Which quality checks did I verify by actually reading a file, vs. inferring they passed?"
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- "Are there MANUAL CHECK NEEDED items I marked PASS without user confirmation?"
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- "Did I confirm all listed artifacts have real content, not just empty headers?"
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- "Are there MANUAL CHECK NEEDED items I marked PASS without user confirmation? [TOOL ACTION] Re-scan the checklist for any [?] or MANUAL CHECK items."
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- "Did I confirm all listed artifacts have real content, not just empty headers? [TOOL ACTION] Re-read the file and check it has non-placeholder content."
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- "Could any blocker I dismissed as minor actually prevent the phase from succeeding?"
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- "Which single check am I least confident in, and why?"
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@@ -441,11 +461,27 @@ Gate passed. What would you like to do next?
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For **technical-setup PASS**:
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```
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Gate passed. What would you like to do next?
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[A] Start Pre-Production — begin prototyping the Vertical Slice
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[B] Write more ADRs first — run /architecture-decision [next-system]
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[C] Stop here for this session
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[A] Run /create-control-manifest — generate the layer rules manifest from your Accepted ADRs (do this first)
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[B] Run /vertical-slice — build the Vertical Slice (do this before writing epics — validate fun first)
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[C] Write more ADRs first — run /architecture-decision [next-system]
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[D] Stop here for this session
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```
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> **Note for technical-setup PASS**: The Pre-Production sequence is deliberately ordered
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> to validate fun before committing to detailed planning:
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>
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> 1. `/create-control-manifest` — extract technical rules from Accepted ADRs (required before epics)
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> 2. `/vertical-slice` — build the Vertical Slice **FIRST**, before writing epics or stories
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> 3. Playtest → `/playtest-report` — at least 1 session required to pass the Pre-Production gate; 3+ recommended before committing the full team
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> 4. `/ux-design [screen]` — UX specs for main menu, core HUD, pause menu (if not done)
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> 5. `/create-epics layer:foundation` then `/create-epics layer:core` — plan after fun is validated
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> 6. `/create-stories [epic-slug]` for each epic
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> 7. `/sprint-plan new`
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>
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> **Why prototype before epics?** If the prototype reveals the core loop needs to change,
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> epics written before that discovery will be partially wrong. Validate fun cheaply first,
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> then plan in detail. This is the #1 lesson from GDC postmortem data.
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For all other gates, offer the two most logical next steps for that phase plus "Stop here".
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---
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@@ -462,13 +498,7 @@ Based on the verdict, suggest specific next steps:
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- **Small design change needed?** → `/quick-design` for changes under ~4 hours (bypasses full GDD pipeline)
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- **No UX specs?** → `/ux-design [screen name]` to author specs, or `/team-ui [feature]` for full pipeline
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- **UX specs not reviewed?** → `/ux-review [file]` or `/ux-review all` to validate
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- **No accessibility requirements doc?** → Use `AskUserQuestion` to offer to create it now:
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- Prompt: "The gate requires `design/accessibility-requirements.md`. Shall I create it from the template?"
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- Options: `Create it now — I'll choose an accessibility tier`, `I'll create it myself`, `Skip for now`
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- If "Create it now": use a second `AskUserQuestion` to ask for the tier:
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- Prompt: "Which accessibility tier fits this project?"
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- Options: `Basic — remapping + subtitles only (lowest effort)`, `Standard — Basic + colorblind modes + scalable UI`, `Comprehensive — Standard + motor accessibility + full settings menu`, `Exemplary — Comprehensive + external audit + full customization`
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- Then write `design/accessibility-requirements.md` using the template at `.claude/docs/templates/accessibility-requirements.md`, filling in the chosen tier. Confirm: "May I write `design/accessibility-requirements.md`?"
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- **No accessibility requirements doc?** → run `/ux-design` which creates both `design/accessibility-requirements.md` and `design/ux/interaction-patterns.md` in one step
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- **No interaction pattern library?** → `/ux-design patterns` to initialize it
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- **GDDs not cross-reviewed?** → `/review-all-gdds` (run after all MVP GDDs are individually approved)
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- **Cross-GDD consistency issues?** → fix flagged GDDs, then re-run `/review-all-gdds`
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@@ -484,9 +514,9 @@ Based on the verdict, suggest specific next steps:
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- **Stories not implementation-ready?** → `/story-readiness` to validate stories before developers pick them up
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- **Tests failing?** → delegate to `lead-programmer` or `qa-tester`
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- **No playtest data?** → `/playtest-report`
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- **Less than 3 playtest sessions?** → Run more playtests before advancing. Use `/playtest-report` to structure findings.
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- **No Difficulty Curve doc?** → Consider creating one at `design/difficulty-curve.md` before polish
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- **No player journey document?** → create `design/player-journey.md` using the player journey template
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- **No playtest sessions beyond the minimum?** → Additional sessions give more reliable signal. 3+ total is recommended before committing the full team. Use `/playtest-report` to structure findings.
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- **No Difficulty Curve doc?** → Create `design/difficulty-curve.md` from the template at `.claude/docs/templates/difficulty-curve.md` — or use `/quick-design "difficulty curve"` for a guided session.
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- **No player journey map?** → Create `design/player-journey.md` from the template at `.claude/docs/templates/player-journey.md` — or author it collaboratively using `/ux-design` Phase 2b.
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- **Need a quick sprint check?** → `/sprint-status` for current sprint progress snapshot
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- **Performance unknown?** → `/perf-profile`
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- **Not localized?** → `/localize`
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@@ -503,6 +533,10 @@ This skill follows the collaborative design principle:
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3. **Present findings**: Show the full checklist with status
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4. **User decides**: The verdict is a recommendation — the user makes the final call
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5. **Get approval**: "May I write this gate check report to production/gate-checks/?"
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6. **Never auto-fix**: If required artifacts are missing, report the FAIL verdict and
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name the skill to run (e.g. "run `/test-setup`"). Do NOT create missing files or
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re-run the gate automatically. Creating files to manufacture a PASS defeats the
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gate's purpose.
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**Never** block a user from advancing — the verdict is advisory. Document the risks
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and let the user decide whether to proceed despite concerns.
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Reference in New Issue
Block a user