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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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@@ -4,6 +4,7 @@ description: "First-time onboarding — asks where you are, then guides you to t
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argument-hint: "[no arguments]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, AskUserQuestion
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model: sonnet
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---
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# Guided Onboarding
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@@ -58,6 +59,7 @@ The user needs creative exploration before anything else.
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**Concept phase:**
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- `/brainstorm open` — discover your game concept
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- `/setup-engine` — configure the engine (brainstorm will recommend one)
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- `/prototype` — throwaway concept build: validate the core idea is fun before designing (1–3 days)
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- `/art-bible` — define visual identity (uses the Visual Identity Anchor brainstorm produces)
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- `/map-systems` — decompose the concept into systems
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- `/design-system` — author a GDD for each MVP system
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@@ -70,7 +72,7 @@ The user needs creative exploration before anything else.
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- `/architecture-review` — validate architecture coverage
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**Pre-Production phase:**
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- `/ux-design` — author UX specs for key screens (main menu, HUD, core interactions)
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- `/prototype` — build a throwaway prototype to validate the core mechanic
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- `/vertical-slice` — production-quality end-to-end build to validate the full game loop
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- `/playtest-report (×1+)` — document each vertical slice playtest session
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- `/create-epics` — map systems to epics
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- `/create-stories` — break epics into implementable stories
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@@ -86,6 +88,7 @@ The user needs creative exploration before anything else.
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**Concept phase:**
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- `/brainstorm [hint]` — develop the idea into a full concept
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- `/setup-engine` — configure the engine
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- `/prototype` — throwaway concept build: validate the core idea is fun before designing (1–3 days)
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- `/art-bible` — define visual identity (uses the Visual Identity Anchor brainstorm produces)
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- `/map-systems` — decompose the concept into systems
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- `/design-system` — author a GDD for each MVP system
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@@ -98,7 +101,7 @@ The user needs creative exploration before anything else.
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- `/architecture-review` — validate architecture coverage
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**Pre-Production phase:**
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- `/ux-design` — author UX specs for key screens (main menu, HUD, core interactions)
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- `/prototype` — build a throwaway prototype to validate the core mechanic
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- `/vertical-slice` — production-quality end-to-end build to validate the full game loop
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- `/playtest-report (×1+)` — document each vertical slice playtest session
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- `/create-epics` — map systems to epics
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- `/create-stories` — break epics into implementable stories
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@@ -116,6 +119,7 @@ The user needs creative exploration before anything else.
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3. Show the recommended path:
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**Concept phase:**
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- `/brainstorm` or `/setup-engine` — (their pick from step 2)
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- `/prototype` — throwaway concept build: validate the core idea is fun before designing (1–3 days)
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- `/art-bible` — define visual identity (after brainstorm if run, or after concept doc exists)
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- `/design-review` — validate the concept doc
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- `/map-systems` — decompose the concept into individual systems
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@@ -129,7 +133,7 @@ The user needs creative exploration before anything else.
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- `/architecture-review` — validate architecture coverage
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**Pre-Production phase:**
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- `/ux-design` — author UX specs for key screens (main menu, HUD, core interactions)
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- `/prototype` — build a throwaway prototype to validate the core mechanic
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- `/vertical-slice` — production-quality end-to-end build to validate the full game loop
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- `/playtest-report (×1+)` — document each vertical slice playtest session
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- `/create-epics` — map systems to epics
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- `/create-stories` — break epics into implementable stories
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@@ -163,6 +167,22 @@ The user needs creative exploration before anything else.
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---
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## Phase 3c: Write Initial Stage File
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After confirming the starting path (and before asking about review mode), write the initial stage to `production/stage.txt`. Create the `production/` directory if it does not exist.
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Stage mapping:
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- **Path A, B, or C (starting from scratch)**: write `Concept`
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- **Path D, existing project, engine not configured or only a game concept exists**: write `Concept`
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- **Path D, existing project with GDDs but no architecture documents**: write `Systems Design`
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- **Path D, existing project with full architecture (ADRs, architecture doc)**: write `Technical Setup`
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Do this silently — no "May I write?" needed for this single-line file.
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Say: "I've set `production/stage.txt` to `[stage]` — this anchors your status line and stage detection."
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---
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## Phase 3b: Set Review Mode
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Check if `production/review-mode.txt` already exists.
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