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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:
@@ -3,7 +3,7 @@
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> **How to go from zero to a shipped game using the Agent Architecture.**
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>
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> This guide walks you through every phase of game development using the
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> 48-agent system, 68 slash commands, and 12 automated hooks. It assumes you
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> 49-agent system, 73 slash commands, and 12 automated hooks. It assumes you
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> have Claude Code installed and are working from the project root.
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>
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> The pipeline has 7 phases. Each phase has a formal gate (`/gate-check`)
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@@ -159,6 +159,11 @@ with defined pillars and a player journey. This is where you figure out
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Player motiv. core loop, USP document
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v
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/prototype
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(concept prototype — 1-3 days)
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PROCEED ↓ PIVOT → /brainstorm
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v (PROCEED)
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/map-systems
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v
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@@ -558,28 +563,23 @@ Vertical Slice that proves the core loop is fun.
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### Phase 4 Pipeline
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```
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/ux-design --> /prototype --> /create-epics --> /create-stories --> /sprint-plan
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| | | | |
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v v v v v
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UX specs Throwaway Epic files in Story files in First sprint with
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design/ux/ prototypes production/ production/ prioritized stories
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in prototypes/ epics/*/EPIC.md epics/*/story-*.md production/sprints/
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(one per module) (one per behaviour) sprint-*.md
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| |
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v v
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/ux-review /story-readiness
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(validates specs (validates each story
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before epics) before pickup)
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v
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/dev-story
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(implements the story,
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routes to right agent)
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v
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Vertical Slice
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(playable build,
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3 unguided sessions)
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/ux-design --> /vertical-slice --> /create-epics --> /create-stories --> /sprint-plan
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| | | | |
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v v v v v
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UX specs Production-quality Epic files in Story files in First sprint with
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design/ux/ end-to-end build production/ production/ prioritized stories
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in prototypes/ epics/*/EPIC.md epics/*/story-*.md production/sprints/
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PROCEED/PIVOT/KILL (one per module) (one per behaviour) sprint-*.md
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v v
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/ux-review /story-readiness
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(validates specs (validates each story
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before epics) before pickup)
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v
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/dev-story
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(implements the story,
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routes to right agent)
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```
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### Step 4.1: UX Specs for Key Screens
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@@ -624,25 +624,34 @@ etc.) with animation and sound standards.
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Validates UX specs for GDD alignment and accessibility tier compliance.
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Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict.
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### Step 4.2: Prototype Risky Mechanics
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### Step 4.2: Build the Vertical Slice
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Not everything needs a prototype. Prototype when:
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- A mechanic is novel and you are not sure it is fun
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- A technical approach is risky and you are not sure it is feasible
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- Two design options both seem viable and you need to feel the difference
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The vertical slice is the production-quality proof that you can build the full
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game loop end-to-end before committing to full Production.
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```
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/prototype "grappling hook movement with momentum"
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/vertical-slice
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```
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**What happens:** The skill collaborates with you to define a hypothesis,
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success criteria, and minimal scope. The `prototyper` agent works in an
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isolated git worktree (`isolation: worktree`) so throwaway code never
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pollutes `src/`.
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**What it proves:** Does a player, starting from nothing, experience the core
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fantasy within a few minutes, without developer guidance?
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**Key rule:** The `prototype-code` rule intentionally relaxes coding standards --
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hardcoded values OK, no tests required -- but a README with hypothesis and
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findings is mandatory.
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**What it builds:** A near-production-quality playable build covering at least
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one complete [start → challenge → resolution] cycle. Uses real architecture
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layers, real naming conventions, no hardcoded values — but not final art or
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audio. This is not a throwaway like the concept prototype; it demonstrates
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production pipeline feasibility.
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**Note on concept prototyping:** If you ran `/prototype` in Phase 1 (Concept),
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you already validated the core idea is fun. The vertical slice now validates
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you can build it properly. They answer different questions. If you skipped the
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concept prototype, now is a reasonable time to run one first before investing
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in the full slice.
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**Verdict:** The vertical slice produces a PROCEED / PIVOT / KILL verdict.
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- **PROCEED** → move to Step 4.3 (epics and stories)
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- **PIVOT** → revise affected GDDs with `/design-system [mechanic]`, then re-run `/vertical-slice`
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- **KILL** → return to `/brainstorm` with what you learned
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### Step 4.3: Create Epics and Stories From Design Artifacts
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@@ -668,7 +677,7 @@ automatically to the correct programmer agent.
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### Step 4.4: Validate Stories Before Pickup
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```
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/story-readiness production/stories/combat-damage-calc.md
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/story-readiness production/epics/combat/story-combat-damage-calc.md
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```
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Checks: Design completeness, Architecture coverage, Scope clarity, Definition
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@@ -677,7 +686,7 @@ of Done. Verdict: READY / NEEDS WORK / BLOCKED.
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### Step 4.5: Effort Estimation
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```
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/estimate production/stories/combat-damage-calc.md
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/estimate production/epics/combat/story-combat-damage-calc.md
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```
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Provides effort estimates with risk assessment.
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@@ -718,7 +727,7 @@ played the build unguided.
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- At least 1 UX spec reviewed in `design/ux/`
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- UX review completed (APPROVED or NEEDS REVISION with documented risks)
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- At least 1 prototype with README
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- Story files exist in `production/stories/`
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- Story files exist in `production/epics/[epic-slug]/`
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- At least 1 sprint plan exists
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- At least 1 playtest report exists (Vertical Slice played in 3+ sessions)
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@@ -762,7 +771,7 @@ The production phase centers on the **story lifecycle**:
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**1. Story Readiness:** Before picking up a story, validate it:
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```
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/story-readiness production/stories/combat-damage-calc.md
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/story-readiness production/epics/combat/story-combat-damage-calc.md
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```
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This checks design completeness, architecture coverage, ADR status (blocks
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@@ -785,7 +794,7 @@ implement.
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**3. Story Completion:** When a story is done:
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```
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/story-done production/stories/combat-damage-calc.md
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/story-done production/epics/combat/story-combat-damage-calc.md
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```
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This runs an 8-phase completion review:
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@@ -1213,9 +1222,12 @@ Tier 3 (Specialists): gameplay-programmer, engine-programmer,
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live-ops-designer, prototyper, security-engineer,
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community-manager, godot-specialist,
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godot-gdscript-specialist, godot-shader-specialist,
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unity-specialist, unity-csharp-specialist,
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unreal-specialist, unreal-blueprint-specialist,
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unreal-cpp-specialist
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godot-csharp-specialist, godot-gdextension-specialist,
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unity-specialist, unity-dots-specialist,
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unity-shader-specialist, unity-addressables-specialist,
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unity-ui-specialist, unreal-specialist,
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ue-blueprint-specialist, ue-gas-specialist,
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ue-replication-specialist, ue-umg-specialist
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```
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**Coordination rules:**
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@@ -1410,9 +1422,9 @@ conflicts go to `producer`.
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## Appendix B: Slash Command Quick-Reference
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### All 66 Commands by Category
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### All 73 Commands by Category
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#### Onboarding and Navigation (5)
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#### Onboarding and Navigation (6)
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| Command | Purpose | Phase |
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|---------|---------|-------|
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@@ -1421,6 +1433,7 @@ conflicts go to `producer`.
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| `/project-stage-detect` | Full project audit to determine current phase | Any |
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| `/setup-engine` | Configure engine, pin version, set preferences | 1 |
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| `/adopt` | Brownfield audit and migration plan | Any (existing projects) |
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| `/skill-improve` | Improve a skill via test-fix-retest loop | Any |
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#### Game Design (6)
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@@ -1462,7 +1475,7 @@ conflicts go to `producer`.
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| `/story-done` | 8-phase story completion review | 5 |
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| `/estimate` | Effort estimation with risk assessment | 4-5 |
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#### Reviews and Analysis (10)
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#### Reviews and Analysis (13)
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| Command | Purpose | Phase |
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|---------|---------|-------|
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@@ -1470,12 +1483,15 @@ conflicts go to `producer`.
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| `/code-review` | Architectural code review | 5+ |
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| `/balance-check` | Game balance formula analysis | 5-6 |
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| `/asset-audit` | Asset naming, format, size verification | 6 |
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| `/asset-spec` | Per-asset visual specs and AI generation prompts | 5-6 |
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| `/content-audit` | GDD-specified content vs. implemented | 5 |
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| `/consistency-check` | Cross-GDD entity and formula inconsistency scan | 2+ |
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| `/scope-check` | Scope creep detection | 5 |
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| `/perf-profile` | Performance profiling workflow | 6 |
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| `/tech-debt` | Tech debt scanning and prioritization | 6 |
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| `/gate-check` | Formal phase gate with PASS/CONCERNS/FAIL | All transitions |
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| `/reverse-document` | Generate design docs from existing code | Any |
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| `/security-audit` | Security vulnerability audit (save, network, input) | 6-7 |
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#### QA and Testing (9)
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@@ -1502,7 +1518,7 @@ conflicts go to `producer`.
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| `/playtest-report` | Structured playtest session report | 4-6 |
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| `/onboard` | Onboard a new team member | Any |
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#### Release (5)
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#### Release (6)
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| Command | Purpose | Phase |
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|---------|---------|-------|
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@@ -1511,12 +1527,15 @@ conflicts go to `producer`.
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| `/changelog` | Auto-generate internal changelog | 7 |
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| `/patch-notes` | Player-facing patch notes | 7 |
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| `/hotfix` | Emergency fix workflow | 7+ |
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| `/day-one-patch` | Scoped patch for issues found after gold master | 7+ |
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#### Creative (2)
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#### Creative (4)
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| Command | Purpose | Phase |
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|---------|---------|-------|
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| `/prototype` | Throwaway prototype in isolated worktree | 4 |
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| `/prototype` | Concept prototype — validate core idea before GDDs | 1 |
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| `/art-bible` | Guided Art Bible authoring — visual identity spec | 1-2 |
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| `/vertical-slice` | Production-quality end-to-end build before Production | 4 |
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| `/localize` | String extraction and validation | 6-7 |
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#### Team Orchestration (9)
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@@ -12,6 +12,9 @@ PHASE 1: CONCEPT
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/start ──────────────────────────────────────────────────────► routes to A/B/C/D
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/brainstorm ──────────────────────────────────────────────────► design/gdd/game-concept.md
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/setup-engine ────────────────────────────────────────────────► CLAUDE.md + technical-preferences.md
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/prototype [core-mechanic] ───────────────────────────────────► prototypes/[name]-concept/REPORT.md
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│ PROCEED (validate idea BEFORE writing GDDs)
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▼
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/design-review [game-concept.md] ────────────────────────────► concept validated
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/gate-check ─────────────────────────────────────────────────► PASS → advance to systems-design
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│
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@@ -45,11 +48,13 @@ PHASE 4: PRE-PRODUCTION
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/test-setup ─────────────────────────────────────────────────► test framework + CI/CD pipeline
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/test-helpers ───────────────────────────────────────────────► tests/helpers/[engine-specific].gd
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[Stories + prototype]
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[Vertical slice — before epics, validate full game loop]
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/vertical-slice ─────────────────────────────────────────────► prototypes/[name]-vertical-slice/REPORT.md
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/playtest-report ────────────────────────────────────────────► production/playtests/
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[Stories + sprint plan — only after vertical slice PROCEEDS]
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/create-epics [layer] ───────────────────────────────────────► production/epics/*/EPIC.md
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/create-stories [epic-slug] ─────────────────────────────────► production/epics/*/story-*.md
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/prototype [core-mechanic] ──────────────────────────────────► prototypes/[name]/
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/playtest-report ────────────────────────────────────────────► tests/playtest/vertical-slice.md
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/sprint-plan new ────────────────────────────────────────────► production/sprints/sprint-01.md
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/gate-check ─────────────────────────────────────────────────► PASS → advance to production
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│
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@@ -297,36 +302,6 @@ How a story gets from backlog to closed (summary view):
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---
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## Skill Chain: UX Pipeline in Detail (Legacy Reference)
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```
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design/gdd/*.md (UX requirements extracted)
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design/player-journey.md (emotional arc)
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│
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▼
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/ux-design hud → design/ux/hud.md
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/ux-design screen [name] → design/ux/screens/[name].md
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/ux-design patterns → design/ux/interaction-patterns.md
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│
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▼
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/ux-review design/ux/
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│
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├── APPROVED → all specs ready for /team-ui
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├── NEEDS REVISION → blocking issues listed → fix → re-run review
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└── MAJOR REVISION → fundamental UX problems → significant redesign
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│
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▼ (after APPROVED)
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/team-ui
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│
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├── Phase 1: context load + /ux-design (if specs missing)
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├── Phase 2: visual design (art-director)
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├── Phase 3: layout implementation (ui-programmer)
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├── Phase 4: accessibility audit (accessibility-specialist)
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└── Phase 5: final review
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```
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---
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## Brownfield Onboarding Flow
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For projects with existing work (use `/start` option D or run directly):
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Reference in New Issue
Block a user