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Add v0.5.0: CCGS Skill Testing Framework, skill-improve, 4 new skills, director gate path fixes
- Add CCGS Skill Testing Framework: self-contained QA layer with 72 skill specs, 49 agent specs, catalog.yaml, quality-rubric.md, templates, README, CLAUDE.md - Add /skill-improve: test-fix-retest loop covering static + category checks - Add 4 missing skills: /art-bible, /asset-spec, /day-one-patch, /security-audit - Add /skill-test category mode (Phase 2D) with quality rubric evaluation - Extend /skill-test audit to cover agent specs alongside skill specs - Update all skill-test and skill-improve path refs to CCGS Skill Testing Framework/ - Remove stale tests/skills/ directory (superseded by CCGS Skill Testing Framework) - Add director gate intensity modes (full/lean/solo) to gate-check and related skills Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -58,18 +58,24 @@ 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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- `/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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- `/review-all-gdds` — cross-system consistency check
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- `/gate-check` — validate readiness before architecture work
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**Architecture phase:**
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- `/architecture-decision` — record key technical decisions (one per system)
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- `/create-architecture` — produce the master architecture blueprint and Required ADR list
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- `/architecture-decision (×N)` — record key technical decisions, following the Required ADR list
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- `/create-control-manifest` — compile decisions into an actionable rules sheet
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- `/architecture-review` — validate architecture coverage
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**Production phase:**
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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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- `/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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- `/sprint-plan` — plan the first sprint
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**Production phase:** → pick up stories with `/dev-story`
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#### If B: Vague idea
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@@ -80,18 +86,24 @@ 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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- `/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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- `/review-all-gdds` — cross-system consistency check
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- `/gate-check` — validate readiness before architecture work
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**Architecture phase:**
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- `/architecture-decision` — record key technical decisions (one per system)
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- `/create-architecture` — produce the master architecture blueprint and Required ADR list
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- `/architecture-decision (×N)` — record key technical decisions, following the Required ADR list
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- `/create-control-manifest` — compile decisions into an actionable rules sheet
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- `/architecture-review` — validate architecture coverage
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**Production phase:**
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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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- `/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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- `/sprint-plan` — plan the first sprint
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**Production phase:** → pick up stories with `/dev-story`
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#### If C: Clear concept
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@@ -103,20 +115,26 @@ The user needs creative exploration before anything else.
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- `Jump straight in` — Go to `/setup-engine` now and write the GDD manually afterward
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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)
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- `/brainstorm` or `/setup-engine` — (their pick from step 2)
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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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- `/design-system` — author a GDD for each MVP system
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- `/review-all-gdds` — cross-system consistency check
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- `/gate-check` — validate readiness before architecture work
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**Architecture phase:**
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- `/architecture-decision` — record key technical decisions (one per system)
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- `/create-architecture` — produce the master architecture blueprint and Required ADR list
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- `/architecture-decision (×N)` — record key technical decisions, following the Required ADR list
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- `/create-control-manifest` — compile decisions into an actionable rules sheet
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- `/architecture-review` — validate architecture coverage
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**Production phase:**
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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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- `/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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- `/sprint-plan` — plan the first sprint
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**Production phase:** → pick up stories with `/dev-story`
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#### If D: Existing work
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@@ -155,15 +173,15 @@ Check if `production/review-mode.txt` already exists.
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- **Prompt**: "One setup choice: how much design review would you want as you work through the workflow?"
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- **Options**:
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- `Full (recommended)` — Director specialists review at each key workflow step. Best for new projects or when you want structured feedback on your decisions.
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- `Lean` — Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. For experienced users who trust their own design work.
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- `Full` — Director specialists review at each key workflow step. Best for teams, learning the workflow, or when you want thorough feedback on every decision.
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- `Lean (recommended)` — Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. Balanced approach for solo devs and small teams.
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- `Solo` — No director reviews at all. Maximum speed. Best for game jams, prototypes, or if the reviews feel like overhead.
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Write the choice to `production/review-mode.txt` immediately after the user
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selects — no separate "May I write?" needed, as the write is a direct
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consequence of the selection:
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- `Full (recommended)` → write `full`
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- `Lean` → write `lean`
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- `Full` → write `full`
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- `Lean (recommended)` → write `lean`
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- `Solo` → write `solo`
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Create the `production/` directory if it does not exist.
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@@ -193,7 +211,7 @@ Verdict: **COMPLETE** — user oriented and handed off to next step.
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- **User picks D but project is empty**: Gently redirect — "It looks like the project is a fresh template with no artifacts yet. Would Path A or B be a better fit?"
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- **User picks A but project has code**: Mention what you found — "I noticed there's already code in `src/`. Did you mean to pick D (existing work)?"
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- **User is returning (engine configured, concept exists)**: Skip onboarding entirely — "It looks like you're already set up! Your engine is [X] and you have a game concept at `design/gdd/game-concept.md`. Review mode: `[read from production/review-mode.txt, or 'full (default)' if missing]`. Want to pick up where you left off? Try `/sprint-plan` or just tell me what you'd like to work on."
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- **User is returning (engine configured, concept exists)**: Skip onboarding entirely — "It looks like you're already set up! Your engine is [X] and you have a game concept at `design/gdd/game-concept.md`. Review mode: `[read from production/review-mode.txt, or 'lean (default)' if missing]`. Want to pick up where you left off? Try `/sprint-plan` or just tell me what you'd like to work on."
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- **User doesn't fit any option**: Let them describe their situation in their own words and adapt.
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---
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