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- Remove stale tests/skills/ directory (superseded by CCGS Skill Testing Framework)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>
This commit is contained in:
Donchitos
2026-04-06 17:42:32 +10:00
parent 8ba9e736a5
commit a73ff759c9
192 changed files with 21953 additions and 1158 deletions

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@@ -3,8 +3,7 @@ name: ux-design
description: "Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates."
argument-hint: "[screen/flow name] or 'hud' or 'patterns'"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion
context: fork
allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Task
agent: ux-designer
---
@@ -81,9 +80,8 @@ so you can reference them rather than reinvent them.
### 2f: Art Bible
Check for `docs/art-bible.md` or `design/art-bible.md`. If found, read the
visual direction section. UX layout must align with the aesthetic commitments
already made.
Check for `design/art/art-bible.md`. If found, read the visual direction
section. UX layout must align with the aesthetic commitments already made.
### 2g: Accessibility Requirements
@@ -162,6 +160,18 @@ Ask: "May I create the skeleton file at `design/ux/[filename].md`?"
---
## Navigation Position
[To be designed]
---
## Entry & Exit Points
[To be designed]
---
## Layout Specification
### Information Hierarchy
@@ -194,6 +204,18 @@ Ask: "May I create the skeleton file at `design/ux/[filename].md`?"
---
## Events Fired
[To be designed]
---
## Transitions & Animations
[To be designed]
---
## Data Requirements
[To be designed]
@@ -206,6 +228,18 @@ Ask: "May I create the skeleton file at `design/ux/[filename].md`?"
---
## Localization Considerations
[To be designed]
---
## Acceptance Criteria
[To be designed]
---
## Open Questions
[To be designed]
@@ -383,6 +417,40 @@ Offer to map this against the journey phases if the player journey doc exists.
---
#### Section B2: Navigation Position
Where does this screen sit in the game's navigation hierarchy? This is a one-paragraph orientation map — not a full flow diagram.
**Questions to ask**:
- "Is this screen accessed from the main menu, from pause, from within gameplay, or from another screen?"
- "Is it a top-level destination (always reachable) or a context-dependent one (only accessible in certain states)?"
- "Can the player reach this screen from more than one place in the game?"
Present as: "This screen lives at: [root] → [parent] → [this screen]" plus any alternate entry paths.
---
#### Section B3: Entry & Exit Points
Map every way the player can arrive at and leave this screen.
**Questions to ask**:
- "What are all the ways a player can reach this screen?" (List each trigger: button press, game event, redirect from another screen, etc.)
- "What can the player do to exit? What happens when they do?" (Back button, confirm action, timeout, game event)
- "Are there any exits that are one-way — where the player cannot return to this screen without starting over?"
Present as two tables:
| Entry Source | Trigger | Player carries this context |
|---|---|---|
| [screen/event] | [how] | [state/data they arrive with] |
| Exit Destination | Trigger | Notes |
|---|---|---|
| [screen/event] | [how] | [any irreversible state changes] |
---
#### Section C: Layout Specification
This is the largest and most interactive section. Work through it in sub-sections:
@@ -459,6 +527,41 @@ an existing UX spec or note it as a spec dependency.
---
#### Section E2: Events Fired
For every player action in the Interaction Map, document the corresponding event the game or analytics system should fire — or explicitly note "no event" if none applies.
**Questions to ask**:
- "For each action, should the game fire an analytics event, trigger a game-state change, or both?"
- "Are there any actions that should NOT fire an event — and is that a deliberate choice?"
Present as a table alongside the Interaction Map:
| Player Action | Event Fired | Payload / Data |
|---|---|---|
| [action] | [EventName] or none | [data passed with event] |
Flag any action that modifies persistent game state (save data, progress, economy) — these need explicit attention from the architecture team.
---
#### Section E3: Transitions & Animations
Specify how the screen enters and exits, and how it responds to state changes.
**Questions to ask**:
- "How does this screen appear? (fade in, slide from right, instant pop, scale from button)"
- "How does it dismiss? (fade out, slide back, cut)"
- "Are there any in-screen state transitions that need animation? (loading spinner, success state, error flash)"
- "Is there any animation that could cause motion sickness — and does the game have a reduced-motion option?"
Minimum required:
- Screen enter transition
- Screen exit transition
- At least one state-change animation if the screen has multiple states
---
#### Section F: Data Requirements
Cross-reference the GDD UI Requirements sections gathered in Phase 2.
@@ -499,6 +602,45 @@ Use `AskUserQuestion` to surface any open questions on accessibility tier:
---
#### Section H: Localization Considerations
Document constraints that affect how this screen behaves when text is translated.
**Questions to ask**:
- "Which text elements on this screen are the longest? What is the maximum character count that fits the layout?"
- "Are there any elements where text length is layout-critical — e.g., a button label that must stay on one line?"
- "Are there any elements that display numbers, dates, or currencies that need locale-specific formatting?"
Note: aim to flag any element where a 40% text expansion (common in translations from English to German or French) would break the layout. Mark those as HIGH PRIORITY for the localization engineer.
---
#### Section I: Acceptance Criteria
Write at least 5 specific, testable criteria that a QA tester can verify without reading any other design document. These become the pass/fail conditions for `/story-done`.
**Format**: Use checkboxes. Each criterion must be verifiable by a human tester:
```
- [ ] Screen opens within [X]ms from [trigger]
- [ ] [Element] displays correctly at [minimum] and [maximum] values
- [ ] [Navigation action] correctly routes to [destination screen]
- [ ] Error state appears when [condition] and shows [specific message or icon]
- [ ] Keyboard/gamepad navigation reaches all interactive elements in logical order
- [ ] [Accessibility requirement] is met — e.g., "all interactive elements have focus indicators"
```
**Minimum required**:
- 1 performance criterion (load/open time)
- 1 navigation criterion (at least one entry or exit path verified)
- 1 error/empty state criterion
- 1 accessibility criterion (per committed tier)
- 1 criterion specific to this screen's core purpose
Ask the user to confirm: "Do these criteria cover what would actually make this screen 'done' for your QA process?"
---
### Section Guidance: HUD Design Mode
HUD design follows a different order from UX spec mode. Begin with philosophy;
@@ -699,14 +841,23 @@ Update `production/session-state/active.md` with:
### 6b: Suggest Next Step
Use `AskUserQuestion`:
- "The spec is complete. What's next?"
Before presenting options, state clearly:
> "This spec should be validated with `/ux-review` before it enters the
> implementation pipeline. The Pre-Production gate requires all key screen specs
> to have a review verdict."
Then use `AskUserQuestion`:
- "Run `/ux-review [filename]` now, or do something else first?"
- Options:
- "Run `/ux-review` to validate this spec"
- "Design another screen"
- "Run `/ux-review` now — validate this spec"
- "Design another screen first, then review all specs together"
- "Update the interaction pattern library with new patterns from this spec"
- "Stop here for this session"
If the user picks "Design another screen first", add a note: "Reminder: run
`/ux-review` on all completed specs before running `/gate-check pre-production`."
### 6c: Cross-Link Related Specs
If other UX specs link to or from this screen, note which ones should reference
@@ -740,7 +891,7 @@ specific sub-topics, additional context or coordination may be needed:
| Implementation feasibility (engine constraints) | `ui-programmer` — before finalizing component inventory |
| Gameplay data requirements | `game-designer` — when data ownership is unclear |
| Narrative/lore visible in the UI | `narrative-director` — for flavor text, item names, lore panels |
| Accessibility tier decisions | `ux-designer` (owns this) |
| Accessibility tier decisions | Handled by this session — owned by ux-designer |
When delegating to another agent via the Task tool:
- Provide: screen name, game concept summary, the specific question needing expert input