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Game Studio Agent Architecture — complete setup (Phases 1-7)
48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
127
.claude/docs/templates/architecture-decision-record.md
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# ADR-[NNNN]: [Title]
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## Status
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[Proposed | Accepted | Deprecated | Superseded by ADR-XXXX]
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## Date
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[YYYY-MM-DD]
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## Decision Makers
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[Who was involved in this decision]
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## Context
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### Problem Statement
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[What problem are we solving? Why must this decision be made now? What is the
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cost of not deciding?]
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### Current State
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[How does the system work today? What is wrong with the current approach?]
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### Constraints
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- [Technical constraints -- engine limitations, platform requirements]
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- [Timeline constraints -- deadline pressures, dependencies]
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- [Resource constraints -- team size, expertise available]
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- [Compatibility requirements -- must work with existing systems]
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### Requirements
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- [Functional requirement 1]
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- [Functional requirement 2]
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- [Performance requirement -- specific, measurable]
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- [Scalability requirement]
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## Decision
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[The specific technical decision, described in enough detail for someone to
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implement it without further clarification.]
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### Architecture
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```
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[ASCII diagram showing the system architecture this decision creates.
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Show components, data flow direction, and key interfaces.]
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```
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### Key Interfaces
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```
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[Pseudocode or language-specific interface definitions that this decision
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creates. These become the contracts that implementers must respect.]
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```
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### Implementation Guidelines
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[Specific guidance for the programmer implementing this decision.]
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## Alternatives Considered
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### Alternative 1: [Name]
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- **Description**: [How this approach would work]
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- **Pros**: [What is good about this approach]
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- **Cons**: [What is bad about this approach]
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- **Estimated Effort**: [Relative effort compared to chosen approach]
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- **Rejection Reason**: [Why this was not chosen]
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### Alternative 2: [Name]
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[Same structure as above]
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## Consequences
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### Positive
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- [Good outcomes of this decision]
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### Negative
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- [Trade-offs and costs we are accepting]
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### Neutral
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- [Changes that are neither good nor bad, just different]
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## Risks
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| Risk | Probability | Impact | Mitigation |
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|------|------------|--------|-----------|
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## Performance Implications
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| Metric | Before | Expected After | Budget |
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|--------|--------|---------------|--------|
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| CPU (frame time) | [X]ms | [Y]ms | [Z]ms |
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| Memory | [X]MB | [Y]MB | [Z]MB |
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| Load Time | [X]s | [Y]s | [Z]s |
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| Network (if applicable) | [X]KB/s | [Y]KB/s | [Z]KB/s |
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## Migration Plan
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[If this changes existing systems, the step-by-step plan to migrate.]
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1. [Step 1 -- what changes, what breaks, how to verify]
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2. [Step 2]
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3. [Step 3]
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**Rollback plan**: [How to revert if this decision proves wrong]
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## Validation Criteria
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[How we will know this decision was correct after implementation.]
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- [ ] [Measurable criterion 1]
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- [ ] [Measurable criterion 2]
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- [ ] [Performance criterion]
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## Related
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- [Link to related ADRs]
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- [Link to related design documents]
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- [Link to relevant code files]
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266
.claude/docs/templates/architecture-doc-from-code.md
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# ADR: [Decision Name]
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---
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**Status**: Reverse-Documented
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**Source**: `[path to implementation code]`
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**Date**: [YYYY-MM-DD]
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**Decision Makers**: [User name or "inferred from code"]
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**Implementation Status**: [Deployed | Partial | Planned]
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---
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> **⚠️ Reverse-Documentation Notice**
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>
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> This Architecture Decision Record was created **after** the implementation already
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> existed. It captures the current implementation approach and clarified rationale
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> based on code analysis and user consultation. Some context may be reconstructed
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> rather than contemporaneously documented.
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---
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## Context
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**Problem Statement**: [What problem did this implementation solve?]
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**Background** (inferred from code):
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- [Context 1 — why this problem needed solving]
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- [Context 2 — constraints at the time]
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- [Context 3 — alternatives that were likely considered]
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**System Scope**: [What parts of the codebase does this affect?]
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**Stakeholders**:
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- [Role 1]: [Their concern or requirement]
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- [Role 2]: [Their concern or requirement]
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---
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## Decision
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**Approach Taken** (as implemented):
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[Describe the architectural approach found in the code]
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**Key Implementation Details**:
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- [Detail 1]: [How it works]
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- [Detail 2]: [Pattern or structure used]
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- [Detail 3]: [Notable design choice]
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**Clarified Rationale** (from user):
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- [Reason 1 — why this approach was chosen]
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- [Reason 2 — what problem it solves]
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- [Reason 3 — what benefit it provides]
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**Code Locations**:
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- `[file/path 1]`: [What's there]
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- `[file/path 2]`: [What's there]
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---
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## Alternatives Considered
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*(These may be inferred or clarified with user)*
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### Alternative 1: [Approach Name]
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**Description**: [What this alternative would have been]
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**Pros**:
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- ✅ [Advantage 1]
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- ✅ [Advantage 2]
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**Cons**:
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- ❌ [Disadvantage 1]
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- ❌ [Disadvantage 2]
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**Why Not Chosen**: [Reason — from user clarification or inference]
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### Alternative 2: [Approach Name]
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**Description**: [What this alternative would have been]
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**Pros**:
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- ✅ [Advantage 1]
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- ✅ [Advantage 2]
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**Cons**:
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- ❌ [Disadvantage 1]
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- ❌ [Disadvantage 2]
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**Why Not Chosen**: [Reason]
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### Alternative 3: [Status Quo / No Change]
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**Description**: [What "doing nothing" would mean]
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**Why Not Acceptable**: [Why the problem needed solving]
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---
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## Consequences
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### Positive Consequences (Benefits Realized)
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✅ **[Benefit 1]**: [How the implementation provides this]
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✅ **[Benefit 2]**: [Impact]
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✅ **[Benefit 3]**: [Impact]
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### Negative Consequences (Trade-offs Accepted)
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⚠️ **[Trade-off 1]**: [What was sacrificed or made harder]
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⚠️ **[Trade-off 2]**: [Limitation or cost]
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⚠️ **[Trade-off 3]**: [Complexity or maintenance burden]
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### Neutral Consequences (Observations)
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ℹ️ **[Observation 1]**: [Emergent property or side effect]
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ℹ️ **[Observation 2]**: [Unexpected outcome]
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---
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## Implementation Notes
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**Patterns Used**:
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- [Pattern 1]: [Where and why]
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- [Pattern 2]: [Where and why]
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**Dependencies Introduced**:
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- [Dependency 1]: [Why needed]
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- [Dependency 2]: [Why needed]
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**Performance Characteristics**:
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- Time complexity: [O(n), etc.]
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- Space complexity: [Memory usage]
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- Bottlenecks: [Known performance concerns]
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**Thread Safety**:
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- [Thread safety approach — single-threaded, mutex-protected, lock-free, etc.]
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**Testing Strategy**:
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- [How this is tested — unit tests, integration tests, etc.]
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- Coverage: [Estimated or measured]
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---
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## Validation
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**How We Know This Works**:
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- ✅ [Evidence 1 — e.g., "6 months in production without issues"]
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- ✅ [Evidence 2 — e.g., "handles 10k entities at 60 FPS"]
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- ⚠️ [Evidence 3 — e.g., "works but needs monitoring"]
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**Known Issues** (discovered during analysis):
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- ⚠️ [Issue 1]: [Problem and potential fix]
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- ⚠️ [Issue 2]: [Problem and potential fix]
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**Risks**:
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- [Risk 1]: [Potential problem if X happens]
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- [Risk 2]: [Scalability concern]
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---
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## Open Questions
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**Unresolved During Reverse-Documentation**:
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1. **[Question 1]**: [What's unclear about the decision or implementation?]
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- Needs clarification from: [Who]
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- Impact if unresolved: [Consequence]
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2. **[Question 2]**: [What needs to be decided for future work?]
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---
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## Follow-Up Work
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**Immediate**:
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- [ ] [Task 1 — e.g., "Add missing unit tests"]
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- [ ] [Task 2 — e.g., "Document edge case handling"]
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**Short-Term**:
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- [ ] [Task 3 — e.g., "Refactor X for clarity"]
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- [ ] [Task 4 — e.g., "Add performance monitoring"]
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**Long-Term**:
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- [ ] [Task 5 — e.g., "Revisit decision when Y is available"]
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---
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## Related Decisions
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**Depends On** (ADRs this builds upon):
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- [ADR-XXX]: [Related decision]
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**Influences** (ADRs affected by this):
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- [ADR-YYY]: [How this impacts it]
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**Supersedes**:
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- [ADR-ZZZ]: [Old decision this replaces, if any]
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**Superseded By**:
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- [None yet | ADR-WWW if this decision is later replaced]
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---
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## References
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**Code Locations**:
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- `[path/file 1]`: [Primary implementation]
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- `[path/file 2]`: [Related code]
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**External Resources**:
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- [Article/Book]: [Relevant pattern or technique reference]
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- [Documentation]: [Engine or library docs consulted]
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**Design Documents**:
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- [GDD Section]: [If this implements a design]
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---
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## Version History
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| Date | Author | Changes |
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|------|--------|---------|
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| [Date] | Claude (reverse-doc) | Initial reverse-documentation from `[source path]` |
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| [Date] | [User] | Clarified rationale for [X] |
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---
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## Status Legend
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- **Proposed**: Under discussion, not implemented
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- **Accepted**: Decided, implementation in progress
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- **Deprecated**: No longer recommended, but may exist in code
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- **Superseded**: Replaced by another decision
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- **Reverse-Documented**: Created after implementation (this document)
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---
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**Current Status**: **Reverse-Documented**
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---
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*This ADR was generated by `/reverse-document architecture [path]`*
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---
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## Appendix: Code Snippets
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**Key Implementation Pattern**:
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```[language]
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[Code snippet showing the core pattern or decision]
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```
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**Rationale**: [Why this code structure embodies the decision]
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**Alternative Approach** (not chosen):
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```[language]
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[Code snippet showing what the alternative would look like]
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```
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**Why Not**: [Why the implemented approach was preferred]
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80
.claude/docs/templates/art-bible.md
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# Art Bible: [Game Title]
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## Document Status
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- **Version**: 1.0
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- **Last Updated**: [Date]
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- **Owned By**: art-director
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- **Status**: [Draft / Under Review / Approved]
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## Visual Identity Summary
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[2-3 sentences describing the overall visual identity]
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## Reference Board
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[List reference games, films, art, and what specific visual quality each represents]
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| Reference | Medium | What We're Taking |
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| --------- | ------ | ----------------- |
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| [Name] | [Game/Film/Art] | [Specific quality] |
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## Color Palette
|
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### Primary Palette
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| Name | Hex | Usage |
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| ---- | --- | ----- |
|
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| [Color Name] | #XXXXXX | [Where and when to use] |
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### Emotional Color Mapping
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| Game State | Dominant Colors | Mood |
|
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| ---------- | --------------- | ---- |
|
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| Exploration | [Colors] | [Feeling] |
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| Combat | [Colors] | [Feeling] |
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| Safe zones | [Colors] | [Feeling] |
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| Danger | [Colors] | [Feeling] |
|
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|
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## Art Style
|
||||
|
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### Rendering Style
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[Realistic / Stylized / Pixel / Cel-shaded / etc.]
|
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|
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### Proportions
|
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[Character proportions, environment scale, UI scale relationships]
|
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|
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### Level of Detail
|
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[How detailed are characters, environments, UI elements?]
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|
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### Visual Hierarchy
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[How do we guide the player's eye? What's always most prominent?]
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|
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## Character Art Standards
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[Silhouette requirements, color coding, animation style, proportions]
|
||||
|
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## Environment Art Standards
|
||||
[Tilesets, modularity, lighting, atmospheric effects, scale]
|
||||
|
||||
## UI Art Standards
|
||||
[Button styles, typography, icon style, menu layout principles, HUD density]
|
||||
|
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## VFX Standards
|
||||
[Particle style, screen effects, impact feedback, color coding]
|
||||
|
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## Asset Production Standards
|
||||
|
||||
### Naming Convention
|
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`[category]_[name]_[variant]_[size].[ext]`
|
||||
|
||||
### Texture Standards
|
||||
| Category | Max Resolution | Format | Color Space |
|
||||
| -------- | -------------- | ------ | ----------- |
|
||||
| Characters | [Size] | [Format] | [Space] |
|
||||
| Environments | [Size] | [Format] | [Space] |
|
||||
| UI | [Size] | [Format] | [Space] |
|
||||
| VFX | [Size] | [Format] | [Space] |
|
||||
|
||||
### Animation Standards
|
||||
[Frame rates, blend times, animation graph structure]
|
||||
|
||||
## Accessibility
|
||||
- Colorblind-safe UI elements required
|
||||
- Minimum text size: [X]px at 1080p
|
||||
- High contrast mode specifications
|
||||
- Icon + color (never color alone) for game state
|
||||
62
.claude/docs/templates/changelog-template.md
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|
||||
# What's New in [Version]
|
||||
|
||||
**Release Date**: [Date]
|
||||
|
||||
---
|
||||
|
||||
## New Features
|
||||
|
||||
- **[Feature Name]**: [Player-friendly description of what they can now do. Focus on the experience, not the implementation. 1-2 sentences.]
|
||||
|
||||
- **[Feature Name]**: [Description]
|
||||
|
||||
---
|
||||
|
||||
## Improvements
|
||||
|
||||
- **[Area Improved]**: [How this makes the game better for the player. Be specific.]
|
||||
|
||||
- **[Area Improved]**: [Description]
|
||||
|
||||
---
|
||||
|
||||
## Balance Changes
|
||||
|
||||
- **[What Changed]**: [Old value] -> [New value]. [Brief design reasoning in player terms. Example: "Healing potions now restore 50 HP (up from 30) -- late-game encounters needed more recovery options."]
|
||||
|
||||
- **[What Changed]**: [Description]
|
||||
|
||||
---
|
||||
|
||||
## Bug Fixes
|
||||
|
||||
- Fixed an issue where [describe the player-visible symptom, not the code fix]
|
||||
- Fixed [another player-visible symptom]
|
||||
- Fixed [symptom]
|
||||
|
||||
---
|
||||
|
||||
## Known Issues
|
||||
|
||||
- [Issue description in player terms]. [Workaround if one exists.] We're working on a fix.
|
||||
|
||||
---
|
||||
|
||||
## Technical Notes (Internal Only -- Remove Before Publishing)
|
||||
|
||||
### Commits Covered
|
||||
- Range: `[first-hash]..[last-hash]`
|
||||
- Total commits: [N]
|
||||
|
||||
### Internal Changes
|
||||
- [Refactoring, infrastructure, or tooling changes not visible to players]
|
||||
|
||||
### Deferred Items
|
||||
- [Features or fixes originally planned for this release but moved to next]
|
||||
- Reason: [why deferred]
|
||||
- New target: [version or sprint]
|
||||
|
||||
---
|
||||
|
||||
Thank you for playing! Your feedback helps us improve the game.
|
||||
Report issues at [support link].
|
||||
105
.claude/docs/templates/collaborative-protocols/design-agent-protocol.md
vendored
Normal file
105
.claude/docs/templates/collaborative-protocols/design-agent-protocol.md
vendored
Normal file
@@ -0,0 +1,105 @@
|
||||
# Collaborative Protocol for Design Agents
|
||||
|
||||
Insert this section after the "You are..." introduction and before "Key Responsibilities":
|
||||
|
||||
```markdown
|
||||
### Collaboration Protocol
|
||||
|
||||
**You are a collaborative consultant, not an autonomous executor.** The user makes all creative decisions; you provide expert guidance.
|
||||
|
||||
#### Question-First Workflow
|
||||
|
||||
Before proposing any design:
|
||||
|
||||
1. **Ask clarifying questions:**
|
||||
- What's the core goal or player experience?
|
||||
- What are the constraints (scope, complexity, existing systems)?
|
||||
- Any reference games or mechanics the user loves/hates?
|
||||
- How does this connect to the game's pillars?
|
||||
|
||||
2. **Present 2-4 options with reasoning:**
|
||||
- Explain pros/cons for each option
|
||||
- Reference game design theory (MDA, SDT, Bartle, etc.)
|
||||
- Align each option with the user's stated goals
|
||||
- Make a recommendation, but explicitly defer the final decision to the user
|
||||
|
||||
3. **Draft based on user's choice:**
|
||||
- Create sections iteratively (show one section, get feedback, refine)
|
||||
- Ask about ambiguities rather than assuming
|
||||
- Flag potential issues or edge cases for user input
|
||||
|
||||
4. **Get approval before writing files:**
|
||||
- Show the complete draft or summary
|
||||
- Explicitly ask: "May I write this to [filepath]?"
|
||||
- Wait for "yes" before using Write/Edit tools
|
||||
- If user says "no" or "change X", iterate and return to step 3
|
||||
|
||||
#### Example Interaction Pattern
|
||||
|
||||
```
|
||||
User: "Design a crafting system"
|
||||
|
||||
You (ask questions):
|
||||
"I'd love to help design your crafting system. First, some questions:
|
||||
1. Should recipes be discovered through experimentation or learned from NPCs/books?
|
||||
2. How punishing should failed craft attempts be? (materials lost vs. partial recovery)
|
||||
3. Is this a core pillar system or a supporting feature?
|
||||
4. Any reference games? (Minecraft discovery, Terraria complexity, Stardew simplicity?)"
|
||||
|
||||
User: [answers questions]
|
||||
|
||||
You (present options):
|
||||
"Based on your answers, here are three approaches:
|
||||
|
||||
**Option A: Full Discovery System**
|
||||
- Mechanics: [detailed description]
|
||||
- ✅ Pros: [list with reasoning]
|
||||
- ❌ Cons: [list with reasoning]
|
||||
- Aligns with pillars: [analysis]
|
||||
- Reference games: Minecraft, Doodle God
|
||||
|
||||
**Option B: Recipe Book System**
|
||||
- [similar structure]
|
||||
|
||||
**Option C: Hybrid Discovery + Hints**
|
||||
- [similar structure]
|
||||
|
||||
I recommend Option C because [reasoning based on their goals], but you should choose based on what excites you most. Which approach fits your vision?"
|
||||
|
||||
User: "Option C, but with X modification"
|
||||
|
||||
You (draft iteratively):
|
||||
"Great choice. Here's a draft of the Overview and Player Fantasy sections:
|
||||
|
||||
[Draft content]
|
||||
|
||||
Does this match your intent? Should I continue to the Detailed Rules section, or would you like to refine these first?"
|
||||
|
||||
User: "Looks good, continue"
|
||||
|
||||
You: [drafts next section, shows it, iterates]
|
||||
|
||||
[After all sections complete]
|
||||
|
||||
You (request approval):
|
||||
"The complete crafting system design is ready. I've covered:
|
||||
✓ Overview, ✓ Player Fantasy, ✓ Detailed Rules, ✓ Formulas,
|
||||
✓ Edge Cases, ✓ Dependencies, ✓ Tuning Knobs, ✓ Acceptance Criteria
|
||||
|
||||
May I write this to design/gdd/crafting-system.md?"
|
||||
|
||||
User: "Yes"
|
||||
|
||||
You: [uses Write tool]
|
||||
"Created design/gdd/crafting-system.md. Would you like me to run /design-review to validate it?"
|
||||
```
|
||||
|
||||
#### Collaborative Mindset
|
||||
|
||||
- You are an expert consultant providing options and reasoning
|
||||
- The user is the creative director making final decisions
|
||||
- When uncertain, ask rather than assume
|
||||
- Explain WHY you recommend something (theory, examples, pillar alignment)
|
||||
- Iterate based on feedback without defensiveness
|
||||
- Celebrate when the user's modifications improve your suggestion
|
||||
```
|
||||
122
.claude/docs/templates/collaborative-protocols/implementation-agent-protocol.md
vendored
Normal file
122
.claude/docs/templates/collaborative-protocols/implementation-agent-protocol.md
vendored
Normal file
@@ -0,0 +1,122 @@
|
||||
# Collaborative Protocol for Implementation Agents
|
||||
|
||||
Insert this section after the "You are..." introduction and before "Key Responsibilities":
|
||||
|
||||
```markdown
|
||||
### Collaboration Protocol
|
||||
|
||||
**You are a collaborative implementer, not an autonomous code generator.** The user approves all architectural decisions and file changes.
|
||||
|
||||
#### Implementation Workflow
|
||||
|
||||
Before writing any code:
|
||||
|
||||
1. **Read the design document:**
|
||||
- Identify what's specified vs. what's ambiguous
|
||||
- Note any deviations from standard patterns
|
||||
- Flag potential implementation challenges
|
||||
|
||||
2. **Ask architecture questions:**
|
||||
- "Should this be a static utility class or a scene node?"
|
||||
- "Where should [data] live? (CharacterStats? Equipment class? Config file?)"
|
||||
- "The design doc doesn't specify [edge case]. What should happen when...?"
|
||||
- "This will require changes to [other system]. Should I coordinate with that first?"
|
||||
|
||||
3. **Propose architecture before implementing:**
|
||||
- Show class structure, file organization, data flow
|
||||
- Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
|
||||
- Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
|
||||
- Ask: "Does this match your expectations? Any changes before I write the code?"
|
||||
|
||||
4. **Implement with transparency:**
|
||||
- If you encounter spec ambiguities during implementation, STOP and ask
|
||||
- If rules/hooks flag issues, fix them and explain what was wrong
|
||||
- If a deviation from the design doc is necessary (technical constraint), explicitly call it out
|
||||
|
||||
5. **Get approval before writing files:**
|
||||
- Show the code or a detailed summary
|
||||
- Explicitly ask: "May I write this to [filepath(s)]?"
|
||||
- For multi-file changes, list all affected files
|
||||
- Wait for "yes" before using Write/Edit tools
|
||||
|
||||
6. **Offer next steps:**
|
||||
- "Should I write tests now, or would you like to review the implementation first?"
|
||||
- "This is ready for /code-review if you'd like validation"
|
||||
- "I notice [potential improvement]. Should I refactor, or is this good for now?"
|
||||
|
||||
#### Example Interaction Pattern
|
||||
|
||||
```
|
||||
User: "Implement the damage calculation system per design/gdd/combat-system.md"
|
||||
|
||||
You (read and analyze):
|
||||
[Reads design doc]
|
||||
|
||||
"I've read the combat system design. The damage formula is:
|
||||
final_damage = base_damage * weapon_multiplier * crit_multiplier * (1 - resistance)
|
||||
|
||||
Before I implement, a few architectural questions:
|
||||
1. Should DamageCalculator be a static utility or an autoload singleton?
|
||||
2. Where should weapon data live? (Equipment class? CharacterStats? Separate WeaponData resource?)
|
||||
3. The design doc doesn't specify rounding behavior. Round down, round up, or keep decimal damage?
|
||||
4. Should we emit a signal when damage is calculated (for VFX/SFX hookup)?"
|
||||
|
||||
User: "Static utility in src/gameplay/combat/. Weapon data in Equipment class. Round down to int. Yes, emit signal."
|
||||
|
||||
You (propose architecture):
|
||||
"Got it. Here's the proposed structure:
|
||||
|
||||
```
|
||||
# src/gameplay/combat/damage_calculator.gd
|
||||
class_name DamageCalculator
|
||||
extends RefCounted
|
||||
|
||||
signal damage_calculated(target: Node, final_damage: int, is_crit: bool)
|
||||
|
||||
static func calculate_damage(attacker: CharacterStats, target: CharacterStats, weapon: Equipment) -> int:
|
||||
var base_damage: float = attacker.get_attack_power()
|
||||
var weapon_mult: float = weapon.damage_multiplier
|
||||
var crit_mult: float = 2.0 if _roll_crit(attacker.crit_chance) else 1.0
|
||||
var resistance: float = target.get_resistance(weapon.damage_type)
|
||||
|
||||
var final_damage: int = floor(base_damage * weapon_mult * crit_mult * (1.0 - resistance))
|
||||
damage_calculated.emit(target, final_damage, crit_mult > 1.0)
|
||||
return final_damage
|
||||
```
|
||||
|
||||
Constants like crit_mult (2.0) will move to assets/data/combat_config.json per the data-driven rule.
|
||||
|
||||
Does this match your expectations? Any changes before I write the code?"
|
||||
|
||||
User: "Looks good. Implement it."
|
||||
|
||||
You (implement):
|
||||
[Writes code]
|
||||
[gameplay-code rule flags hardcoded crit multiplier]
|
||||
|
||||
"Implemented src/gameplay/combat/damage_calculator.gd.
|
||||
|
||||
The gameplay-code rule flagged one issue: crit multiplier was hardcoded (2.0).
|
||||
I moved it to assets/data/combat_config.json as 'critical_damage_multiplier': 2.0.
|
||||
|
||||
File is ready. Would you like me to:
|
||||
A) Write tests now (recommended)
|
||||
B) Let you review the code first
|
||||
C) Run /code-review for architecture validation"
|
||||
|
||||
User: "A, write tests"
|
||||
|
||||
You: [creates tests/combat/test_damage_calculator.gd]
|
||||
"Created test file with 6 test cases covering the acceptance criteria from the design doc.
|
||||
All tests passing. Ready to commit?"
|
||||
```
|
||||
|
||||
#### Collaborative Mindset
|
||||
|
||||
- Clarify before assuming — specs are never 100% complete
|
||||
- Propose architecture, don't just implement — show your thinking
|
||||
- Explain trade-offs transparently — there are always multiple valid approaches
|
||||
- Flag deviations from design docs explicitly — designer should know if implementation differs
|
||||
- Rules are your friend — when they flag issues, they're usually right
|
||||
- Tests prove it works — offer to write them proactively
|
||||
```
|
||||
144
.claude/docs/templates/collaborative-protocols/leadership-agent-protocol.md
vendored
Normal file
144
.claude/docs/templates/collaborative-protocols/leadership-agent-protocol.md
vendored
Normal file
@@ -0,0 +1,144 @@
|
||||
# Collaborative Protocol for Leadership Agents
|
||||
|
||||
Insert this section after the "You are..." introduction and before "Key Responsibilities":
|
||||
|
||||
```markdown
|
||||
### Collaboration Protocol
|
||||
|
||||
**You are the highest-level consultant, but the user makes all final strategic decisions.** Your role is to present options, explain trade-offs, and provide expert recommendations — then the user chooses.
|
||||
|
||||
#### Strategic Decision Workflow
|
||||
|
||||
When the user asks you to make a decision or resolve a conflict:
|
||||
|
||||
1. **Understand the full context:**
|
||||
- Ask questions to understand all perspectives
|
||||
- Review relevant docs (pillars, constraints, prior decisions)
|
||||
- Identify what's truly at stake (often deeper than the surface question)
|
||||
|
||||
2. **Frame the decision:**
|
||||
- State the core question clearly
|
||||
- Explain why this decision matters (what it affects downstream)
|
||||
- Identify the evaluation criteria (pillars, budget, quality, scope, vision)
|
||||
|
||||
3. **Present 2-3 strategic options:**
|
||||
- For each option:
|
||||
- What it means concretely
|
||||
- Which pillars/goals it serves vs. which it sacrifices
|
||||
- Downstream consequences (technical, creative, schedule, scope)
|
||||
- Risks and mitigation strategies
|
||||
- Real-world examples (how other games handled similar decisions)
|
||||
|
||||
4. **Make a clear recommendation:**
|
||||
- "I recommend Option [X] because..."
|
||||
- Explain your reasoning using theory, precedent, and project-specific context
|
||||
- Acknowledge the trade-offs you're accepting
|
||||
- But explicitly: "This is your call — you understand your vision best."
|
||||
|
||||
5. **Support the user's decision:**
|
||||
- Once decided, document the decision (ADR, pillar update, vision doc)
|
||||
- Cascade the decision to affected departments
|
||||
- Set up validation criteria: "We'll know this was right if..."
|
||||
|
||||
#### Example Interaction Pattern
|
||||
|
||||
```
|
||||
User: "The game-designer wants complex crafting but the lead-programmer says it will take 3 weeks and we only have 2 weeks before Alpha. What should we do?"
|
||||
|
||||
You (understand context):
|
||||
"I need to understand both sides fully before making a recommendation.
|
||||
|
||||
Let me read:
|
||||
- design/gdd/crafting-system.md (what's designed)
|
||||
- production/sprints/sprint-current.md (what's planned)
|
||||
- design/pillars.md (what's non-negotiable)
|
||||
|
||||
[Reads docs]
|
||||
|
||||
I also need to clarify:
|
||||
1. Is crafting a core pillar feature or a nice-to-have?
|
||||
2. What's the minimum crafting system that still serves the pillar (if it's core)?
|
||||
3. Can we slip Alpha by 1 week, or is that date hard?
|
||||
4. What breaks if crafting is cut entirely?"
|
||||
|
||||
User: [answers: crafting is pillar 2 "emergent discovery", Alpha date is hard (investor demo), minimum is recipe discovery without complex UI]
|
||||
|
||||
You (frame and present options):
|
||||
"Thank you. Here's the core decision:
|
||||
|
||||
**The Question:** Do we deliver full crafting for Alpha, accept schedule slip, or simplify crafting to meet deadline?
|
||||
|
||||
**What's at Stake:** This affects:
|
||||
- Pillar 2 ("Emergent Discovery") representation at the investor demo
|
||||
- Schedule integrity and team trust
|
||||
- Technical debt if we rush complex systems
|
||||
|
||||
**Option A: Implement Full Crafting (3 weeks, slip Alpha)**
|
||||
- ✅ Pillar 2 fully represented
|
||||
- ✅ No design compromises
|
||||
- ❌ Misses investor demo date
|
||||
- ❌ May damage relationship with investor
|
||||
- Risk: High — could lose funding opportunity
|
||||
|
||||
**Option B: Simplify Crafting to Core (1.5 weeks, make Alpha)**
|
||||
- Scope: Recipe discovery only, no UI polish, 10 recipes instead of 30
|
||||
- ✅ Pillar 2 still represented (core mechanic intact)
|
||||
- ✅ Makes investor demo
|
||||
- ✅ Can polish post-Alpha
|
||||
- ❌ First impression is "rough"
|
||||
- Risk: Medium — demo may not wow, but pillar is visible
|
||||
|
||||
**Option C: Cut Crafting Entirely (0 weeks, make Alpha)**
|
||||
- ✅ Makes deadline with polish
|
||||
- ✅ Team focuses on core combat (Pillar 1)
|
||||
- ❌ Pillar 2 not represented
|
||||
- ❌ Game identity incomplete
|
||||
- Risk: High — investor won't see 50% of the vision
|
||||
|
||||
**My Recommendation: Option B (Simplify to Core)**
|
||||
|
||||
Reasoning:
|
||||
1. The investor demo needs to show ALL pillars, even if rough. A polished half-game is worse than a playable full-game.
|
||||
2. Recipe discovery is the SOUL of the crafting pillar — the UI is just presentation. Core > polish for a vertical slice.
|
||||
3. This protects schedule (team morale) and pillar integrity (investor confidence).
|
||||
4. We can polish post-Alpha and show progression: "Here's Alpha vs. Beta" is a compelling narrative.
|
||||
|
||||
References: Hades showed rough vertical slices in Early Access and iterated — investors loved the pillar demonstration over polish.
|
||||
|
||||
Trade-offs I'm accepting: The demo won't look AAA-polished, but it will feel complete.
|
||||
|
||||
**But this is your call.** You know the investor relationship better than I do. If they value polish over completeness, Option C might be right. If they're technical and want to see systems depth, Option A might be worth the risk.
|
||||
|
||||
What's your decision?"
|
||||
|
||||
User: "Option B. Let's simplify the scope."
|
||||
|
||||
You (support decision):
|
||||
"Excellent. I'll document this decision and cascade it:
|
||||
|
||||
1. Creating ADR: docs/architecture/adr-005-alpha-crafting-scope-reduction.md
|
||||
2. Updating design/gdd/crafting-system.md with Alpha scope markers
|
||||
3. Notifying game-designer and lead-programmer to align on new 1.5-week plan
|
||||
4. Adding to production/milestones/alpha.md as success criteria: 'Crafting pillar demonstrated via core discovery mechanic'
|
||||
|
||||
Validation criteria: We'll know this was right if:
|
||||
- Investor demo shows both Pillar 1 (combat) and Pillar 2 (discovery) in playable form
|
||||
- Team hits Alpha deadline without crunch
|
||||
- Post-Alpha sprint can polish crafting without rework
|
||||
|
||||
May I proceed with documentation?"
|
||||
|
||||
User: "Yes"
|
||||
|
||||
You: [Creates ADR, updates docs, notifies relevant agents]
|
||||
```
|
||||
|
||||
#### Collaborative Mindset
|
||||
|
||||
- You provide strategic analysis, the user provides final judgment
|
||||
- Present options clearly — don't make the user drag it out of you
|
||||
- Explain trade-offs honestly — acknowledge what each option sacrifices
|
||||
- Use theory and precedent, but defer to user's contextual knowledge
|
||||
- Once decided, commit fully — document and cascade the decision
|
||||
- Set up success metrics — "we'll know this was right if..."
|
||||
```
|
||||
304
.claude/docs/templates/concept-doc-from-prototype.md
vendored
Normal file
304
.claude/docs/templates/concept-doc-from-prototype.md
vendored
Normal file
@@ -0,0 +1,304 @@
|
||||
# [Prototype Name] — Concept Document
|
||||
|
||||
---
|
||||
**Status**: Reverse-Documented from Prototype
|
||||
**Prototype Path**: `prototypes/[name]/`
|
||||
**Date**: [YYYY-MM-DD]
|
||||
**Creator**: [User name]
|
||||
**Outcome**: [Success | Partial Success | Failed | Needs More Testing]
|
||||
---
|
||||
|
||||
> **⚠️ Reverse-Documentation Notice**
|
||||
>
|
||||
> This concept document was created **after** the prototype was built. It captures
|
||||
> the core mechanic, learnings, and design insights discovered through prototyping.
|
||||
> This is a formalization of experimental work, not a pre-planned design.
|
||||
|
||||
---
|
||||
|
||||
## 1. Prototype Overview
|
||||
|
||||
**Original Hypothesis**:
|
||||
[What question or idea was this prototype testing?]
|
||||
|
||||
**Approach**:
|
||||
[How was the prototype built? Quick and dirty? Focused on one mechanic?]
|
||||
|
||||
**Duration**:
|
||||
- Time spent: [X hours/days]
|
||||
- Complexity: [Throwaway | Could be production-ready | Needs full rewrite]
|
||||
|
||||
**Outcome** (clarified):
|
||||
- ✅ **Validated**: [What worked and should move forward]
|
||||
- ⚠️ **Needs Work**: [What showed promise but needs refinement]
|
||||
- ❌ **Invalidated**: [What didn't work and should be abandoned]
|
||||
|
||||
---
|
||||
|
||||
## 2. Core Mechanic
|
||||
|
||||
**What the Prototype Does**:
|
||||
[Describe the mechanic or system that was prototyped]
|
||||
|
||||
**How It Feels** (user feedback):
|
||||
- [Feeling 1 — e.g., "Satisfying", "Clunky", "Too complex"]
|
||||
- [Feeling 2 — e.g., "Intuitive", "Confusing", "Needs tutorial"]
|
||||
- [Feeling 3 — e.g., "Fun", "Boring", "Has potential"]
|
||||
|
||||
**Player Fantasy**:
|
||||
[What fantasy or experience does this mechanic create?]
|
||||
|
||||
**Core Loop** (if applicable):
|
||||
```
|
||||
[Action 1] → [Result 1] → [Action 2] → [Result 2] → [Repeat or Conclude]
|
||||
```
|
||||
|
||||
**Emergent Behaviors** (unintended but interesting):
|
||||
- [Behavior 1]: [What players did that wasn't planned]
|
||||
- [Behavior 2]: [Unexpected strategy or interaction]
|
||||
|
||||
---
|
||||
|
||||
## 3. What Worked
|
||||
|
||||
### Mechanic Successes
|
||||
|
||||
✅ **[Success 1]**: [What worked well]
|
||||
- **Why**: [What made this successful]
|
||||
- **Keep for Production**: [Should this be preserved?]
|
||||
|
||||
✅ **[Success 2]**: [What worked well]
|
||||
- **Why**: [What made this successful]
|
||||
- **Keep for Production**: [Should this be preserved?]
|
||||
|
||||
### Technical Successes
|
||||
|
||||
✅ **[Technical win 1]**: [What technical approach worked]
|
||||
- **Lesson**: [What we learned]
|
||||
- **Reusable**: [Can this code/approach be used in production?]
|
||||
|
||||
✅ **[Technical win 2]**: [What worked]
|
||||
- **Lesson**: [What we learned]
|
||||
|
||||
---
|
||||
|
||||
## 4. What Didn't Work
|
||||
|
||||
### Mechanic Failures
|
||||
|
||||
❌ **[Failure 1]**: [What didn't work]
|
||||
- **Why**: [Root cause]
|
||||
- **Could It Be Fixed**: [Is it salvageable or fundamentally flawed?]
|
||||
|
||||
❌ **[Failure 2]**: [What didn't work]
|
||||
- **Why**: [Root cause]
|
||||
- **Could It Be Fixed**: [Yes/No + how]
|
||||
|
||||
### Technical Failures
|
||||
|
||||
❌ **[Technical issue 1]**: [What caused problems]
|
||||
- **Lesson**: [What to avoid in production]
|
||||
|
||||
❌ **[Technical issue 2]**: [What caused problems]
|
||||
- **Lesson**: [What to avoid]
|
||||
|
||||
---
|
||||
|
||||
## 5. What Needs Refinement
|
||||
|
||||
⚠️ **[Element 1]**: [What showed promise but needs work]
|
||||
- **Issue**: [What's wrong with it currently]
|
||||
- **Path Forward**: [How to improve it]
|
||||
- **Effort**: [Small | Medium | Large refactor]
|
||||
|
||||
⚠️ **[Element 2]**: [What needs refinement]
|
||||
- **Issue**: [Current problem]
|
||||
- **Path Forward**: [Improvement approach]
|
||||
- **Effort**: [Estimate]
|
||||
|
||||
---
|
||||
|
||||
## 6. Key Learnings
|
||||
|
||||
### Design Insights
|
||||
|
||||
💡 **[Insight 1]**: [What we learned about game design]
|
||||
- **Implication**: [How this affects future work]
|
||||
|
||||
💡 **[Insight 2]**: [Design learning]
|
||||
- **Implication**: [Impact on GDD or other systems]
|
||||
|
||||
### Technical Insights
|
||||
|
||||
💡 **[Insight 3]**: [Technical learning]
|
||||
- **Implication**: [Architecture or implementation guidance]
|
||||
|
||||
💡 **[Insight 4]**: [Technical learning]
|
||||
- **Implication**: [Future technical decisions]
|
||||
|
||||
### Player Psychology Insights
|
||||
|
||||
💡 **[Insight 5]**: [What we learned about player behavior]
|
||||
- **Implication**: [How this affects design philosophy]
|
||||
|
||||
---
|
||||
|
||||
## 7. Production Readiness Assessment
|
||||
|
||||
**Should This Become a Full Feature?**: [Yes | No | Needs More Testing | Pivot to Different Approach]
|
||||
|
||||
**If Yes — Production Requirements**:
|
||||
- [ ] [Requirement 1 — e.g., "Rewrite for performance"]
|
||||
- [ ] [Requirement 2 — e.g., "Add proper UI"]
|
||||
- [ ] [Requirement 3 — e.g., "Design 10 more variations"]
|
||||
- [ ] [Requirement 4 — e.g., "Integrate with progression system"]
|
||||
|
||||
**Estimated Production Effort**: [Small | Medium | Large]
|
||||
- Prototype reusability: [X%] of code can be kept
|
||||
- From-scratch effort: [X hours/days to production-ready]
|
||||
|
||||
**If No — Why Not?**:
|
||||
- [Reason 1 — e.g., "Fun but doesn't fit game pillars"]
|
||||
- [Reason 2 — e.g., "Too complex for target audience"]
|
||||
- [Reason 3 — e.g., "Technically infeasible at scale"]
|
||||
|
||||
**If Pivot — Suggested Direction**:
|
||||
- [Alternative approach 1]
|
||||
- [Alternative approach 2]
|
||||
|
||||
---
|
||||
|
||||
## 8. Design Pillars Alignment
|
||||
|
||||
**How This Relates to Game Pillars** (if game pillars are defined):
|
||||
|
||||
| Pillar | Alignment | Notes |
|
||||
|--------|-----------|-------|
|
||||
| [Pillar 1] | ✅ Strong / ⚠️ Weak / ❌ Conflicts | [Explanation] |
|
||||
| [Pillar 2] | ✅ Strong / ⚠️ Weak / ❌ Conflicts | [Explanation] |
|
||||
| [Pillar 3] | ✅ Strong / ⚠️ Weak / ❌ Conflicts | [Explanation] |
|
||||
|
||||
**Overall Pillar Fit**: [Does this belong in the game?]
|
||||
|
||||
---
|
||||
|
||||
## 9. Next Steps
|
||||
|
||||
### Immediate (If Moving Forward)
|
||||
1. **[Task 1]**: [e.g., "Create full design doc for this system"]
|
||||
2. **[Task 2]**: [e.g., "Write ADR for technical approach"]
|
||||
3. **[Task 3]**: [e.g., "Add to backlog for Sprint X"]
|
||||
|
||||
### Before Production (If Needs More Work)
|
||||
1. **[Task 1]**: [e.g., "Build second prototype testing X variation"]
|
||||
2. **[Task 2]**: [e.g., "Playtest with 5+ people"]
|
||||
3. **[Task 3]**: [e.g., "Investigate technical feasibility of Y"]
|
||||
|
||||
### If Abandoning
|
||||
1. **[Task 1]**: [e.g., "Archive prototype with this document"]
|
||||
2. **[Task 2]**: [e.g., "Extract reusable code/learnings"]
|
||||
3. **[Task 3]**: [e.g., "Update game pillars if this changed thinking"]
|
||||
|
||||
---
|
||||
|
||||
## 10. Technical Notes
|
||||
|
||||
**Prototype Implementation**:
|
||||
- Language/Engine: [What was used]
|
||||
- Architecture: [How it was structured]
|
||||
- Shortcuts taken: [What was hacky or throwaway]
|
||||
|
||||
**Reusable Code** (if any):
|
||||
- `[file/path 1]`: [What it does, reusability]
|
||||
- `[file/path 2]`: [What it does, reusability]
|
||||
|
||||
**Technical Debt** (if moving to production):
|
||||
- [Debt 1]: [What needs rewriting]
|
||||
- [Debt 2]: [What needs proper implementation]
|
||||
|
||||
---
|
||||
|
||||
## 11. Playtest Feedback
|
||||
|
||||
*(If prototype was playtested)*
|
||||
|
||||
**Testers**: [N people, [internal/external]]
|
||||
|
||||
**Positive Feedback**:
|
||||
- "[Quote 1]" — [Tester name/role]
|
||||
- "[Quote 2]" — [Tester name/role]
|
||||
|
||||
**Negative Feedback**:
|
||||
- "[Quote 1]" — [Tester name/role]
|
||||
- "[Quote 2]" — [Tester name/role]
|
||||
|
||||
**Suggestions**:
|
||||
- "[Suggestion 1]" — [Tester name]
|
||||
- "[Suggestion 2]" — [Tester name]
|
||||
|
||||
**Themes**:
|
||||
- [Theme 1]: [What multiple testers agreed on]
|
||||
- [Theme 2]: [Common feedback]
|
||||
|
||||
---
|
||||
|
||||
## 12. Related Work
|
||||
|
||||
**Inspired By** (games/mechanics this was influenced by):
|
||||
- [Game 1]: [What mechanic or feeling]
|
||||
- [Game 2]: [What was borrowed or adapted]
|
||||
|
||||
**Differs From** (how this is unique or different):
|
||||
- [Difference 1]
|
||||
- [Difference 2]
|
||||
|
||||
**Integrates With** (existing game systems):
|
||||
- [System 1]: [How they would connect]
|
||||
- [System 2]: [How they would connect]
|
||||
|
||||
---
|
||||
|
||||
## 13. Open Questions
|
||||
|
||||
**Design Questions**:
|
||||
1. **[Question 1]**: [What's still undecided about the design?]
|
||||
2. **[Question 2]**: [What needs playtesting or iteration?]
|
||||
|
||||
**Technical Questions**:
|
||||
3. **[Question 3]**: [What technical unknowns remain?]
|
||||
4. **[Question 4]**: [What needs feasibility testing?]
|
||||
|
||||
---
|
||||
|
||||
## 14. Appendix: Prototype Assets
|
||||
|
||||
**Code**:
|
||||
- Location: `prototypes/[name]/src/`
|
||||
- Status: [Archival | Partial reuse | Full reuse]
|
||||
|
||||
**Art/Audio** (if any):
|
||||
- Location: `prototypes/[name]/assets/`
|
||||
- Status: [Placeholder | Production-ready | Needs replacement]
|
||||
|
||||
**Documentation**:
|
||||
- README: [Exists | Missing]
|
||||
- Build instructions: [Exists | Missing]
|
||||
|
||||
---
|
||||
|
||||
## Version History
|
||||
|
||||
| Date | Author | Changes |
|
||||
|------|--------|---------|
|
||||
| [Date] | Claude (reverse-doc) | Initial concept doc from prototype analysis |
|
||||
| [Date] | [User] | Clarified outcomes, added playtest feedback |
|
||||
|
||||
---
|
||||
|
||||
**Final Recommendation**: [GO | NO-GO | PIVOT]
|
||||
|
||||
**Rationale**: [1-2 sentence summary of why]
|
||||
|
||||
---
|
||||
|
||||
*This concept document was generated by `/reverse-document concept prototypes/[name]`*
|
||||
204
.claude/docs/templates/design-doc-from-implementation.md
vendored
Normal file
204
.claude/docs/templates/design-doc-from-implementation.md
vendored
Normal file
@@ -0,0 +1,204 @@
|
||||
# [System Name] — Design Document
|
||||
|
||||
---
|
||||
**Status**: Reverse-Documented
|
||||
**Source**: `[path to implementation code]`
|
||||
**Date**: [YYYY-MM-DD]
|
||||
**Verified By**: [User name or "pending review"]
|
||||
**Implementation Status**: [Fully implemented | Partially implemented | Needs extension]
|
||||
---
|
||||
|
||||
> **⚠️ Reverse-Documentation Notice**
|
||||
>
|
||||
> This design document was created **after** the implementation already existed.
|
||||
> It captures current behavior and clarified design intent based on code analysis
|
||||
> and user consultation. Some sections may be incomplete where implementation is
|
||||
> partial or design intent was unclear during reverse-engineering.
|
||||
|
||||
---
|
||||
|
||||
## 1. Overview
|
||||
|
||||
**Purpose**: [What problem does this system solve?]
|
||||
|
||||
**Scope**: [What is included/excluded from this system?]
|
||||
|
||||
**Current Implementation**: [Brief description of what exists in code]
|
||||
|
||||
**Design Intent** (clarified):
|
||||
- [Intent 1 — why this feature exists]
|
||||
- [Intent 2 — what player experience it creates]
|
||||
- [Intent 3 — how it fits into overall game pillars]
|
||||
|
||||
---
|
||||
|
||||
## 2. Detailed Design
|
||||
|
||||
### 2.1 Core Mechanics
|
||||
|
||||
[Describe the mechanics as implemented, organized clearly]
|
||||
|
||||
**[Mechanic 1 Name]**:
|
||||
- **Description**: [What it does]
|
||||
- **Implementation**: [How it works in code]
|
||||
- **Design Rationale**: [Why it exists — from user clarification]
|
||||
- **Player-Facing**: [How players experience this]
|
||||
|
||||
**[Mechanic 2 Name]**:
|
||||
- **Description**: [What it does]
|
||||
- **Implementation**: [How it works]
|
||||
- **Design Rationale**: [Why it exists]
|
||||
- **Player-Facing**: [Player experience]
|
||||
|
||||
### 2.2 Rules and Formulas
|
||||
|
||||
**Formulas Discovered in Code**:
|
||||
|
||||
| Formula | Expression | Purpose | Verified? |
|
||||
|---------|-----------|---------|-----------|
|
||||
| [Formula 1] | `[mathematical expression]` | [What it calculates] | ✅ / ⚠️ needs tuning |
|
||||
| [Formula 2] | `[expression]` | [Purpose] | ✅ / ⚠️ needs tuning |
|
||||
|
||||
**Clarifications**:
|
||||
- [Formula X]: Originally [value/approach], user clarified intent is [corrected intent]
|
||||
- [Formula Y]: Implemented as [X], but should be [Y] — flagged for update
|
||||
|
||||
### 2.3 State and Data
|
||||
|
||||
**Data Structures** (from code):
|
||||
- [Data structure 1]: `[fields/properties]`
|
||||
- [Data structure 2]: `[fields/properties]`
|
||||
|
||||
**State Machines** (if applicable):
|
||||
```
|
||||
[State diagram or list of states and transitions]
|
||||
```
|
||||
|
||||
**Persistence**:
|
||||
- Saved: [What is saved to player save file]
|
||||
- Not saved: [What is session-only or recalculated]
|
||||
|
||||
### 2.4 Integration Points
|
||||
|
||||
**Dependencies** (systems this depends on):
|
||||
- [System 1]: [What it provides]
|
||||
- [System 2]: [What it provides]
|
||||
|
||||
**Dependents** (systems that depend on this):
|
||||
- [System 3]: [How it uses this system]
|
||||
- [System 4]: [How it uses this system]
|
||||
|
||||
**API Surface** (public interface):
|
||||
- [Method/Function 1]: [Purpose]
|
||||
- [Method/Function 2]: [Purpose]
|
||||
|
||||
---
|
||||
|
||||
## 3. Edge Cases
|
||||
|
||||
**Handled in Code**:
|
||||
- ✅ [Edge case 1]: [How it's handled]
|
||||
- ✅ [Edge case 2]: [How it's handled]
|
||||
|
||||
**Not Yet Handled** (discovered during analysis):
|
||||
- ⚠️ [Edge case 3]: [What happens? Needs implementation]
|
||||
- ⚠️ [Edge case 4]: [What happens? Needs implementation]
|
||||
|
||||
**Unclear** (need user clarification):
|
||||
- ❓ [Edge case 5]: [What should happen? Pending decision]
|
||||
|
||||
---
|
||||
|
||||
## 4. Dependencies
|
||||
|
||||
**Technical Dependencies**:
|
||||
- [Dependency 1]: [Why needed]
|
||||
- [Dependency 2]: [Why needed]
|
||||
|
||||
**Design Dependencies** (other design docs):
|
||||
- [System X Design]: [How they interact]
|
||||
- [System Y Design]: [How they interact]
|
||||
|
||||
**Content Dependencies**:
|
||||
- [Asset type]: [What's needed]
|
||||
- [Data files]: [Required config/balance data]
|
||||
|
||||
---
|
||||
|
||||
## 5. Balance and Tuning
|
||||
|
||||
**Current Values** (as implemented):
|
||||
|
||||
| Parameter | Current Value | Rationale | Needs Tuning? |
|
||||
|-----------|--------------|-----------|---------------|
|
||||
| [Param 1] | [value] | [Why this value] | ✅ / ⚠️ / ❌ |
|
||||
| [Param 2] | [value] | [Why this value] | ✅ / ⚠️ / ❌ |
|
||||
|
||||
**Balance Concerns Identified**:
|
||||
- ⚠️ [Concern 1]: [What's wrong, suggested fix]
|
||||
- ⚠️ [Concern 2]: [What's wrong, suggested fix]
|
||||
|
||||
**Recommended Balance Pass**:
|
||||
- Run `/balance-check` on [specific aspect]
|
||||
- Playtest with focus on [specific scenario]
|
||||
|
||||
---
|
||||
|
||||
## 6. Acceptance Criteria
|
||||
|
||||
**What Exists** (implemented):
|
||||
- ✅ [Criterion 1]
|
||||
- ✅ [Criterion 2]
|
||||
- ⚠️ [Criterion 3] — partially implemented
|
||||
|
||||
**What's Missing** (not yet implemented):
|
||||
- ❌ [Criterion 4] — flagged for future work
|
||||
- ❌ [Criterion 5] — flagged for future work
|
||||
|
||||
**Definition of Done** (when is this system "complete"?):
|
||||
- [ ] [Requirement 1]
|
||||
- [ ] [Requirement 2]
|
||||
- [ ] [Requirement 3]
|
||||
|
||||
---
|
||||
|
||||
## 7. Open Questions and Follow-Up Work
|
||||
|
||||
### Questions Needing User Decision
|
||||
1. **[Question 1]**: [What needs to be decided?]
|
||||
- Option A: [Approach A]
|
||||
- Option B: [Approach B]
|
||||
|
||||
2. **[Question 2]**: [What needs to be decided?]
|
||||
|
||||
### Flagged Follow-Up Work
|
||||
- [ ] **Update [Formula X]**: Change from exponential to linear (per user clarification)
|
||||
- [ ] **Implement [Edge Case Y]**: Handle scenario not in current code
|
||||
- [ ] **Create ADR**: Document why [architectural decision] was chosen
|
||||
- [ ] **Balance pass**: Run `/balance-check` on progression curve
|
||||
- [ ] **Extend design doc**: When [related feature] is implemented, update this doc
|
||||
|
||||
---
|
||||
|
||||
## 8. Version History
|
||||
|
||||
| Date | Author | Changes |
|
||||
|------|--------|---------|
|
||||
| [Date] | Claude (reverse-doc) | Initial reverse-documentation from `[source path]` |
|
||||
| [Date] | [User] | Clarified design intent, corrected [X] |
|
||||
|
||||
---
|
||||
|
||||
**Next Steps**:
|
||||
1. [Priority 1 task based on gaps identified]
|
||||
2. [Priority 2 task]
|
||||
3. [Priority 3 task]
|
||||
|
||||
**Related Skills**:
|
||||
- `/balance-check` — Validate formulas and progression
|
||||
- `/architecture-decision` — Document technical decisions
|
||||
- `/code-review` — Ensure code matches clarified design
|
||||
|
||||
---
|
||||
|
||||
*This document was generated by `/reverse-document design [path]`*
|
||||
130
.claude/docs/templates/economy-model.md
vendored
Normal file
130
.claude/docs/templates/economy-model.md
vendored
Normal file
@@ -0,0 +1,130 @@
|
||||
# Economy Model: [System Name]
|
||||
|
||||
*Created: [Date]*
|
||||
*Owner: economy-designer*
|
||||
*Status: [Draft / Balanced / Live]*
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
[What resources, currencies, and exchange systems does this economy cover?
|
||||
What player behaviors does it incentivize?]
|
||||
|
||||
---
|
||||
|
||||
## Currencies
|
||||
|
||||
| Currency | Type | Earn Rate | Sink Rate | Cap | Notes |
|
||||
| ---- | ---- | ---- | ---- | ---- | ---- |
|
||||
| [Gold] | Soft | [per hour] | [per hour] | [max or none] | [Primary transaction currency] |
|
||||
| [Gems] | Premium | [per day F2P] | [varies] | [max] | [Premium currency, purchasable] |
|
||||
| [XP] | Progression | [per action] | [level-up cost] | [none] | [Cannot be traded] |
|
||||
|
||||
### Currency Rules
|
||||
- [Rule 1 — e.g., "Soft currency has no cap but inflation is controlled via sinks"]
|
||||
- [Rule 2 — e.g., "Premium currency cannot be converted back to real money"]
|
||||
- [Rule 3]
|
||||
|
||||
---
|
||||
|
||||
## Sources (Faucets)
|
||||
|
||||
| Source | Currency | Amount | Frequency | Conditions |
|
||||
| ---- | ---- | ---- | ---- | ---- |
|
||||
| [Quest completion] | Gold | [50-200] | [per quest] | [Scales with quest difficulty] |
|
||||
| [Enemy drops] | Gold | [1-10] | [per kill] | [Modified by luck stat] |
|
||||
| [Daily login] | Gems | [5] | [daily] | [Streak bonus: +1 per consecutive day] |
|
||||
| [Achievement] | XP | [100-500] | [one-time] | [Per achievement tier] |
|
||||
|
||||
---
|
||||
|
||||
## Sinks (Drains)
|
||||
|
||||
| Sink | Currency | Cost | Frequency | Purpose |
|
||||
| ---- | ---- | ---- | ---- | ---- |
|
||||
| [Equipment purchase] | Gold | [100-5000] | [as needed] | [Power progression] |
|
||||
| [Repair costs] | Gold | [10-100] | [per death] | [Death penalty, gold drain] |
|
||||
| [Cosmetic shop] | Gems | [50-500] | [optional] | [Vanity, premium sink] |
|
||||
| [Respec] | Gold | [1000] | [rare] | [Build experimentation tax] |
|
||||
|
||||
---
|
||||
|
||||
## Balance Targets
|
||||
|
||||
| Metric | Target | Rationale |
|
||||
| ---- | ---- | ---- |
|
||||
| Time to first meaningful purchase | [X minutes] | [Player should feel spending power early] |
|
||||
| Hourly gold earn rate (mid-game) | [X gold/hr] | [Based on session length and purchase cadence] |
|
||||
| Days to max level (F2P) | [X days] | [Enough to retain, not so long it frustrates] |
|
||||
| Sink-to-source ratio | [0.7-0.9] | [Slight surplus keeps players feeling wealthy] |
|
||||
| Premium currency F2P earn rate | [X/week] | [Enough to buy something monthly, not everything] |
|
||||
|
||||
---
|
||||
|
||||
## Progression Curves
|
||||
|
||||
### Level XP Requirements
|
||||
| Level | XP Required | Cumulative XP | Estimated Time |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| 1→2 | [100] | [100] | [10 min] |
|
||||
| 5→6 | [500] | [1,500] | [2 hrs] |
|
||||
| 10→11 | [1,500] | [7,500] | [8 hrs] |
|
||||
| 20→21 | [5,000] | [50,000] | [40 hrs] |
|
||||
|
||||
*Formula*: `XP(n) = [formula, e.g., 100 * n^1.5]`
|
||||
|
||||
### Item Price Scaling
|
||||
*Formula*: `Price(tier) = [formula, e.g., base_price * 2^(tier-1)]`
|
||||
|
||||
---
|
||||
|
||||
## Loot Tables
|
||||
|
||||
### [Drop Source Name]
|
||||
| Item | Rarity | Drop Rate | Pity Timer | Notes |
|
||||
| ---- | ---- | ---- | ---- | ---- |
|
||||
| [Common item] | Common | [60%] | [N/A] | [Always useful, never feels bad] |
|
||||
| [Uncommon item] | Uncommon | [25%] | [N/A] | [Noticeable upgrade] |
|
||||
| [Rare item] | Rare | [12%] | [10 drops] | [Exciting, build-defining] |
|
||||
| [Legendary item] | Legendary | [3%] | [30 drops] | [Game-changing, celebration moment] |
|
||||
|
||||
### Pity System
|
||||
[Describe how the pity system works to prevent extreme bad luck streaks.]
|
||||
|
||||
---
|
||||
|
||||
## Economy Health Metrics
|
||||
|
||||
| Metric | Healthy Range | Warning Threshold | Action if Breached |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| Average player gold | [X-Y at level Z] | [>Y or <X] | [Adjust faucets/sinks] |
|
||||
| Gold Gini coefficient | [<0.4] | [>0.5] | [Wealth too concentrated] |
|
||||
| % players hitting currency cap | [<5%] | [>10%] | [Raise cap or add sinks] |
|
||||
| Premium conversion rate | [2-5%] | [<1% or >10%] | [Rebalance F2P earn rate] |
|
||||
| Average time between purchases | [X minutes] | [>Y minutes] | [Nothing worth buying] |
|
||||
|
||||
---
|
||||
|
||||
## Ethical Guardrails
|
||||
|
||||
- [No pay-to-win: premium currency cannot buy gameplay power advantages]
|
||||
- [Pity timers on all random drops: guaranteed outcome within X attempts]
|
||||
- [Transparent drop rates displayed to players]
|
||||
- [Spending limits for minor accounts]
|
||||
- [No artificial scarcity pressure (FOMO timers) on essential items]
|
||||
|
||||
---
|
||||
|
||||
## Simulation Results
|
||||
|
||||
[Include results from economy simulations if available: player wealth
|
||||
distribution over time, sink effectiveness, inflation rate, etc.]
|
||||
|
||||
---
|
||||
|
||||
## Dependencies
|
||||
|
||||
- Depends on: [combat balance, quest design, crafting system]
|
||||
- Affects: [difficulty curve, player retention, monetization]
|
||||
- Must coordinate with: `game-designer`, `live-ops-designer`, `analytics-engineer`
|
||||
166
.claude/docs/templates/faction-design.md
vendored
Normal file
166
.claude/docs/templates/faction-design.md
vendored
Normal file
@@ -0,0 +1,166 @@
|
||||
# Faction Design: [Faction Name]
|
||||
|
||||
*Created: [Date]*
|
||||
*Owner: world-builder*
|
||||
*Status: [Draft / Approved / Implemented]*
|
||||
|
||||
---
|
||||
|
||||
## Identity
|
||||
|
||||
| Aspect | Detail |
|
||||
| ---- | ---- |
|
||||
| **Full Name** | [Official faction name] |
|
||||
| **Common Name** | [What people call them] |
|
||||
| **Type** | [Nation / Guild / Cult / Corporation / Tribe / etc.] |
|
||||
| **Alignment** | [Not D&D alignment — their moral complexity in 1 sentence] |
|
||||
| **Symbol** | [Description of their emblem/flag/sigil] |
|
||||
| **Colors** | [Primary and secondary colors associated with this faction] |
|
||||
| **Motto** | [Their defining phrase or creed] |
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
[2-3 paragraphs describing who this faction is, what they want, and why they
|
||||
matter to the game world. Write as if briefing someone who knows nothing.]
|
||||
|
||||
---
|
||||
|
||||
## History
|
||||
|
||||
### Origin
|
||||
[How did this faction form? What event or need brought them together?]
|
||||
|
||||
### Key Historical Events
|
||||
1. **[Event Name]** ([Date/Era]): [What happened and how it shaped the faction]
|
||||
2. **[Event Name]** ([Date/Era]): [Impact]
|
||||
3. **[Event Name]** ([Date/Era]): [Impact]
|
||||
|
||||
### Current State
|
||||
[Where is this faction now? Are they ascendant, declining, stable, fractured?]
|
||||
|
||||
---
|
||||
|
||||
## Beliefs and Values
|
||||
|
||||
### Core Beliefs
|
||||
- [Belief 1 — what they hold as fundamental truth]
|
||||
- [Belief 2]
|
||||
- [Belief 3]
|
||||
|
||||
### What They Value
|
||||
- [Value 1 — what they reward and respect]
|
||||
- [Value 2]
|
||||
|
||||
### What They Despise
|
||||
- [Thing 1 — what they punish or reject]
|
||||
- [Thing 2]
|
||||
|
||||
---
|
||||
|
||||
## Structure and Leadership
|
||||
|
||||
### Hierarchy
|
||||
[How is the faction organized? Military ranks? Council of elders? Meritocracy?
|
||||
Describe the power structure.]
|
||||
|
||||
### Key Figures
|
||||
| Name | Role | Personality | Motivation |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| [Leader] | [Title] | [2-3 adjectives] | [What drives them] |
|
||||
| [Second] | [Title] | [Personality] | [Motivation] |
|
||||
| [Notable] | [Title] | [Personality] | [Motivation] |
|
||||
|
||||
### Membership
|
||||
- **How to join**: [Birth? Initiation? Purchase? Invitation?]
|
||||
- **How to leave**: [Can they? What happens?]
|
||||
- **Population**: [Rough size and composition]
|
||||
|
||||
---
|
||||
|
||||
## Territory and Resources
|
||||
|
||||
### Holdings
|
||||
[Where does this faction control territory? What are their key locations?]
|
||||
|
||||
### Resources
|
||||
- **Primary resource**: [What they have abundance of]
|
||||
- **Scarcity**: [What they lack and need]
|
||||
- **Trade goods**: [What they export/sell]
|
||||
|
||||
### Military Strength
|
||||
[How powerful are they? Standing army? Special forces? Magical capabilities?
|
||||
Technology level?]
|
||||
|
||||
---
|
||||
|
||||
## Relationships
|
||||
|
||||
| Faction | Relationship | Reason | Trend |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| [Faction A] | [Allied / Friendly / Neutral / Tense / Hostile / War] | [Why] | [Improving / Stable / Deteriorating] |
|
||||
| [Faction B] | [Relationship] | [Why] | [Trend] |
|
||||
| [Player] | [Starting disposition] | [Why] | [Player-influenced] |
|
||||
|
||||
---
|
||||
|
||||
## Reputation System (if applicable)
|
||||
|
||||
| Tier | Points | Benefits | Requirements |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| Hostile | [-1000 to -500] | [Attacked on sight] | [Betrayal, war crimes] |
|
||||
| Unfriendly | [-500 to -100] | [No services, higher prices] | [Opposing actions] |
|
||||
| Neutral | [-100 to 100] | [Basic services] | [Default] |
|
||||
| Friendly | [100 to 500] | [Discounts, quests] | [Complete tasks] |
|
||||
| Honored | [500 to 1000] | [Unique items, areas, abilities] | [Major questline] |
|
||||
| Exalted | [1000+] | [Best rewards, title, housing] | [Full faction commitment] |
|
||||
|
||||
---
|
||||
|
||||
## Gameplay Role
|
||||
|
||||
### Player Interaction
|
||||
[How does the player encounter and interact with this faction? Quests?
|
||||
Trading? Combat? Diplomacy?]
|
||||
|
||||
### Unique Mechanics
|
||||
[Does this faction introduce any unique gameplay mechanics? Crafting recipes?
|
||||
Combat styles? Magic systems?]
|
||||
|
||||
### Questlines
|
||||
[Brief overview of the major questlines associated with this faction.]
|
||||
|
||||
---
|
||||
|
||||
## Aesthetic Guide
|
||||
|
||||
### Architecture
|
||||
[What do their buildings look like? Materials, shapes, scale.]
|
||||
|
||||
### Clothing/Armor
|
||||
[What do members wear? Identifying visual elements.]
|
||||
|
||||
### Technology/Magic Level
|
||||
[What tools, weapons, and abilities do they use?]
|
||||
|
||||
### Audio Palette
|
||||
[What sounds are associated with this faction? Musical themes, ambient sounds.]
|
||||
|
||||
---
|
||||
|
||||
## Lore Consistency Notes
|
||||
|
||||
- **Canon level**: [Core / Extended / Flavor — how important is this to the main story?]
|
||||
- **Contradictions to watch**: [Any potential conflicts with other lore]
|
||||
- **Open questions**: [Things not yet decided about this faction]
|
||||
- **Off-limits**: [Things that must NOT be true about this faction]
|
||||
|
||||
---
|
||||
|
||||
## Dependencies
|
||||
|
||||
- Related factions: [List factions that interact with this one]
|
||||
- Related areas: [Levels/regions where this faction appears]
|
||||
- Related questlines: [Story arcs involving this faction]
|
||||
- Affects: [economy, combat encounters, narrative branches]
|
||||
315
.claude/docs/templates/game-concept.md
vendored
Normal file
315
.claude/docs/templates/game-concept.md
vendored
Normal file
@@ -0,0 +1,315 @@
|
||||
# Game Concept: [Working Title]
|
||||
|
||||
*Created: [Date]*
|
||||
*Status: [Draft / Under Review / Approved]*
|
||||
|
||||
---
|
||||
|
||||
## Elevator Pitch
|
||||
|
||||
> [1-2 sentences that capture the entire game. Should be compelling enough to
|
||||
> make someone want to hear more. Format: "It's a [genre] where you [core
|
||||
> action] in a [setting] to [goal]."
|
||||
>
|
||||
> Test: Can someone who has never heard of this game understand what they'd
|
||||
> be doing in 10 seconds? If not, simplify.]
|
||||
|
||||
---
|
||||
|
||||
## Core Identity
|
||||
|
||||
| Aspect | Detail |
|
||||
| ---- | ---- |
|
||||
| **Genre** | [Primary genre + subgenre(s)] |
|
||||
| **Platform** | [PC / Console / Mobile / Cross-platform] |
|
||||
| **Target Audience** | [See Player Profile section below] |
|
||||
| **Player Count** | [Single-player / Co-op / Multiplayer / MMO] |
|
||||
| **Session Length** | [Typical play session: 10 min / 30 min / 1 hr / 2+ hr] |
|
||||
| **Monetization** | [Premium / F2P / Subscription / none yet] |
|
||||
| **Estimated Scope** | [Small (1-3 months) / Medium (3-9 months) / Large (9+ months)] |
|
||||
| **Comparable Titles** | [2-3 existing games in the same space] |
|
||||
|
||||
---
|
||||
|
||||
## Core Fantasy
|
||||
|
||||
[What power, experience, or feeling does the player get from this game?
|
||||
What can they do here that they can't do anywhere else?
|
||||
|
||||
The core fantasy is the emotional promise. It's not a feature list — it's the
|
||||
answer to "why would someone choose THIS game over anything else they could
|
||||
be doing?"
|
||||
|
||||
Examples of strong core fantasies:
|
||||
- "You are a lone survivor building a new life in a hostile wilderness" (survival)
|
||||
- "You command a civilization across millennia" (strategy)
|
||||
- "You explore a vast, beautiful world at your own pace" (open world)
|
||||
- "You master intricate combat and overcome impossible odds" (soulslike)]
|
||||
|
||||
---
|
||||
|
||||
## Unique Hook
|
||||
|
||||
[What makes this game different from everything else in its genre? This is
|
||||
the single most important differentiator.
|
||||
|
||||
A strong hook passes the "and also" test: "It's like [comparable game],
|
||||
AND ALSO [unique thing]." If the "and also" doesn't spark curiosity, the
|
||||
hook needs work.
|
||||
|
||||
The hook should be:
|
||||
- Explainable in one sentence
|
||||
- Genuinely novel (not just a combination of existing features)
|
||||
- Connected to the core fantasy (not a gimmick bolted on)
|
||||
- Something that affects gameplay, not just aesthetics]
|
||||
|
||||
---
|
||||
|
||||
## Player Experience Analysis (MDA Framework)
|
||||
|
||||
The MDA (Mechanics-Dynamics-Aesthetics) framework ensures we design from the
|
||||
player's emotional experience backward to the systems that create it.
|
||||
|
||||
### Target Aesthetics (What the player FEELS)
|
||||
Rank the following aesthetic goals for this game (1 = primary, mark N/A if not
|
||||
relevant). These come from the MDA framework's 8 aesthetic categories:
|
||||
|
||||
| Aesthetic | Priority | How We Deliver It |
|
||||
| ---- | ---- | ---- |
|
||||
| **Sensation** (sensory pleasure) | [1-8 or N/A] | [Visual beauty, audio design, haptics] |
|
||||
| **Fantasy** (make-believe, role-playing) | [Priority] | [World, characters, player identity] |
|
||||
| **Narrative** (drama, story arc) | [Priority] | [Plot structure, player-driven stories] |
|
||||
| **Challenge** (obstacle course, mastery) | [Priority] | [Difficulty curve, skill ceiling] |
|
||||
| **Fellowship** (social connection) | [Priority] | [Co-op, guilds, shared experiences] |
|
||||
| **Discovery** (exploration, secrets) | [Priority] | [Hidden areas, emergent systems, lore] |
|
||||
| **Expression** (self-expression, creativity) | [Priority] | [Build variety, cosmetics, creation tools] |
|
||||
| **Submission** (relaxation, comfort zone) | [Priority] | [Low-stress loops, ambient gameplay] |
|
||||
|
||||
### Key Dynamics (Emergent player behaviors)
|
||||
[What behaviors do we WANT to emerge from our mechanics? What should players
|
||||
naturally start doing without being told?
|
||||
|
||||
Example: "Players will experiment with ability combinations to find synergies"
|
||||
Example: "Players will share discoveries with the community"]
|
||||
|
||||
### Core Mechanics (Systems we build)
|
||||
[What are the 3-5 mechanical systems that generate the dynamics and aesthetics
|
||||
above? These are the rules, verbs, and systems we actually implement.]
|
||||
|
||||
1. [Mechanic 1 — e.g., "Real-time combat with stamina management"]
|
||||
2. [Mechanic 2 — e.g., "Procedurally generated dungeons with hand-crafted rooms"]
|
||||
3. [Mechanic 3 — e.g., "Crafting system with discoverable recipes"]
|
||||
|
||||
---
|
||||
|
||||
## Player Motivation Profile
|
||||
|
||||
Understanding WHY players play helps us make every design decision. Based on
|
||||
Self-Determination Theory (SDT) and the Player Experience of Need Satisfaction
|
||||
(PENS) model.
|
||||
|
||||
### Primary Psychological Needs Served
|
||||
|
||||
| Need | How This Game Satisfies It | Strength |
|
||||
| ---- | ---- | ---- |
|
||||
| **Autonomy** (freedom, meaningful choice) | [How does the player feel in control?] | [Core / Supporting / Minimal] |
|
||||
| **Competence** (mastery, skill growth) | [How does the player feel skilled?] | [Core / Supporting / Minimal] |
|
||||
| **Relatedness** (connection, belonging) | [How does the player feel connected?] | [Core / Supporting / Minimal] |
|
||||
|
||||
### Player Type Appeal (Bartle Taxonomy)
|
||||
|
||||
Which player types does this game primarily serve?
|
||||
|
||||
- [ ] **Achievers** (goal completion, collection, progression) — How: [...]
|
||||
- [ ] **Explorers** (discovery, understanding systems, finding secrets) — How: [...]
|
||||
- [ ] **Socializers** (relationships, cooperation, community) — How: [...]
|
||||
- [ ] **Killers/Competitors** (domination, PvP, leaderboards) — How: [...]
|
||||
|
||||
### Flow State Design
|
||||
|
||||
Flow occurs when challenge matches skill. How does this game maintain flow?
|
||||
|
||||
- **Onboarding curve**: [How do the first 10 minutes teach the player?]
|
||||
- **Difficulty scaling**: [How does challenge grow with player skill?]
|
||||
- **Feedback clarity**: [How does the player know they're improving?]
|
||||
- **Recovery from failure**: [How quickly can they try again? Is failure punishing or educational?]
|
||||
|
||||
---
|
||||
|
||||
## Core Loop
|
||||
|
||||
### Moment-to-Moment (30 seconds)
|
||||
[What is the player physically doing most of the time? The most basic, repeated
|
||||
action. This MUST be intrinsically satisfying — if the 30-second loop isn't
|
||||
fun in isolation, no amount of progression will save the game.]
|
||||
|
||||
### Short-Term (5-15 minutes)
|
||||
[What objective or cycle structures the moment-to-moment play? Encounters,
|
||||
puzzles, rounds, quests. This is where "one more turn" or "one more run"
|
||||
psychology lives.]
|
||||
|
||||
### Session-Level (30-120 minutes)
|
||||
[What does a full play session look like? What does the player accomplish?
|
||||
This should end with a natural stopping point AND a reason to come back.]
|
||||
|
||||
### Long-Term Progression
|
||||
[How does the player grow over days/weeks? Character progression, unlocks,
|
||||
story advancement, mastery. What is the player working toward?]
|
||||
|
||||
### Retention Hooks
|
||||
[What specifically brings the player back for their next session?]
|
||||
- **Curiosity**: [Unanswered questions, unexplored areas, locked content]
|
||||
- **Investment**: [Progress they don't want to lose, characters they care about]
|
||||
- **Social**: [Friends playing, guild obligations, shared goals]
|
||||
- **Mastery**: [Skills to improve, challenges to overcome, rankings to climb]
|
||||
|
||||
---
|
||||
|
||||
## Game Pillars
|
||||
|
||||
Design pillars are non-negotiable principles that guide EVERY decision. When
|
||||
two design choices conflict, pillars break the tie. Keep to 3-5 pillars.
|
||||
|
||||
Real AAA examples:
|
||||
- God of War: "Intense combat", "Father-son story", "World exploration"
|
||||
- Hades: "Fast fluid combat", "Narrative depth through repeated runs"
|
||||
- The Last of Us: "Story as essential", "AI partners build relationships", "Stealth encouraged"
|
||||
|
||||
### Pillar 1: [Name]
|
||||
[One sentence defining this non-negotiable design principle.]
|
||||
|
||||
*Design test*: [A concrete decision this pillar would resolve. "If we're
|
||||
debating between X and Y, this pillar says we choose __."]
|
||||
|
||||
### Pillar 2: [Name]
|
||||
[Definition]
|
||||
|
||||
*Design test*: [Decision it resolves]
|
||||
|
||||
### Pillar 3: [Name]
|
||||
[Definition]
|
||||
|
||||
*Design test*: [Decision it resolves]
|
||||
|
||||
### Anti-Pillars (What This Game Is NOT)
|
||||
|
||||
Anti-pillars are equally important — they prevent scope creep and keep the
|
||||
vision focused. Every "no" protects the "yes."
|
||||
|
||||
- **NOT [thing]**: [Why this is explicitly excluded and what it would compromise]
|
||||
- **NOT [thing]**: [Why]
|
||||
- **NOT [thing]**: [Why]
|
||||
|
||||
---
|
||||
|
||||
## Inspiration and References
|
||||
|
||||
| Reference | What We Take From It | What We Do Differently | Why It Matters |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| [Game 1] | [Specific mechanic, feeling, or approach] | [Our twist] | [What it validates about our concept] |
|
||||
| [Game 2] | [What we learn] | [Our twist] | [Validation] |
|
||||
| [Game 3] | [What we learn] | [Our twist] | [Validation] |
|
||||
|
||||
**Non-game inspirations**: [Films, books, music, art, real-world experiences
|
||||
that influence the tone, world, or feel. Great games often pull from outside
|
||||
the medium.]
|
||||
|
||||
---
|
||||
|
||||
## Target Player Profile
|
||||
|
||||
[Be specific. "Gamers" is not a target audience.]
|
||||
|
||||
| Attribute | Detail |
|
||||
| ---- | ---- |
|
||||
| **Age range** | [e.g., 18-35] |
|
||||
| **Gaming experience** | [Casual / Mid-core / Hardcore] |
|
||||
| **Time availability** | [e.g., "30-minute sessions on weeknights, longer on weekends"] |
|
||||
| **Platform preference** | [Where they play most] |
|
||||
| **Current games they play** | [2-3 specific titles] |
|
||||
| **What they're looking for** | [The unmet need this game fills] |
|
||||
| **What would turn them away** | [Dealbreakers for this audience] |
|
||||
|
||||
---
|
||||
|
||||
## Technical Considerations
|
||||
|
||||
| Consideration | Assessment |
|
||||
| ---- | ---- |
|
||||
| **Recommended Engine** | [Godot / Unity / Unreal and why — consider scope, team expertise, platform targets] |
|
||||
| **Key Technical Challenges** | [What's technically hard about this game?] |
|
||||
| **Art Style** | [Pixel / 2D / 2.5D / 3D stylized / 3D realistic] |
|
||||
| **Art Pipeline Complexity** | [Low (asset store + modifications) / Medium (custom 2D) / High (custom 3D)] |
|
||||
| **Audio Needs** | [Minimal / Moderate / Music-heavy / Adaptive] |
|
||||
| **Networking** | [None / P2P / Client-Server / Dedicated Servers] |
|
||||
| **Content Volume** | [Estimate: X levels, Y items, Z hours of gameplay] |
|
||||
| **Procedural Systems** | [Any procedural generation? What scope?] |
|
||||
|
||||
---
|
||||
|
||||
## Risks and Open Questions
|
||||
|
||||
### Design Risks
|
||||
[Things that could make the game unfun or uncompelling]
|
||||
- [Risk 1 — e.g., "Core loop may not sustain sessions > 30 minutes"]
|
||||
- [Risk 2 — e.g., "Player motivation unclear after main story ends"]
|
||||
|
||||
### Technical Risks
|
||||
[Things that could be hard or impossible to build]
|
||||
- [Risk 1 — e.g., "Procedural generation quality is unproven"]
|
||||
- [Risk 2 — e.g., "Networking for 100+ players may require dedicated infrastructure"]
|
||||
|
||||
### Market Risks
|
||||
[Things that could prevent commercial success]
|
||||
- [Risk 1 — e.g., "Genre is saturated with established competitors"]
|
||||
- [Risk 2 — e.g., "Target audience may be too niche for financial sustainability"]
|
||||
|
||||
### Scope Risks
|
||||
[Things that could blow the timeline]
|
||||
- [Risk 1 — e.g., "Content volume exceeds team capacity"]
|
||||
- [Risk 2 — e.g., "Feature X depends on technology we haven't prototyped"]
|
||||
|
||||
### Open Questions
|
||||
[Things that need prototyping or research before we can answer]
|
||||
- [Question 1 — and how we plan to answer it]
|
||||
- [Question 2 — and what prototype would resolve it]
|
||||
|
||||
---
|
||||
|
||||
## MVP Definition
|
||||
|
||||
[The absolute minimum version that validates the core hypothesis. The MVP
|
||||
answers ONE question: "Is the core loop fun?"]
|
||||
|
||||
**Core hypothesis**: [The single statement the MVP tests, e.g., "Players find
|
||||
the combat-crafting loop engaging for 30+ minute sessions"]
|
||||
|
||||
**Required for MVP**:
|
||||
1. [Essential feature 1 — directly tests the hypothesis]
|
||||
2. [Essential feature 2]
|
||||
3. [Essential feature 3]
|
||||
|
||||
**Explicitly NOT in MVP** (defer to later):
|
||||
- [Feature that's nice but doesn't test the hypothesis]
|
||||
- [Feature that adds scope without validating the core]
|
||||
|
||||
### Scope Tiers (if budget/time shrinks)
|
||||
|
||||
| Tier | Content | Features | Timeline |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| **MVP** | [Minimal] | [Core loop only] | [X weeks] |
|
||||
| **Vertical Slice** | [One complete area] | [Core + progression] | [X weeks] |
|
||||
| **Alpha** | [All areas, placeholder] | [All features, rough] | [X weeks] |
|
||||
| **Full Vision** | [Complete content] | [All features, polished] | [X weeks] |
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
||||
- [ ] Get concept approval from creative-director
|
||||
- [ ] Fill in CLAUDE.md technology stack based on engine choice
|
||||
- [ ] Create game pillars document (`/design-review` to validate)
|
||||
- [ ] Create first architecture decision record (`/architecture-decision`)
|
||||
- [ ] Prototype core loop (`/prototype [core-mechanic]`)
|
||||
- [ ] Validate core loop with playtest (`/playtest-report`)
|
||||
- [ ] Plan first milestone (`/sprint-plan new`)
|
||||
116
.claude/docs/templates/game-design-document.md
vendored
Normal file
116
.claude/docs/templates/game-design-document.md
vendored
Normal file
@@ -0,0 +1,116 @@
|
||||
# [Mechanic/System Name]
|
||||
|
||||
> **Status**: Draft | In Review | Approved | Implemented
|
||||
> **Author**: [Agent or person]
|
||||
> **Last Updated**: [Date]
|
||||
> **Implements Pillar**: [Which game pillar this supports]
|
||||
|
||||
## Overview
|
||||
|
||||
[One paragraph that explains this mechanic to someone who knows nothing about
|
||||
the project. What is it, what does the player do, and why does it exist?]
|
||||
|
||||
## Player Fantasy
|
||||
|
||||
[What should the player FEEL when engaging with this mechanic? What is the
|
||||
emotional or power fantasy being served? This section guides all detail
|
||||
decisions below.]
|
||||
|
||||
## Detailed Design
|
||||
|
||||
### Core Rules
|
||||
|
||||
[Precise, unambiguous rules. A programmer should be able to implement this
|
||||
section without asking questions. Use numbered rules for sequential processes
|
||||
and bullet points for properties.]
|
||||
|
||||
### States and Transitions
|
||||
|
||||
[If this system has states (e.g., weapon states, status effects, phases),
|
||||
document every state and every valid transition between states.]
|
||||
|
||||
| State | Entry Condition | Exit Condition | Behavior |
|
||||
|-------|----------------|----------------|----------|
|
||||
|
||||
### Interactions with Other Systems
|
||||
|
||||
[How does this system interact with combat? Inventory? Progression? UI?
|
||||
For each interaction, specify the interface: what data flows in, what flows
|
||||
out, and who is responsible for what.]
|
||||
|
||||
## Formulas
|
||||
|
||||
[Every mathematical formula used by this system. For each formula:]
|
||||
|
||||
### [Formula Name]
|
||||
|
||||
```
|
||||
result = base_value * (1 + modifier_sum) * scaling_factor
|
||||
```
|
||||
|
||||
| Variable | Type | Range | Source | Description |
|
||||
|----------|------|-------|--------|-------------|
|
||||
| base_value | float | 1-100 | data file | The base amount before modifiers |
|
||||
| modifier_sum | float | -0.9 to 5.0 | calculated | Sum of all active modifiers |
|
||||
| scaling_factor | float | 0.5-2.0 | data file | Level-based scaling |
|
||||
|
||||
**Expected output range**: [min] to [max]
|
||||
**Edge case**: When modifier_sum < -0.9, clamp to -0.9 to prevent negative results.
|
||||
|
||||
## Edge Cases
|
||||
|
||||
[Explicitly document what happens in unusual situations. Each edge case
|
||||
should have a clear resolution.]
|
||||
|
||||
| Scenario | Expected Behavior | Rationale |
|
||||
|----------|------------------|-----------|
|
||||
| [What if X is zero?] | [This happens] | [Because of this reason] |
|
||||
| [What if both effects trigger?] | [Priority rule] | [Design reasoning] |
|
||||
|
||||
## Dependencies
|
||||
|
||||
[List every system this mechanic depends on or that depends on this mechanic.]
|
||||
|
||||
| System | Direction | Nature of Dependency |
|
||||
|--------|-----------|---------------------|
|
||||
| [Combat] | This depends on Combat | Needs damage calculation results |
|
||||
| [Inventory] | Inventory depends on this | Provides item effect data |
|
||||
|
||||
## Tuning Knobs
|
||||
|
||||
[Every value that should be adjustable for balancing. Include the current
|
||||
value, the safe range, and what happens at the extremes.]
|
||||
|
||||
| Parameter | Current Value | Safe Range | Effect of Increase | Effect of Decrease |
|
||||
|-----------|--------------|------------|-------------------|-------------------|
|
||||
|
||||
## Visual/Audio Requirements
|
||||
|
||||
[What visual and audio feedback does this mechanic need?]
|
||||
|
||||
| Event | Visual Feedback | Audio Feedback | Priority |
|
||||
|-------|----------------|---------------|----------|
|
||||
|
||||
## UI Requirements
|
||||
|
||||
[What information needs to be displayed to the player and when?]
|
||||
|
||||
| Information | Display Location | Update Frequency | Condition |
|
||||
|-------------|-----------------|-----------------|-----------|
|
||||
|
||||
## Acceptance Criteria
|
||||
|
||||
[Testable criteria that confirm this mechanic is working as designed.]
|
||||
|
||||
- [ ] [Criterion 1: specific, measurable, testable]
|
||||
- [ ] [Criterion 2]
|
||||
- [ ] [Criterion 3]
|
||||
- [ ] Performance: System update completes within [X]ms
|
||||
- [ ] No hardcoded values in implementation
|
||||
|
||||
## Open Questions
|
||||
|
||||
[Anything not yet decided. Each question should have an owner and deadline.]
|
||||
|
||||
| Question | Owner | Deadline | Resolution |
|
||||
|----------|-------|----------|-----------|
|
||||
313
.claude/docs/templates/game-pillars.md
vendored
Normal file
313
.claude/docs/templates/game-pillars.md
vendored
Normal file
@@ -0,0 +1,313 @@
|
||||
# Game Pillars: [Game Title]
|
||||
|
||||
## Document Status
|
||||
- **Version**: 1.0
|
||||
- **Last Updated**: [Date]
|
||||
- **Approved By**: creative-director
|
||||
- **Status**: [Draft / Under Review / Approved]
|
||||
|
||||
---
|
||||
|
||||
## What Are Game Pillars?
|
||||
|
||||
Pillars are the 3-5 non-negotiable principles that define this game's identity.
|
||||
Every design, art, audio, narrative, and technical decision must serve at least
|
||||
one pillar. If a feature doesn't serve a pillar, it doesn't belong in the game.
|
||||
|
||||
**Why pillars matter**: In a typical development cycle, the team makes thousands
|
||||
of small creative decisions. Pillars ensure all those decisions push in the same
|
||||
direction, creating a coherent player experience rather than a collection of
|
||||
disconnected features.
|
||||
|
||||
### What Makes a Good Pillar
|
||||
|
||||
A good pillar is:
|
||||
- **Falsifiable**: "Fun gameplay" is not a pillar. "Combat rewards patience over
|
||||
aggression" is — it makes a testable claim about design choices.
|
||||
- **Constraining**: If a pillar never forces you to say no to something, it's
|
||||
too vague. Good pillars eliminate options.
|
||||
- **Cross-departmental**: A pillar that only constrains game design but says
|
||||
nothing about art, audio, or narrative is incomplete. Real pillars shape
|
||||
every discipline.
|
||||
- **Memorable**: The team should be able to recite the pillars from memory.
|
||||
If they can't, the pillars are too numerous or too complex.
|
||||
|
||||
### Real AAA Examples
|
||||
|
||||
These studios publicly shared their game pillars, showing how concrete and
|
||||
specific effective pillars can be:
|
||||
|
||||
| Game | Pillars | Why They Work |
|
||||
| ---- | ---- | ---- |
|
||||
| **God of War (2018)** | Visceral combat; Father-son emotional journey; Continuous camera (no cuts); Norse mythology reimagined | "Continuous camera" is radical — it cut a standard cinematic tool. "Father-son journey" constrains narrative, level design, AND combat (Atreus as companion). |
|
||||
| **Hades** | Fast fluid combat; Story depth through repetition; Every run teaches something new | "Story through repetition" justified the roguelike structure narratively — death IS the story. "Every run teaches" constrains level and encounter design. |
|
||||
| **The Last of Us** | Story is essential, not optional; AI partners build relationships; Stealth is always an option | "AI partners build relationships" drove massive investment in companion AI — not just pathfinding, but emotional presence. |
|
||||
| **Celeste** | Tough but fair; Accessibility without compromise; Story and mechanics are the same thing | "Story and mechanics are the same thing" — climbing IS the struggle, the dash IS the anxiety. Pillar prevented mechanics from being "just gameplay." |
|
||||
| **Hollow Knight** | Atmosphere over explanation; Earned mastery; World tells its own story | "Atmosphere over explanation" — no tutorials, no hand-holding, the world teaches through environmental design. |
|
||||
| **Dead Cells** | Every weapon is viable; Combat is a dance; Permanent death creates meaning | "Every weapon is viable" is extremely constraining — it demands constant balance work across hundreds of items. |
|
||||
|
||||
---
|
||||
|
||||
## Core Fantasy
|
||||
|
||||
> [What power, experience, or feeling does the player get from this game? What
|
||||
> can they do here that they can't do anywhere else? The core fantasy is the
|
||||
> emotional promise — the answer to "why would someone choose THIS game?"
|
||||
>
|
||||
> Strong core fantasies are visceral and immediate:
|
||||
> - "You are a lone survivor building a new life in a hostile wilderness"
|
||||
> - "You command a civilization across millennia"
|
||||
> - "You explore a vast, beautiful world at your own pace"
|
||||
> - "You master intricate combat and overcome impossible odds"]
|
||||
|
||||
---
|
||||
|
||||
## Target MDA Aesthetics
|
||||
|
||||
[Rank the aesthetic goals this game serves, from the MDA Framework. This ranking
|
||||
guides every pillar — your pillars should collectively deliver your top 2-3
|
||||
aesthetics.]
|
||||
|
||||
| Rank | Aesthetic | How Our Game Delivers It |
|
||||
| ---- | ---- | ---- |
|
||||
| 1 | [e.g., Challenge] | [Specific delivery mechanism] |
|
||||
| 2 | [e.g., Discovery] | [Specific delivery mechanism] |
|
||||
| 3 | [e.g., Fantasy] | [Specific delivery mechanism] |
|
||||
| 4 | [e.g., Narrative] | [Specific delivery mechanism] |
|
||||
| N/A | [Aesthetics not targeted] | [Why this isn't a priority] |
|
||||
|
||||
**Aesthetics reference** (Hunicke, LeBlanc, Zubek):
|
||||
- **Sensation**: Sensory pleasure (visual beauty, satisfying audio, haptic feedback)
|
||||
- **Fantasy**: Make-believe, inhabiting a role or world
|
||||
- **Narrative**: Drama, story arcs, emotional plot progression
|
||||
- **Challenge**: Obstacle course, skill mastery, overcoming difficulty
|
||||
- **Fellowship**: Social connection, cooperation, shared experience
|
||||
- **Discovery**: Exploration, uncovering secrets, understanding hidden systems
|
||||
- **Expression**: Self-expression, creativity, personal identity
|
||||
- **Submission**: Relaxation, comfort, meditative play
|
||||
|
||||
---
|
||||
|
||||
## The Pillars
|
||||
|
||||
### Pillar 1: [Name]
|
||||
|
||||
**One-Sentence Definition**: [A clear, falsifiable statement of what this pillar
|
||||
means. Must be specific enough that two people would reach the same conclusion
|
||||
when applying it to a design question.]
|
||||
|
||||
**Target Aesthetics Served**: [Which MDA aesthetics from the ranking above does
|
||||
this pillar primarily deliver?]
|
||||
|
||||
**Design Test**: [A concrete decision this pillar resolves. "If we're debating
|
||||
between X and Y, this pillar says we choose __."]
|
||||
|
||||
#### What This Means for Each Department
|
||||
|
||||
| Department | This Pillar Says... | Example |
|
||||
| ---- | ---- | ---- |
|
||||
| **Game Design** | [How this constrains and inspires mechanics] | [Concrete example] |
|
||||
| **Art** | [How this constrains and inspires visuals] | [Concrete example] |
|
||||
| **Audio** | [How this constrains and inspires sound/music] | [Concrete example] |
|
||||
| **Narrative** | [How this constrains and inspires story/writing] | [Concrete example] |
|
||||
| **Engineering** | [Technical implications and priorities] | [Concrete example] |
|
||||
|
||||
#### Serving This Pillar
|
||||
- [Concrete example of a feature/decision that embodies this pillar]
|
||||
- [Another example]
|
||||
|
||||
#### Violating This Pillar
|
||||
- [Concrete example of what would betray this pillar — things we must never do]
|
||||
- [Another example]
|
||||
|
||||
---
|
||||
|
||||
### Pillar 2: [Name]
|
||||
|
||||
**One-Sentence Definition**: [Specific, falsifiable statement]
|
||||
|
||||
**Target Aesthetics Served**: [MDA aesthetics]
|
||||
|
||||
**Design Test**: [Concrete decision it resolves]
|
||||
|
||||
#### What This Means for Each Department
|
||||
|
||||
| Department | This Pillar Says... | Example |
|
||||
| ---- | ---- | ---- |
|
||||
| **Game Design** | [Constraint/inspiration] | [Example] |
|
||||
| **Art** | [Constraint/inspiration] | [Example] |
|
||||
| **Audio** | [Constraint/inspiration] | [Example] |
|
||||
| **Narrative** | [Constraint/inspiration] | [Example] |
|
||||
| **Engineering** | [Constraint/inspiration] | [Example] |
|
||||
|
||||
#### Serving This Pillar
|
||||
- [Example]
|
||||
- [Example]
|
||||
|
||||
#### Violating This Pillar
|
||||
- [Example]
|
||||
- [Example]
|
||||
|
||||
---
|
||||
|
||||
### Pillar 3: [Name]
|
||||
|
||||
**One-Sentence Definition**: [Specific, falsifiable statement]
|
||||
|
||||
**Target Aesthetics Served**: [MDA aesthetics]
|
||||
|
||||
**Design Test**: [Concrete decision it resolves]
|
||||
|
||||
#### What This Means for Each Department
|
||||
|
||||
| Department | This Pillar Says... | Example |
|
||||
| ---- | ---- | ---- |
|
||||
| **Game Design** | [Constraint/inspiration] | [Example] |
|
||||
| **Art** | [Constraint/inspiration] | [Example] |
|
||||
| **Audio** | [Constraint/inspiration] | [Example] |
|
||||
| **Narrative** | [Constraint/inspiration] | [Example] |
|
||||
| **Engineering** | [Constraint/inspiration] | [Example] |
|
||||
|
||||
#### Serving This Pillar
|
||||
- [Example]
|
||||
- [Example]
|
||||
|
||||
#### Violating This Pillar
|
||||
- [Example]
|
||||
- [Example]
|
||||
|
||||
---
|
||||
|
||||
### Pillar 4: [Name] (Optional)
|
||||
|
||||
[Same structure as Pillars 1-3]
|
||||
|
||||
### Pillar 5: [Name] (Optional)
|
||||
|
||||
[Same structure as Pillars 1-3]
|
||||
|
||||
---
|
||||
|
||||
## Anti-Pillars (What This Game Is NOT)
|
||||
|
||||
Anti-pillars are equally important as pillars — they prevent scope creep and
|
||||
keep the vision focused. Every "no" protects the "yes."
|
||||
|
||||
Great anti-pillars are things the team might actually want to do. "NOT a racing
|
||||
game" is obvious and useless. "NOT an open-world game" is useful if the genre
|
||||
could plausibly support it.
|
||||
|
||||
- **NOT [thing]**: [Why this is explicitly excluded, what pillar it would
|
||||
compromise, and what it would cost in development focus]
|
||||
- **NOT [thing]**: [Why excluded]
|
||||
- **NOT [thing]**: [Why excluded]
|
||||
|
||||
---
|
||||
|
||||
## Pillar Conflict Resolution
|
||||
|
||||
When two pillars conflict (and they will), use this priority order. The ranking
|
||||
reflects which aspects of the experience are most essential to the core fantasy.
|
||||
|
||||
| Priority | Pillar | Rationale |
|
||||
| ---- | ---- | ---- |
|
||||
| 1 | [Highest priority pillar] | [Why this wins when it conflicts with others] |
|
||||
| 2 | [Second priority] | [Why] |
|
||||
| 3 | [Third priority] | [Why] |
|
||||
|
||||
**Resolution Process**:
|
||||
1. Identify which pillars are in tension
|
||||
2. Consult the priority ranking above
|
||||
3. If the lower-priority pillar can be served partially without compromising the
|
||||
higher-priority one, do so
|
||||
4. If not, the higher-priority pillar wins
|
||||
5. Document the decision and rationale in the relevant design document
|
||||
6. If the conflict is fundamental (two pillars are irreconcilable), escalate to
|
||||
the creative-director to consider revising the pillars themselves
|
||||
|
||||
---
|
||||
|
||||
## Player Motivation Alignment
|
||||
|
||||
[Verify that the pillars collectively serve the target player's psychological needs.
|
||||
Based on Self-Determination Theory (Deci & Ryan) and the Player Experience of
|
||||
Need Satisfaction model.]
|
||||
|
||||
| Need | Which Pillar Serves It | How |
|
||||
| ---- | ---- | ---- |
|
||||
| **Autonomy** (meaningful choice, player agency) | [Pillar name] | [How this pillar creates autonomy] |
|
||||
| **Competence** (mastery, skill growth, clear feedback) | [Pillar name] | [How this pillar creates competence] |
|
||||
| **Relatedness** (connection, belonging, emotional bond) | [Pillar name] | [How this pillar creates relatedness] |
|
||||
|
||||
**Gap check**: If any of the three needs is not served by at least one pillar,
|
||||
consider whether the pillar set is complete. A game that satisfies all three
|
||||
SDT needs has the strongest foundation for sustained engagement.
|
||||
|
||||
---
|
||||
|
||||
## Emotional Arc
|
||||
|
||||
[Map the intended emotional journey of a play session. This should be a
|
||||
deliberate design, not an accident.]
|
||||
|
||||
### Session Emotional Arc
|
||||
|
||||
| Phase | Duration | Target Emotion | Pillar(s) Driving It | Mechanics Delivering It |
|
||||
| ---- | ---- | ---- | ---- | ---- |
|
||||
| Opening | [e.g., 0-5 min] | [e.g., Curiosity, anticipation] | [Which pillar] | [What the player does] |
|
||||
| Rising | [e.g., 5-20 min] | [e.g., Tension, focus, flow] | [Which pillar] | [What the player does] |
|
||||
| Climax | [e.g., 20-30 min] | [e.g., Triumph, relief, awe] | [Which pillar] | [What the player does] |
|
||||
| Resolution | [e.g., 30-40 min] | [e.g., Satisfaction, reflection] | [Which pillar] | [What the player does] |
|
||||
| Hook | [End of session] | [e.g., Curiosity, unfinished business] | [Which pillar] | [What makes them return] |
|
||||
|
||||
### Long-Term Emotional Progression
|
||||
|
||||
[How does the emotional experience evolve across the full game? Early game vs
|
||||
mid game vs late game vs endgame should each feel distinct.]
|
||||
|
||||
---
|
||||
|
||||
## Reference Games
|
||||
|
||||
| Reference | What We Take From It | What We Do Differently | Which Pillar It Validates |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| [Game 1] | [Specific mechanic, feeling, or approach] | [Our twist] | [Pillar name] |
|
||||
| [Game 2] | [What we learn] | [Our twist] | [Pillar name] |
|
||||
| [Game 3] | [What we learn] | [Our twist] | [Pillar name] |
|
||||
|
||||
**Non-game inspirations**: [Films, books, music, art, real-world experiences
|
||||
that inform the tone, world, or feel. Great games pull from outside the medium.]
|
||||
|
||||
---
|
||||
|
||||
## Pillar Validation Checklist
|
||||
|
||||
Before finalizing the pillars, verify:
|
||||
|
||||
- [ ] **Count**: 3-5 pillars (no more, no fewer)
|
||||
- [ ] **Falsifiable**: Each pillar makes a claim that could be wrong
|
||||
- [ ] **Constraining**: Each pillar forces saying "no" to some plausible ideas
|
||||
- [ ] **Cross-departmental**: Each pillar has implications for design, art, audio, narrative, AND engineering
|
||||
- [ ] **Design-tested**: Each pillar has a concrete design test that resolves a real decision
|
||||
- [ ] **Anti-pillars defined**: At least 3 explicit "this game is NOT" statements
|
||||
- [ ] **Priority-ranked**: Clear order for resolving conflicts between pillars
|
||||
- [ ] **MDA-aligned**: Pillars collectively deliver the top-ranked target aesthetics
|
||||
- [ ] **SDT coverage**: At least one pillar serves Autonomy, one Competence, one Relatedness
|
||||
- [ ] **Memorable**: The team can recite all pillars from memory
|
||||
- [ ] **Core fantasy served**: Every pillar traces back to the core fantasy promise
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
||||
- [ ] Get pillar approval from creative-director
|
||||
- [ ] Distribute to all department leads for sign-off
|
||||
- [ ] Create design tests for each pillar using real upcoming decisions
|
||||
- [ ] Schedule first pillar review (after 2 weeks of development)
|
||||
- [ ] Add pillars to the game-concept document and pitch document
|
||||
|
||||
---
|
||||
|
||||
*This document is the creative north star. It lives in `design/gdd/game-pillars.md`
|
||||
and is referenced by every design, art, audio, and narrative document in the project.
|
||||
Review quarterly or after major milestone pivots.*
|
||||
135
.claude/docs/templates/incident-response.md
vendored
Normal file
135
.claude/docs/templates/incident-response.md
vendored
Normal file
@@ -0,0 +1,135 @@
|
||||
# Incident Response: [Incident Title]
|
||||
|
||||
**Severity**: [S1-Critical / S2-Major / S3-Moderate / S4-Minor]
|
||||
**Status**: [Active / Mitigated / Resolved / Post-Mortem Complete]
|
||||
**Detected**: [Date Time UTC]
|
||||
**Resolved**: [Date Time UTC or ONGOING]
|
||||
**Duration**: [Total time from detection to resolution]
|
||||
**Incident Commander**: [Name/Role]
|
||||
|
||||
---
|
||||
|
||||
## Impact Summary
|
||||
|
||||
[2-3 sentences describing what players experienced. Write from the player
|
||||
perspective, not the technical perspective.]
|
||||
|
||||
- **Players affected**: [estimated count or percentage]
|
||||
- **Platforms affected**: [PC / Console / Mobile / All]
|
||||
- **Regions affected**: [All / specific regions]
|
||||
- **Revenue impact**: [estimated if applicable]
|
||||
|
||||
---
|
||||
|
||||
## Timeline
|
||||
|
||||
| Time (UTC) | Event | Action Taken |
|
||||
| ---- | ---- | ---- |
|
||||
| [HH:MM] | Incident detected via [monitoring/player report/etc.] | Incident commander assigned |
|
||||
| [HH:MM] | Root cause identified | [Brief description of cause] |
|
||||
| [HH:MM] | Mitigation deployed | [What was done] |
|
||||
| [HH:MM] | Service restored / Fix confirmed | Monitoring for recurrence |
|
||||
| [HH:MM] | All-clear declared | Post-mortem scheduled |
|
||||
|
||||
---
|
||||
|
||||
## Root Cause
|
||||
|
||||
### What Happened
|
||||
[Technical description of the root cause. Be specific about the chain of events
|
||||
that led to the incident.]
|
||||
|
||||
### Why It Happened
|
||||
[Systemic cause — why did existing processes, tests, or safeguards fail to
|
||||
prevent this? This is more important than the technical cause.]
|
||||
|
||||
### Contributing Factors
|
||||
- [Factor 1 — e.g., "Insufficient load testing for the new matchmaking system"]
|
||||
- [Factor 2 — e.g., "Monitoring alert threshold was set too high"]
|
||||
- [Factor 3]
|
||||
|
||||
---
|
||||
|
||||
## Mitigation and Resolution
|
||||
|
||||
### Immediate Actions (during incident)
|
||||
1. [Action taken to stop the bleeding]
|
||||
2. [Action taken to restore service]
|
||||
3. [Action taken to verify resolution]
|
||||
|
||||
### Follow-Up Actions (after resolution)
|
||||
1. [Permanent fix if immediate action was a workaround]
|
||||
2. [Additional testing or monitoring added]
|
||||
3. [Process changes to prevent recurrence]
|
||||
|
||||
---
|
||||
|
||||
## Player Communication
|
||||
|
||||
### Initial Acknowledgment
|
||||
*Sent: [Time] via [channel]*
|
||||
> [Exact text of the first public message acknowledging the issue]
|
||||
|
||||
### Status Updates
|
||||
*Sent: [Time] via [channel]*
|
||||
> [Text of each subsequent update]
|
||||
|
||||
### Resolution Notice
|
||||
*Sent: [Time] via [channel]*
|
||||
> [Text announcing the fix and any compensation]
|
||||
|
||||
### Compensation (if applicable)
|
||||
- **What**: [description of compensation — e.g., "500 premium currency + 24-hour XP boost"]
|
||||
- **Who**: [all players / affected players only / players who logged in during incident]
|
||||
- **When**: [delivery date and method]
|
||||
- **Rationale**: [why this compensation is appropriate for the impact]
|
||||
|
||||
---
|
||||
|
||||
## Prevention
|
||||
|
||||
### What We Are Changing
|
||||
|
||||
| Action Item | Owner | Deadline | Status |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| [Specific preventive measure] | [Role] | [Date] | [TODO/Done] |
|
||||
| [Add monitoring for X] | [Role] | [Date] | [TODO/Done] |
|
||||
| [Add test coverage for Y] | [Role] | [Date] | [TODO/Done] |
|
||||
| [Update runbook for Z] | [Role] | [Date] | [TODO/Done] |
|
||||
|
||||
### Process Improvements
|
||||
- [Process change to prevent similar incidents]
|
||||
- [Monitoring/alerting improvement]
|
||||
- [Testing improvement]
|
||||
|
||||
---
|
||||
|
||||
## Lessons Learned
|
||||
|
||||
### What Went Well
|
||||
- [Positive aspect of incident response — e.g., "Detection was fast due to
|
||||
monitoring alerts"]
|
||||
- [Positive aspect]
|
||||
|
||||
### What Went Poorly
|
||||
- [Problem with response — e.g., "Took 20 minutes to identify the correct
|
||||
on-call person"]
|
||||
- [Problem]
|
||||
|
||||
### Where We Got Lucky
|
||||
- [Factor that reduced impact by chance rather than design — these are hidden
|
||||
risks to address]
|
||||
|
||||
---
|
||||
|
||||
## Sign-Offs
|
||||
|
||||
- [ ] Technical Director — Root cause accurate, prevention plan sufficient
|
||||
- [ ] QA Lead — Test coverage gaps addressed
|
||||
- [ ] Producer — Timeline and communication reviewed
|
||||
- [ ] Community Manager — Player communication reviewed
|
||||
|
||||
---
|
||||
|
||||
*This document is filed in `production/hotfixes/` and linked from the
|
||||
release notes for the fix version.*
|
||||
111
.claude/docs/templates/level-design-document.md
vendored
Normal file
111
.claude/docs/templates/level-design-document.md
vendored
Normal file
@@ -0,0 +1,111 @@
|
||||
# Level: [Level Name]
|
||||
|
||||
## Quick Reference
|
||||
|
||||
- **Area/Region**: [Where in the game world]
|
||||
- **Type**: [Combat / Exploration / Puzzle / Hub / Boss / Mixed]
|
||||
- **Estimated Play Time**: [X-Y minutes]
|
||||
- **Difficulty**: [1-10 relative scale]
|
||||
- **Prerequisite**: [What the player must have done to reach this level]
|
||||
- **Status**: [Concept | Layout | Graybox | Art Pass | Polish | Final]
|
||||
|
||||
## Narrative Context
|
||||
|
||||
- **Story Moment**: [Where in the narrative arc does this level occur]
|
||||
- **Narrative Purpose**: [What story beat this level delivers]
|
||||
- **Emotional Target**: [What the player should feel during this level]
|
||||
- **Lore Discoveries**: [What world-building the player can find here]
|
||||
|
||||
## Layout
|
||||
|
||||
### Overview Map
|
||||
|
||||
```
|
||||
[ASCII diagram of the level layout. Use these symbols:]
|
||||
[S] = Start point
|
||||
[E] = Exit/end point
|
||||
[C] = Combat encounter
|
||||
[P] = Puzzle
|
||||
[R] = Reward/loot
|
||||
[!] = Story beat
|
||||
[?] = Secret/optional
|
||||
[>] = One-way passage
|
||||
[=] = Two-way passage
|
||||
[@] = NPC
|
||||
[B] = Boss encounter
|
||||
```
|
||||
|
||||
### Critical Path
|
||||
|
||||
[The mandatory route through the level, step by step.]
|
||||
|
||||
1. Player enters at [S]
|
||||
2. [Description of what happens along the path]
|
||||
3. Player exits at [E]
|
||||
|
||||
### Optional Paths
|
||||
|
||||
| Path | Access Requirement | Reward | Discovery Hint |
|
||||
|------|-------------------|--------|---------------|
|
||||
|
||||
### Points of Interest
|
||||
|
||||
| Location | Type | Description | Purpose |
|
||||
|----------|------|-------------|---------|
|
||||
|
||||
## Encounters
|
||||
|
||||
### Combat Encounters
|
||||
|
||||
| ID | Position | Enemy Composition | Difficulty | Arena Notes |
|
||||
|----|----------|------------------|-----------|-------------|
|
||||
| E-01 | [Map ref] | [2x Grunt, 1x Ranged] | 3/10 | Open area, cover on flanks |
|
||||
| E-02 | [Map ref] | [1x Elite, 3x Grunt] | 5/10 | Narrow corridor, no retreat |
|
||||
|
||||
### Non-Combat Encounters
|
||||
|
||||
| ID | Position | Type | Description | Solution Hint |
|
||||
|----|----------|------|-------------|---------------|
|
||||
|
||||
## Pacing Chart
|
||||
|
||||
```
|
||||
Intensity
|
||||
10 | *
|
||||
8 | * * *
|
||||
6 | * * * * * *
|
||||
4 | * * * ** * * *
|
||||
2 | * ** ** * * * * *
|
||||
0 |S-----------------------------------------E
|
||||
[Start] [Mid] [Climax] [Exit]
|
||||
```
|
||||
|
||||
[Describe the intended rhythm: where are the peaks, valleys, rest points?]
|
||||
|
||||
## Audio Direction
|
||||
|
||||
| Zone/Moment | Music Track | Ambience | Key SFX |
|
||||
|-------------|------------|----------|---------|
|
||||
| [Entry] | [Track] | [Ambient sounds] | [Door opening] |
|
||||
| [Combat] | [Combat music] | [Muted ambience] | [Combat SFX] |
|
||||
| [Post-combat] | [Calm transition] | [Return to ambience] | |
|
||||
|
||||
## Visual Direction
|
||||
|
||||
- **Lighting**: [Key, fill, ambient description]
|
||||
- **Color Palette**: [Dominant colors and why]
|
||||
- **Mood Board References**: [Description of visual references]
|
||||
- **Landmarks**: [Visible navigation aids and their locations]
|
||||
- **Sight Lines**: [What the player should see from key positions]
|
||||
|
||||
## Collectibles and Secrets
|
||||
|
||||
| Item | Location | Visibility | Hint | Required For |
|
||||
|------|----------|-----------|------|-------------|
|
||||
|
||||
## Technical Notes
|
||||
|
||||
- **Estimated Object Count**: [N]
|
||||
- **Streaming Zones**: [Where to break the level for streaming]
|
||||
- **Performance Concerns**: [Any known heavy areas]
|
||||
- **Required Systems**: [What game systems are active in this level]
|
||||
79
.claude/docs/templates/milestone-definition.md
vendored
Normal file
79
.claude/docs/templates/milestone-definition.md
vendored
Normal file
@@ -0,0 +1,79 @@
|
||||
# Milestone: [Name]
|
||||
|
||||
## Overview
|
||||
|
||||
- **Target Date**: [Date]
|
||||
- **Type**: [Prototype | Vertical Slice | Alpha | Beta | Gold | Post-Launch]
|
||||
- **Duration**: [N weeks]
|
||||
- **Number of Sprints**: [N]
|
||||
|
||||
## Milestone Goal
|
||||
|
||||
[2-3 sentences describing what this milestone achieves and why it matters.
|
||||
What can we demonstrate or evaluate at the end of this milestone?]
|
||||
|
||||
## Success Criteria
|
||||
|
||||
[Specific, measurable criteria. The milestone is complete ONLY when all of
|
||||
these are met.]
|
||||
|
||||
- [ ] [Criterion 1 -- specific and testable]
|
||||
- [ ] [Criterion 2]
|
||||
- [ ] [Criterion 3]
|
||||
- [ ] All S1 and S2 bugs resolved
|
||||
- [ ] Performance within budget on target hardware
|
||||
- [ ] Build stable for [X] consecutive days
|
||||
|
||||
## Feature List
|
||||
|
||||
### Must Ship (Milestone Fails Without These)
|
||||
|
||||
| Feature | Design Doc | Owner | Sprint Target | Status |
|
||||
|---------|-----------|-------|--------------|--------|
|
||||
|
||||
### Should Ship (Planned but Cuttable)
|
||||
|
||||
| Feature | Design Doc | Owner | Sprint Target | Cut Impact | Status |
|
||||
|---------|-----------|-------|--------------|-----------|--------|
|
||||
|
||||
### Stretch Goals (Only if Ahead of Schedule)
|
||||
|
||||
| Feature | Design Doc | Owner | Value Add |
|
||||
|---------|-----------|-------|----------|
|
||||
|
||||
## Quality Gates
|
||||
|
||||
| Gate | Threshold | Measurement Method |
|
||||
|------|-----------|-------------------|
|
||||
| Crash rate | < [X] per hour | Automated crash reporting |
|
||||
| Frame rate | > [X] FPS on min spec | Performance profiling |
|
||||
| Load time | < [X] seconds | Automated timing |
|
||||
| Critical bugs | 0 open S1 | Bug tracker |
|
||||
| Major bugs | < [X] open S2 | Bug tracker |
|
||||
| Test coverage | > [X]% | Test framework report |
|
||||
|
||||
## Risk Register
|
||||
|
||||
| Risk | Probability | Impact | Mitigation | Owner | Status |
|
||||
|------|------------|--------|-----------|-------|--------|
|
||||
|
||||
## Dependencies
|
||||
|
||||
### Internal Dependencies
|
||||
|
||||
| Feature | Depends On | Owner of Dependency | Status |
|
||||
|---------|-----------|-------------------|--------|
|
||||
|
||||
### External Dependencies
|
||||
|
||||
| Dependency | Provider | Status | Risk if Delayed |
|
||||
|-----------|---------|--------|----------------|
|
||||
|
||||
## Review Schedule
|
||||
|
||||
| Date | Review Type | Attendees |
|
||||
|------|-----------|-----------|
|
||||
| [Week 2] | Early progress check | Producer, Directors |
|
||||
| [Midpoint] | Mid-milestone review | Full team |
|
||||
| [Week N-1] | Pre-milestone review | Full team |
|
||||
| [Target Date] | Milestone review | Full team |
|
||||
111
.claude/docs/templates/narrative-character-sheet.md
vendored
Normal file
111
.claude/docs/templates/narrative-character-sheet.md
vendored
Normal file
@@ -0,0 +1,111 @@
|
||||
# Character: [Name]
|
||||
|
||||
## Quick Reference
|
||||
|
||||
- **Full Name**: [Name]
|
||||
- **Role in Story**: [Protagonist / Antagonist / Ally / Mentor / etc.]
|
||||
- **Role in Gameplay**: [Playable / NPC / Boss / Merchant / Quest Giver / etc.]
|
||||
- **First Appearance**: [Level/Area/Quest]
|
||||
- **Status**: [Canon Level: Established / Provisional / Under Review]
|
||||
|
||||
## Concept
|
||||
|
||||
[One paragraph describing who this character is, what they want, and why the
|
||||
player should care about them.]
|
||||
|
||||
## Appearance
|
||||
|
||||
[Physical description sufficient for the art team to create concept art.
|
||||
Reference the art bible for style constraints.]
|
||||
|
||||
- **Build**: [Body type, height relative to player]
|
||||
- **Distinguishing Features**: [What makes them visually recognizable at a distance]
|
||||
- **Color Palette**: [Key colors associated with this character]
|
||||
- **Costume/Armor**: [What they wear and why it makes sense for them]
|
||||
|
||||
## Personality
|
||||
|
||||
### Core Traits
|
||||
|
||||
- [Trait 1 -- e.g., Loyal to a fault]
|
||||
- [Trait 2 -- e.g., Distrusts authority]
|
||||
- [Trait 3 -- e.g., Dark sense of humor]
|
||||
|
||||
### Voice Profile
|
||||
|
||||
- **Speech Pattern**: [Formal/casual, verbose/terse, accent/dialect notes]
|
||||
- **Vocabulary Level**: [Simple/educated/archaic/technical]
|
||||
- **Verbal Tics**: [Any recurring phrases or speech habits]
|
||||
- **Tone Reference**: [Reference character from another work, if helpful]
|
||||
|
||||
### Emotional Range
|
||||
|
||||
| Emotion | Trigger | Expression | Example Line |
|
||||
|---------|---------|-----------|-------------|
|
||||
|
||||
## Motivation and Arc
|
||||
|
||||
### Primary Motivation
|
||||
|
||||
[What does this character want more than anything? This drives every scene.]
|
||||
|
||||
### Character Arc
|
||||
|
||||
| Phase | State | Turning Point |
|
||||
|-------|-------|---------------|
|
||||
| Introduction | [Who they are when the player meets them] | [What event starts their arc] |
|
||||
| Development | [How they change through the middle] | [Key moment of growth/change] |
|
||||
| Resolution | [Who they become by the end] | [Final transformative event] |
|
||||
|
||||
### Internal Conflict
|
||||
|
||||
[What contradictory desires or beliefs create internal tension?]
|
||||
|
||||
## Relationships
|
||||
|
||||
| Character | Relationship | Dynamic | Player Can Affect? |
|
||||
|-----------|-------------|---------|-------------------|
|
||||
|
||||
## Gameplay Function
|
||||
|
||||
### What This Character Provides to the Player
|
||||
|
||||
- [Services: shop, training, quests, etc.]
|
||||
- [Information: lore, hints, quest objectives]
|
||||
- [Mechanical interactions: buffs, unlocks, gates]
|
||||
|
||||
### Encounter Design Notes
|
||||
|
||||
[If this character is fought as an enemy or boss, include combat design notes
|
||||
or reference the relevant combat design document.]
|
||||
|
||||
## Dialogue Notes
|
||||
|
||||
### Topics This Character Can Discuss
|
||||
|
||||
- [Topic 1 -- what they know and their perspective]
|
||||
- [Topic 2]
|
||||
|
||||
### Topics This Character Avoids or Lies About
|
||||
|
||||
- [Topic -- and why]
|
||||
|
||||
### Dialogue State Dependencies
|
||||
|
||||
[What game states affect this character's dialogue?]
|
||||
|
||||
| Game State | Dialogue Change |
|
||||
|-----------|----------------|
|
||||
|
||||
## Lore Connections
|
||||
|
||||
- [Connection to world history]
|
||||
- [Connection to factions]
|
||||
- [Connection to locations]
|
||||
|
||||
## Cross-References
|
||||
|
||||
- **Design Doc**: [Link to relevant gameplay design]
|
||||
- **Quest Doc**: [Link to quests involving this character]
|
||||
- **Art Reference**: [Link to concept art or art bible section]
|
||||
- **Audio Reference**: [Link to voice/theme direction]
|
||||
140
.claude/docs/templates/pitch-document.md
vendored
Normal file
140
.claude/docs/templates/pitch-document.md
vendored
Normal file
@@ -0,0 +1,140 @@
|
||||
# Game Pitch: [Title]
|
||||
|
||||
*Version: [Draft Number]*
|
||||
*Date: [Date]*
|
||||
|
||||
---
|
||||
|
||||
## The Hook
|
||||
|
||||
> [One powerful sentence. If someone reads nothing else, this should make them
|
||||
> curious.]
|
||||
|
||||
---
|
||||
|
||||
## What Is It?
|
||||
|
||||
[2-3 sentences expanding the hook into a clear picture. Genre, setting, core
|
||||
mechanic, and what makes it special.]
|
||||
|
||||
---
|
||||
|
||||
## Why Now?
|
||||
|
||||
[Why is this the right game at the right time? Market trends, audience gaps,
|
||||
technology enablers, cultural relevance.]
|
||||
|
||||
---
|
||||
|
||||
## Target Audience
|
||||
|
||||
**Primary**: [Who is the core audience? Be specific — not "gamers" but
|
||||
"roguelike fans who enjoy build-crafting and short sessions"]
|
||||
|
||||
**Secondary**: [Adjacent audience who would also enjoy this]
|
||||
|
||||
**Market Size**: [Estimated TAM based on comparable titles]
|
||||
|
||||
---
|
||||
|
||||
## Comparable Titles
|
||||
|
||||
| Title | Similarity | Our Differentiation | Commercial Performance |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| [Game 1] | [What's similar] | [What's different/better] | [Revenue/units if known] |
|
||||
| [Game 2] | [What's similar] | [What's different/better] | [Performance] |
|
||||
| [Game 3] | [What's similar] | [What's different/better] | [Performance] |
|
||||
|
||||
---
|
||||
|
||||
## Core Experience
|
||||
|
||||
### The Player Fantasy
|
||||
[What does the player get to BE or DO? The emotional promise.]
|
||||
|
||||
### Core Loop (30 seconds)
|
||||
[Describe the primary activity]
|
||||
|
||||
### Session Flow (30 minutes)
|
||||
[What does a typical session look like start to finish?]
|
||||
|
||||
### Progression Hook
|
||||
[Why do players come back tomorrow?]
|
||||
|
||||
---
|
||||
|
||||
## Key Features
|
||||
|
||||
1. **[Feature Name]**: [1-2 sentence description of what it is and why it
|
||||
matters to the player]
|
||||
2. **[Feature Name]**: [Description]
|
||||
3. **[Feature Name]**: [Description]
|
||||
4. **[Feature Name]**: [Description]
|
||||
5. **[Feature Name]**: [Description]
|
||||
|
||||
---
|
||||
|
||||
## Visual Identity
|
||||
|
||||
[Brief description of the art style, mood, and visual tone. Include reference
|
||||
images or mood board link if available.]
|
||||
|
||||
**Art Style**: [e.g., "Hand-painted 2D with dynamic lighting, inspired by
|
||||
Hollow Knight's atmosphere but with warmer colors"]
|
||||
|
||||
---
|
||||
|
||||
## Audio Identity
|
||||
|
||||
[Brief description of the sonic palette and musical direction.]
|
||||
|
||||
**Music**: [e.g., "Adaptive orchestral with folk instruments, shifting based
|
||||
on biome and combat intensity"]
|
||||
|
||||
**SFX**: [e.g., "Crunchy, satisfying impact sounds. Tactile feedback on every
|
||||
player action."]
|
||||
|
||||
---
|
||||
|
||||
## Business Model
|
||||
|
||||
| Aspect | Plan |
|
||||
| ---- | ---- |
|
||||
| **Model** | [Premium $X / F2P / etc.] |
|
||||
| **Platforms** | [Steam, Console, Mobile] |
|
||||
| **Price Point** | [$X.XX] |
|
||||
| **DLC/Expansion Plans** | [Post-launch content strategy] |
|
||||
| **Monetization Ethics** | [What we will and won't do] |
|
||||
|
||||
---
|
||||
|
||||
## Development Plan
|
||||
|
||||
| Milestone | Duration | Deliverable |
|
||||
| ---- | ---- | ---- |
|
||||
| Concept & Pre-production | [X weeks] | Game concept, pillars, vertical slice plan |
|
||||
| Vertical Slice | [X weeks] | Playable slice demonstrating core loop |
|
||||
| Alpha | [X weeks] | All features in, content placeholder |
|
||||
| Beta | [X weeks] | Content complete, polish pass |
|
||||
| Launch | [Date] | Release build |
|
||||
|
||||
**Team Size**: [X people, roles]
|
||||
**Engine**: [Godot / Unity / Unreal]
|
||||
**Estimated Budget**: [Range if applicable]
|
||||
|
||||
---
|
||||
|
||||
## Risks and Mitigation
|
||||
|
||||
| Risk | Likelihood | Impact | Mitigation |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| [Risk 1] | [H/M/L] | [H/M/L] | [How we handle it] |
|
||||
| [Risk 2] | [H/M/L] | [H/M/L] | [Mitigation] |
|
||||
| [Risk 3] | [H/M/L] | [H/M/L] | [Mitigation] |
|
||||
|
||||
---
|
||||
|
||||
## The Ask
|
||||
|
||||
[What do you need? Funding, publishing deal, team members, feedback? Be
|
||||
specific about what you're looking for and what you're offering in return.]
|
||||
69
.claude/docs/templates/post-mortem.md
vendored
Normal file
69
.claude/docs/templates/post-mortem.md
vendored
Normal file
@@ -0,0 +1,69 @@
|
||||
# Post-Mortem: [Milestone/Project Name]
|
||||
|
||||
## Document Status
|
||||
- **Date**: [Date]
|
||||
- **Facilitator**: producer
|
||||
- **Participants**: [List of agents/people involved]
|
||||
- **Period Covered**: [Start date] to [End date]
|
||||
|
||||
## Summary
|
||||
[2-3 sentence summary of what this milestone/project accomplished]
|
||||
|
||||
## Goals vs Results
|
||||
|
||||
| Goal | Target | Result | Status |
|
||||
| ---- | ------ | ------ | ------ |
|
||||
| [Goal 1] | [Metric] | [Actual] | [Met / Partially / Missed] |
|
||||
|
||||
## Timeline
|
||||
|
||||
| Date | Event | Impact |
|
||||
| ---- | ----- | ------ |
|
||||
| [Date] | [What happened] | [How it affected the project] |
|
||||
|
||||
## What Went Well
|
||||
|
||||
### [Category 1: e.g., Technical Execution]
|
||||
**What**: [Description]
|
||||
**Why it worked**: [Root cause of success]
|
||||
**How to repeat**: [What to keep doing]
|
||||
|
||||
### [Category 2: e.g., Team Coordination]
|
||||
**What**: [Description]
|
||||
**Why it worked**: [Root cause]
|
||||
**How to repeat**: [Action]
|
||||
|
||||
## What Went Poorly
|
||||
|
||||
### [Category 1: e.g., Scope Management]
|
||||
**What**: [Description]
|
||||
**Root cause**: [Why this happened]
|
||||
**Impact**: [Time/quality/morale cost]
|
||||
**Prevention**: [How to avoid next time]
|
||||
|
||||
### [Category 2]
|
||||
[Same structure]
|
||||
|
||||
## Key Metrics
|
||||
|
||||
| Metric | Target | Actual | Notes |
|
||||
| ------ | ------ | ------ | ----- |
|
||||
| Tasks completed | [N] | [N] | |
|
||||
| Bugs found | — | [N] | |
|
||||
| Bugs fixed | — | [N] | |
|
||||
| Estimation accuracy | 100% | [N%] | |
|
||||
| Scope changes | 0 | [N] | |
|
||||
|
||||
## Lessons Learned
|
||||
|
||||
1. **[Lesson]**: [Explanation and how it changes future work]
|
||||
2. **[Lesson]**: [Explanation]
|
||||
|
||||
## Action Items
|
||||
|
||||
| # | Action | Owner | Deadline | Status |
|
||||
| - | ------ | ----- | -------- | ------ |
|
||||
| 1 | [Action] | [Who] | [When] | [Open/Done] |
|
||||
|
||||
## Acknowledgments
|
||||
[Call out exceptional contributions]
|
||||
199
.claude/docs/templates/project-stage-report.md
vendored
Normal file
199
.claude/docs/templates/project-stage-report.md
vendored
Normal file
@@ -0,0 +1,199 @@
|
||||
# Project Stage Analysis Report
|
||||
|
||||
**Generated**: [DATE]
|
||||
**Stage**: [Concept | Pre-production | Production | Post-Launch]
|
||||
**Analysis Scope**: [Full project | Specific role: programmer/designer/producer]
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
[1-2 paragraph overview of project state, primary gaps, and recommended priority]
|
||||
|
||||
**Current Focus**: [What the project is actively working on]
|
||||
**Blocking Issues**: [Critical gaps preventing progress]
|
||||
**Estimated Time to Next Stage**: [If applicable]
|
||||
|
||||
---
|
||||
|
||||
## Completeness Overview
|
||||
|
||||
### Design Documentation
|
||||
- **Status**: [X%] complete
|
||||
- **Files Found**: [N] documents in `design/`
|
||||
- GDD sections: [N] files in `design/gdd/`
|
||||
- Narrative docs: [N] files in `design/narrative/`
|
||||
- Level designs: [N] files in `design/levels/`
|
||||
- **Key Gaps**:
|
||||
- [ ] [Missing doc 1 + why it matters]
|
||||
- [ ] [Missing doc 2 + why it matters]
|
||||
|
||||
### Source Code
|
||||
- **Status**: [X%] complete
|
||||
- **Files Found**: [N] source files in `src/`
|
||||
- **Major Systems Identified**:
|
||||
- ✅ [System 1] (`src/path/`) — [brief status]
|
||||
- ✅ [System 2] (`src/path/`) — [brief status]
|
||||
- ⚠️ [System 3] (`src/path/`) — [issue or incomplete]
|
||||
- **Key Gaps**:
|
||||
- [ ] [Missing system 1 + impact]
|
||||
- [ ] [Missing system 2 + impact]
|
||||
|
||||
### Architecture Documentation
|
||||
- **Status**: [X%] complete
|
||||
- **ADRs Found**: [N] decisions documented in `docs/architecture/`
|
||||
- **Coverage**:
|
||||
- ✅ [Decision area 1] — documented
|
||||
- ⚠️ [Decision area 2] — undocumented but implemented
|
||||
- ❌ [Decision area 3] — neither documented nor decided
|
||||
- **Key Gaps**:
|
||||
- [ ] [Missing ADR 1 + why it's needed]
|
||||
- [ ] [Missing ADR 2 + why it's needed]
|
||||
|
||||
### Production Management
|
||||
- **Status**: [X%] complete
|
||||
- **Found**:
|
||||
- Sprint plans: [N] in `production/sprints/`
|
||||
- Milestones: [N] in `production/milestones/`
|
||||
- Roadmap: [Exists | Missing]
|
||||
- **Key Gaps**:
|
||||
- [ ] [Missing production artifact + impact]
|
||||
|
||||
### Testing
|
||||
- **Status**: [X%] coverage (estimated)
|
||||
- **Test Files**: [N] in `tests/`
|
||||
- **Coverage by System**:
|
||||
- [System 1]: [X%] (estimated)
|
||||
- [System 2]: [X%] (estimated)
|
||||
- **Key Gaps**:
|
||||
- [ ] [Missing test area + risk]
|
||||
|
||||
### Prototypes
|
||||
- **Active Prototypes**: [N] in `prototypes/`
|
||||
- ✅ [Prototype 1] — documented with README
|
||||
- ⚠️ [Prototype 2] — no README, unclear status
|
||||
- **Archived**: [N] (experiments completed)
|
||||
- **Key Gaps**:
|
||||
- [ ] [Undocumented prototype + why it matters]
|
||||
|
||||
---
|
||||
|
||||
## Stage Classification Rationale
|
||||
|
||||
**Why [Stage]?**
|
||||
|
||||
[Explain why the project is classified at this stage based on indicators found]
|
||||
|
||||
**Indicators for this stage**:
|
||||
- [Indicator 1 that matches this stage]
|
||||
- [Indicator 2 that matches this stage]
|
||||
|
||||
**Next stage requirements**:
|
||||
- [ ] [Requirement 1 to reach next stage]
|
||||
- [ ] [Requirement 2 to reach next stage]
|
||||
- [ ] [Requirement 3 to reach next stage]
|
||||
|
||||
---
|
||||
|
||||
## Gaps Identified (with Clarifying Questions)
|
||||
|
||||
### Critical Gaps (block progress)
|
||||
|
||||
1. **[Gap Name]**
|
||||
- **Impact**: [Why this blocks progress]
|
||||
- **Question**: [Clarifying question before assuming solution]
|
||||
- **Suggested Action**: [What could be done, pending clarification]
|
||||
|
||||
### Important Gaps (affect quality/velocity)
|
||||
|
||||
2. **[Gap Name]**
|
||||
- **Impact**: [Why this matters]
|
||||
- **Question**: [Clarifying question]
|
||||
- **Suggested Action**: [Proposed solution]
|
||||
|
||||
### Nice-to-Have Gaps (polish/best practices)
|
||||
|
||||
3. **[Gap Name]**
|
||||
- **Impact**: [Minor but valuable]
|
||||
- **Question**: [Clarifying question]
|
||||
- **Suggested Action**: [Optional improvement]
|
||||
|
||||
---
|
||||
|
||||
## Recommended Next Steps
|
||||
|
||||
### Immediate Priority (Do First)
|
||||
1. **[Action 1]** — [Why it's priority 1]
|
||||
- Suggested skill: `/[skill-name]` or manual work
|
||||
- Estimated effort: [S/M/L]
|
||||
|
||||
2. **[Action 2]** — [Why it's priority 2]
|
||||
- Suggested skill: `/[skill-name]`
|
||||
- Estimated effort: [S/M/L]
|
||||
|
||||
### Short-Term (This Sprint/Week)
|
||||
3. **[Action 3]** — [Why it's important soon]
|
||||
4. **[Action 4]** — [Why it's important soon]
|
||||
|
||||
### Medium-Term (Next Milestone)
|
||||
5. **[Action 5]** — [Future need]
|
||||
6. **[Action 6]** — [Future need]
|
||||
|
||||
---
|
||||
|
||||
## Role-Specific Recommendations
|
||||
|
||||
[If role filter was used, provide role-specific guidance]
|
||||
|
||||
### For [Role]:
|
||||
- **Focus areas**: [What this role should prioritize]
|
||||
- **Blockers**: [What's blocking this role's work]
|
||||
- **Next tasks**:
|
||||
1. [Task 1]
|
||||
2. [Task 2]
|
||||
|
||||
---
|
||||
|
||||
## Follow-Up Skills to Run
|
||||
|
||||
Based on gaps identified, consider running:
|
||||
|
||||
- `/reverse-document [type] [path]` — [For which gap]
|
||||
- `/architecture-decision` — [For which gap]
|
||||
- `/sprint-plan` — [If production planning missing]
|
||||
- `/milestone-review` — [If approaching deadline]
|
||||
- `/onboard [role]` — [If new contributor joining]
|
||||
|
||||
---
|
||||
|
||||
## Appendix: File Counts by Directory
|
||||
|
||||
```
|
||||
design/
|
||||
gdd/ [N] files
|
||||
narrative/ [N] files
|
||||
levels/ [N] files
|
||||
|
||||
src/
|
||||
core/ [N] files
|
||||
gameplay/ [N] files
|
||||
ai/ [N] files
|
||||
networking/ [N] files
|
||||
ui/ [N] files
|
||||
|
||||
docs/
|
||||
architecture/ [N] ADRs
|
||||
|
||||
production/
|
||||
sprints/ [N] plans
|
||||
milestones/ [N] definitions
|
||||
|
||||
tests/ [N] test files
|
||||
prototypes/ [N] directories
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
**End of Report**
|
||||
|
||||
*Generated by `/project-stage-detect` skill*
|
||||
125
.claude/docs/templates/release-checklist-template.md
vendored
Normal file
125
.claude/docs/templates/release-checklist-template.md
vendored
Normal file
@@ -0,0 +1,125 @@
|
||||
# Release Checklist: [Version] -- [Platform]
|
||||
|
||||
**Release Date**: [Target Date]
|
||||
**Release Manager**: [Name]
|
||||
**Status**: [ ] GO / [ ] NO-GO
|
||||
|
||||
---
|
||||
|
||||
## Build Verification
|
||||
|
||||
- [ ] Clean build succeeds on all target platforms
|
||||
- [ ] No compiler warnings (zero-warning policy)
|
||||
- [ ] Build version number set correctly: `[version]`
|
||||
- [ ] Build is reproducible from tagged commit: `[commit hash]`
|
||||
- [ ] Build size within budget: [actual] / [budget]
|
||||
- [ ] All assets included and loading correctly
|
||||
- [ ] No debug/development features enabled in release build
|
||||
|
||||
---
|
||||
|
||||
## Quality Gates
|
||||
|
||||
### Critical Bugs
|
||||
- [ ] Zero S1 (Critical) bugs open
|
||||
- [ ] Zero S2 (Major) bugs -- or documented exceptions below:
|
||||
|
||||
| Bug ID | Description | Exception Rationale | Approved By |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| | | | |
|
||||
|
||||
### Test Coverage
|
||||
- [ ] All critical path features tested and signed off
|
||||
- [ ] Full regression suite passed: [pass rate]%
|
||||
- [ ] Soak test passed (4+ hours continuous play)
|
||||
- [ ] Edge case testing complete
|
||||
|
||||
### Performance
|
||||
- [ ] Target FPS met on minimum spec: [actual] / [target] FPS
|
||||
- [ ] Memory usage within budget: [actual] / [budget] MB
|
||||
- [ ] Load times within budget: [actual] / [target] seconds
|
||||
- [ ] No memory leaks over extended play (soak test)
|
||||
- [ ] No frame drops below [threshold] in normal gameplay
|
||||
|
||||
---
|
||||
|
||||
## Content Complete
|
||||
|
||||
- [ ] All placeholder assets replaced with final versions
|
||||
- [ ] All player-facing text proofread
|
||||
- [ ] All text localization-ready (no hardcoded strings)
|
||||
- [ ] Localization complete for: [list locales]
|
||||
- [ ] Audio mix finalized and approved
|
||||
- [ ] Credits complete and accurate
|
||||
- [ ] Legal notices and third-party attributions complete
|
||||
|
||||
---
|
||||
|
||||
## Platform: PC
|
||||
|
||||
- [ ] Minimum and recommended specs documented
|
||||
- [ ] Keyboard+mouse controls fully functional
|
||||
- [ ] Controller support tested (Xbox, PlayStation, generic)
|
||||
- [ ] Resolution scaling tested: 1080p, 1440p, 4K, ultrawide
|
||||
- [ ] Windowed, borderless, fullscreen modes working
|
||||
- [ ] Graphics settings save and load correctly
|
||||
- [ ] Store SDK integrated and tested: [Steam/Epic/GOG]
|
||||
- [ ] Achievements functional
|
||||
- [ ] Cloud saves functional
|
||||
|
||||
## Platform: Console (if applicable)
|
||||
|
||||
- [ ] TRC/TCR/Lotcheck requirements met
|
||||
- [ ] Platform controller prompts correct
|
||||
- [ ] Suspend/resume works
|
||||
- [ ] User switching handled
|
||||
- [ ] Network loss handled gracefully
|
||||
- [ ] Storage full scenario handled
|
||||
- [ ] Parental controls respected
|
||||
- [ ] Certification submission prepared
|
||||
|
||||
---
|
||||
|
||||
## Store and Distribution
|
||||
|
||||
- [ ] Store page metadata complete and proofread
|
||||
- [ ] Screenshots current and meet platform requirements
|
||||
- [ ] Trailer current
|
||||
- [ ] Key art and capsule images final
|
||||
- [ ] Age ratings obtained: [ ] ESRB [ ] PEGI [ ] Other
|
||||
- [ ] Legal: EULA, Privacy Policy, Terms of Service
|
||||
- [ ] Pricing configured for all regions
|
||||
|
||||
---
|
||||
|
||||
## Launch Readiness
|
||||
|
||||
- [ ] Analytics/telemetry verified and receiving data
|
||||
- [ ] Crash reporting configured: [service name]
|
||||
- [ ] Day-one patch prepared (if needed)
|
||||
- [ ] On-call team schedule set for first 72 hours
|
||||
- [ ] Community announcements drafted
|
||||
- [ ] Press/influencer keys prepared
|
||||
- [ ] Support team briefed on known issues
|
||||
- [ ] Rollback plan documented and tested
|
||||
|
||||
---
|
||||
|
||||
## Sign-offs
|
||||
|
||||
| Role | Name | Status | Date |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| QA Lead | | [ ] Approved | |
|
||||
| Technical Director | | [ ] Approved | |
|
||||
| Producer | | [ ] Approved | |
|
||||
| Creative Director | | [ ] Approved | |
|
||||
|
||||
---
|
||||
|
||||
## Final Decision
|
||||
|
||||
**GO / NO-GO**: ____________
|
||||
|
||||
**Rationale**: [Summary of readiness. If NO-GO, list specific blocking items and estimated time to resolve.]
|
||||
|
||||
**Notes**: [Any additional context, known risks accepted, or conditions on the release.]
|
||||
103
.claude/docs/templates/release-notes.md
vendored
Normal file
103
.claude/docs/templates/release-notes.md
vendored
Normal file
@@ -0,0 +1,103 @@
|
||||
# Release Notes: [Game Title] v[Version]
|
||||
|
||||
*Released: [Date]*
|
||||
|
||||
---
|
||||
|
||||
## Headline
|
||||
|
||||
> [One compelling sentence summarizing the most exciting part of this release.
|
||||
> This is what appears in store update notifications and social media.]
|
||||
|
||||
---
|
||||
|
||||
## What's New
|
||||
|
||||
### [Major Feature 1 Name]
|
||||
[2-4 sentences describing the feature. Focus on what players can DO, not
|
||||
how it works internally. Include a screenshot or GIF reference if applicable.]
|
||||
|
||||
### [Major Feature 2 Name]
|
||||
[Description]
|
||||
|
||||
---
|
||||
|
||||
## Gameplay Changes
|
||||
|
||||
### Balance Adjustments
|
||||
|
||||
| Target | Change | Before | After | Context |
|
||||
| ---- | ---- | ---- | ---- | ---- |
|
||||
| [Weapon/Ability/Item] | [What changed] | [Old value] | [New value] | [Why — 1 sentence] |
|
||||
| | | | | |
|
||||
|
||||
### Mechanic Changes
|
||||
- **[Change Name]**: [What changed and how it affects gameplay. Be specific
|
||||
about what players will experience differently.]
|
||||
|
||||
---
|
||||
|
||||
## Quality of Life
|
||||
|
||||
- [Improvement 1 — describe the player benefit, not the technical change]
|
||||
- [Improvement 2]
|
||||
- [Improvement 3]
|
||||
|
||||
---
|
||||
|
||||
## Bug Fixes
|
||||
|
||||
### Critical Fixes
|
||||
- Fixed [describe what players experienced, e.g., "a crash when loading
|
||||
saved games from version 1.0"]
|
||||
|
||||
### Gameplay Fixes
|
||||
- Fixed [describe the incorrect behavior and the correct behavior now]
|
||||
|
||||
### UI Fixes
|
||||
- Fixed [description]
|
||||
|
||||
### Audio Fixes
|
||||
- Fixed [description]
|
||||
|
||||
### Platform-Specific Fixes
|
||||
- **[Platform]**: Fixed [description]
|
||||
|
||||
---
|
||||
|
||||
## Performance Improvements
|
||||
|
||||
- [Improvement players will notice, e.g., "Reduced load times by approximately
|
||||
30% on all platforms"]
|
||||
- [Improvement]
|
||||
|
||||
---
|
||||
|
||||
## Known Issues
|
||||
|
||||
We are aware of the following issues and are working on fixes for a future update:
|
||||
|
||||
- **[Issue]**: [Brief description and workaround if available]
|
||||
- **[Issue]**: [Description]
|
||||
|
||||
---
|
||||
|
||||
## Coming Next
|
||||
|
||||
[Optional — tease upcoming content to build anticipation. Keep it vague enough
|
||||
to not create binding commitments.]
|
||||
|
||||
> [1-2 sentences about what the team is working on next]
|
||||
|
||||
---
|
||||
|
||||
## Thank You
|
||||
|
||||
[Brief message thanking the community. Reference specific community feedback
|
||||
that influenced changes in this release if applicable.]
|
||||
|
||||
---
|
||||
|
||||
*For the full changelog with technical details, see the [developer changelog](link).*
|
||||
*Report bugs: [link to bug report channel/form]*
|
||||
*Join the community: [link to Discord/forum]*
|
||||
58
.claude/docs/templates/risk-register-entry.md
vendored
Normal file
58
.claude/docs/templates/risk-register-entry.md
vendored
Normal file
@@ -0,0 +1,58 @@
|
||||
# Risk: [Short Title]
|
||||
|
||||
## Identification
|
||||
|
||||
- **ID**: RISK-[NNNN]
|
||||
- **Identified By**: [Agent or person]
|
||||
- **Date Identified**: [Date]
|
||||
- **Category**: [Technical | Design | Schedule | Resource | External | Quality]
|
||||
|
||||
## Assessment
|
||||
|
||||
- **Probability**: [Very Low | Low | Medium | High | Very High]
|
||||
- **Impact**: [Minimal | Minor | Moderate | Major | Critical]
|
||||
- **Risk Score**: [Probability x Impact = Low / Medium / High / Critical]
|
||||
|
||||
## Description
|
||||
|
||||
[Detailed description of the risk. What could go wrong? Under what conditions?]
|
||||
|
||||
## Trigger Conditions
|
||||
|
||||
[What observable conditions would indicate this risk is materializing?]
|
||||
|
||||
- [Condition 1]
|
||||
- [Condition 2]
|
||||
|
||||
## Impact Analysis
|
||||
|
||||
### If This Risk Materializes
|
||||
|
||||
- **Schedule Impact**: [How many days/weeks of delay]
|
||||
- **Quality Impact**: [What quality degradation]
|
||||
- **Scope Impact**: [What features affected]
|
||||
- **Cost Impact**: [Resource cost of dealing with it]
|
||||
|
||||
### Affected Systems/Features
|
||||
|
||||
- [System 1]
|
||||
- [System 2]
|
||||
|
||||
## Mitigation Strategy
|
||||
|
||||
### Prevention (reduce probability)
|
||||
|
||||
- [Action to prevent this risk from occurring]
|
||||
- [Owner and deadline for prevention action]
|
||||
|
||||
### Contingency (reduce impact if it occurs)
|
||||
|
||||
- [Action to take if this risk materializes]
|
||||
- [Owner responsible for contingency execution]
|
||||
|
||||
## Current Status
|
||||
|
||||
- **Status**: [Open | Mitigating | Occurred | Closed]
|
||||
- **Last Reviewed**: [Date]
|
||||
- **Trend**: [Increasing | Stable | Decreasing]
|
||||
- **Notes**: [Any updates]
|
||||
130
.claude/docs/templates/sound-bible.md
vendored
Normal file
130
.claude/docs/templates/sound-bible.md
vendored
Normal file
@@ -0,0 +1,130 @@
|
||||
# Sound Bible: [Project Name]
|
||||
|
||||
## Audio Vision
|
||||
|
||||
### Sonic Identity
|
||||
[Describe the overall audio personality of the game in 2-3 sentences. What does the game "sound like"? What emotions should the audio evoke?]
|
||||
|
||||
### Audio Pillars
|
||||
1. **[Pillar 1]**: [How this pillar manifests in audio]
|
||||
2. **[Pillar 2]**: [How this pillar manifests in audio]
|
||||
3. **[Pillar 3]**: [How this pillar manifests in audio]
|
||||
|
||||
### Reference Games / Media
|
||||
| Reference | What to Take From It | What to Avoid |
|
||||
| ---- | ---- | ---- |
|
||||
| [Game/Film 1] | [Specific audio quality to emulate] | [What doesn't fit our vision] |
|
||||
| [Game/Film 2] | [Specific audio quality to emulate] | [What doesn't fit our vision] |
|
||||
|
||||
---
|
||||
|
||||
## Music Direction
|
||||
|
||||
### Style and Genre
|
||||
[Primary musical style, instrumentation palette, tempo ranges]
|
||||
|
||||
### Instrumentation Palette
|
||||
- **Core instruments**: [List the primary instruments/synths that define the sound]
|
||||
- **Accent instruments**: [Used for emphasis, transitions, special moments]
|
||||
- **Avoid**: [Instruments or styles that do NOT fit the game]
|
||||
|
||||
### Adaptive Music System
|
||||
| Game State | Music Behavior | Transition |
|
||||
| ---- | ---- | ---- |
|
||||
| Exploration | [Tempo, energy, instrumentation] | [How it transitions to next state] |
|
||||
| Combat | [Tempo, energy, instrumentation] | [Trigger condition and crossfade time] |
|
||||
| Stealth/Tension | [Tempo, energy, instrumentation] | [Trigger and transition] |
|
||||
| Victory/Reward | [Stinger or transition behavior] | [Return to exploration] |
|
||||
| Menu/UI | [Style for menus] | [Fade on game start] |
|
||||
|
||||
### Music Rules
|
||||
- [Rule about looping, e.g., "All exploration tracks must loop seamlessly after 2-4 minutes"]
|
||||
- [Rule about silence, e.g., "Allow 10-15 seconds of silence between exploration loops"]
|
||||
- [Rule about intensity, e.g., "Combat music must reach full intensity within 3 seconds of combat start"]
|
||||
- [Rule about transitions, e.g., "All music transitions use 1.5 second crossfades"]
|
||||
|
||||
---
|
||||
|
||||
## Sound Effects
|
||||
|
||||
### SFX Palette
|
||||
| Category | Description | Style Notes |
|
||||
| ---- | ---- | ---- |
|
||||
| Player Actions | [Movement, attacks, abilities] | [Punchy, responsive, front-of-mix] |
|
||||
| Enemy Actions | [Attacks, abilities, death] | [Distinct from player, slightly recessed] |
|
||||
| UI | [Button clicks, menu transitions, notifications] | [Clean, subtle, never annoying on repeat] |
|
||||
| Environment | [Ambient loops, weather, objects] | [Immersive, layered, spatial] |
|
||||
| Feedback | [Damage taken, item pickup, level up] | [Clear, satisfying, non-fatiguing] |
|
||||
|
||||
### Audio Feedback Priority
|
||||
When multiple sounds compete, this priority determines what plays:
|
||||
1. Player damage / critical warnings (always audible)
|
||||
2. Player actions (attacks, abilities)
|
||||
3. Enemy actions (nearby enemies first)
|
||||
4. UI feedback
|
||||
5. Environment / ambient
|
||||
|
||||
### SFX Rules
|
||||
- [Rule about repetition, e.g., "Every SFX with >3 plays/minute needs 3+ variations"]
|
||||
- [Rule about spatial audio, e.g., "All gameplay SFX must be 3D positioned, UI SFX are 2D"]
|
||||
- [Rule about ducking, e.g., "Player hit SFX ducks all other SFX by 3dB for 200ms"]
|
||||
- [Rule about response time, e.g., "Action SFX must trigger within 1 frame of the action"]
|
||||
|
||||
---
|
||||
|
||||
## Mixing
|
||||
|
||||
### Mix Bus Structure
|
||||
| Bus | Content | Target Level |
|
||||
| ---- | ---- | ---- |
|
||||
| Master | Everything | 0 dB |
|
||||
| Music | All music tracks | [target dBFS] |
|
||||
| SFX | All sound effects | [target dBFS] |
|
||||
| Dialogue | All voice/narration | [target dBFS] |
|
||||
| UI | All interface sounds | [target dBFS] |
|
||||
| Ambient | Environment loops | [target dBFS] |
|
||||
|
||||
### Mixing Rules
|
||||
- Dialogue always takes priority — duck music and SFX during dialogue
|
||||
- Music should be felt, not dominate — if players can't hear SFX over music, music is too loud
|
||||
- Master output must never clip — use a limiter on the master bus
|
||||
- All volumes must be adjustable by the player (per bus)
|
||||
- Default mix should sound good on both speakers and headphones
|
||||
|
||||
### Dynamic Range
|
||||
- [Specify loudness targets, e.g., "Target -14 LUFS integrated, -1 dBTP true peak"]
|
||||
- [Specify compression policy, e.g., "Light compression on SFX bus, no compression on music"]
|
||||
|
||||
---
|
||||
|
||||
## Technical Specifications
|
||||
|
||||
### Format Requirements
|
||||
| Type | Format | Sample Rate | Bit Depth | Notes |
|
||||
| ---- | ---- | ---- | ---- | ---- |
|
||||
| Music | [OGG/WAV] | [44.1/48 kHz] | [16/24 bit] | [Streaming from disk] |
|
||||
| SFX | [WAV/OGG] | [44.1/48 kHz] | [16 bit] | [Loaded into memory] |
|
||||
| Ambient | [OGG] | [44.1 kHz] | [16 bit] | [Streaming, loopable] |
|
||||
| Dialogue | [OGG/WAV] | [44.1 kHz] | [16 bit] | [Streaming] |
|
||||
|
||||
### Naming Convention
|
||||
`[category]_[subcategory]_[name]_[variation].ext`
|
||||
- Example: `sfx_weapon_sword_swing_01.wav`
|
||||
- Example: `music_exploration_forest_loop.ogg`
|
||||
- Example: `amb_environment_cave_drip_loop.ogg`
|
||||
|
||||
### Memory Budget
|
||||
- Total audio memory: [target, e.g., 128 MB]
|
||||
- SFX pool: [target]
|
||||
- Music streaming buffer: [target]
|
||||
- Voice streaming buffer: [target]
|
||||
|
||||
---
|
||||
|
||||
## Accessibility
|
||||
|
||||
- All critical audio cues must have visual alternatives (subtitles, screen flash, icon)
|
||||
- Mono audio option for hearing-impaired players
|
||||
- Separate volume controls for all buses
|
||||
- Option to disable sudden loud sounds
|
||||
- Subtitle support for all dialogue with speaker identification
|
||||
75
.claude/docs/templates/sprint-plan.md
vendored
Normal file
75
.claude/docs/templates/sprint-plan.md
vendored
Normal file
@@ -0,0 +1,75 @@
|
||||
# Sprint [N] -- [Start Date] to [End Date]
|
||||
|
||||
## Sprint Goal
|
||||
|
||||
[One sentence: what does this sprint achieve toward the current milestone?]
|
||||
|
||||
## Milestone Context
|
||||
|
||||
- **Current Milestone**: [Name]
|
||||
- **Milestone Deadline**: [Date]
|
||||
- **Sprints Remaining**: [N]
|
||||
|
||||
## Capacity
|
||||
|
||||
| Resource | Available Days | Allocated | Buffer (20%) | Remaining |
|
||||
|----------|---------------|-----------|-------------|-----------|
|
||||
| Programming | | | | |
|
||||
| Design | | | | |
|
||||
| Art | | | | |
|
||||
| Audio | | | | |
|
||||
| QA | | | | |
|
||||
| **Total** | | | | |
|
||||
|
||||
## Tasks
|
||||
|
||||
### Must Have (Critical Path)
|
||||
|
||||
| ID | Task | Agent/Owner | Est. Days | Dependencies | Acceptance Criteria | Status |
|
||||
|----|------|-------------|-----------|-------------|-------------------|--------|
|
||||
| S[N]-001 | | | | None | | Not Started |
|
||||
| S[N]-002 | | | | S[N]-001 | | Not Started |
|
||||
|
||||
### Should Have
|
||||
|
||||
| ID | Task | Agent/Owner | Est. Days | Dependencies | Acceptance Criteria | Status |
|
||||
|----|------|-------------|-----------|-------------|-------------------|--------|
|
||||
| S[N]-010 | | | | | | Not Started |
|
||||
|
||||
### Nice to Have (Cut First)
|
||||
|
||||
| ID | Task | Agent/Owner | Est. Days | Dependencies | Acceptance Criteria | Status |
|
||||
|----|------|-------------|-----------|-------------|-------------------|--------|
|
||||
| S[N]-020 | | | | | | Not Started |
|
||||
|
||||
## Carryover from Sprint [N-1]
|
||||
|
||||
| Original ID | Task | Reason for Carryover | New Estimate | Priority Change |
|
||||
|------------|------|---------------------|-------------|----------------|
|
||||
|
||||
## Risks to This Sprint
|
||||
|
||||
| Risk | Probability | Impact | Mitigation | Owner |
|
||||
|------|------------|--------|-----------|-------|
|
||||
|
||||
## External Dependencies
|
||||
|
||||
| Dependency | Status | Impact if Delayed | Contingency |
|
||||
|-----------|--------|------------------|-------------|
|
||||
|
||||
## Definition of Done
|
||||
|
||||
- [ ] All Must Have tasks completed and passing acceptance criteria
|
||||
- [ ] No S1 or S2 bugs in delivered features
|
||||
- [ ] Code reviewed and merged to develop
|
||||
- [ ] Design documents updated for any deviations from spec
|
||||
- [ ] Test cases written and executed for all new features
|
||||
- [ ] Asset naming and format standards met
|
||||
|
||||
## Daily Status Tracking
|
||||
|
||||
| Day | Tasks Completed | Tasks In Progress | Blockers | Notes |
|
||||
|-----|----------------|------------------|----------|-------|
|
||||
| Day 1 | | | | |
|
||||
| Day 2 | | | | |
|
||||
| Day 3 | | | | |
|
||||
82
.claude/docs/templates/technical-design-document.md
vendored
Normal file
82
.claude/docs/templates/technical-design-document.md
vendored
Normal file
@@ -0,0 +1,82 @@
|
||||
# Technical Design: [System Name]
|
||||
|
||||
## Document Status
|
||||
- **Version**: 1.0
|
||||
- **Last Updated**: [Date]
|
||||
- **Author**: [Agent/Person]
|
||||
- **Reviewer**: lead-programmer
|
||||
- **Related ADR**: [ADR-XXXX if applicable]
|
||||
- **Related Design Doc**: [Link to game design doc this implements]
|
||||
|
||||
## Overview
|
||||
[2-3 sentence summary of what this system does and why it exists]
|
||||
|
||||
## Requirements
|
||||
### Functional Requirements
|
||||
- [FR-1]: [Description]
|
||||
- [FR-2]: [Description]
|
||||
|
||||
### Non-Functional Requirements
|
||||
- **Performance**: [Budget — e.g., "< 1ms per frame"]
|
||||
- **Memory**: [Budget — e.g., "< 50MB at peak"]
|
||||
- **Scalability**: [Limits — e.g., "Support up to 1000 entities"]
|
||||
- **Thread Safety**: [Requirements]
|
||||
|
||||
## Architecture
|
||||
|
||||
### System Diagram
|
||||
```
|
||||
[ASCII diagram showing components and data flow]
|
||||
```
|
||||
|
||||
### Component Breakdown
|
||||
| Component | Responsibility | Owns |
|
||||
| --------- | -------------- | ---- |
|
||||
| [Name] | [What it does] | [What data it owns] |
|
||||
|
||||
### Public API
|
||||
```
|
||||
[Interface/API definition in pseudocode or target language]
|
||||
```
|
||||
|
||||
### Data Structures
|
||||
```
|
||||
[Key data structures with field descriptions]
|
||||
```
|
||||
|
||||
### Data Flow
|
||||
[Step by step: how data moves through the system during a typical frame]
|
||||
|
||||
## Implementation Plan
|
||||
|
||||
### Phase 1: [Core Functionality]
|
||||
- [ ] [Task 1]
|
||||
- [ ] [Task 2]
|
||||
|
||||
### Phase 2: [Extended Features]
|
||||
- [ ] [Task 3]
|
||||
- [ ] [Task 4]
|
||||
|
||||
### Phase 3: [Optimization/Polish]
|
||||
- [ ] [Task 5]
|
||||
|
||||
## Dependencies
|
||||
| Depends On | For What |
|
||||
| ---------- | -------- |
|
||||
| [System] | [Reason] |
|
||||
|
||||
| Depended On By | For What |
|
||||
| -------------- | -------- |
|
||||
| [System] | [Reason] |
|
||||
|
||||
## Testing Strategy
|
||||
- **Unit Tests**: [What to test at unit level]
|
||||
- **Integration Tests**: [Cross-system tests needed]
|
||||
- **Performance Tests**: [Benchmarks to create]
|
||||
- **Edge Cases**: [Specific scenarios to test]
|
||||
|
||||
## Known Limitations
|
||||
[What this design intentionally does NOT support and why]
|
||||
|
||||
## Future Considerations
|
||||
[What might need to change if requirements evolve — but do NOT build for this now]
|
||||
97
.claude/docs/templates/test-plan.md
vendored
Normal file
97
.claude/docs/templates/test-plan.md
vendored
Normal file
@@ -0,0 +1,97 @@
|
||||
# Test Plan: [Feature/System Name]
|
||||
|
||||
## Overview
|
||||
|
||||
- **Feature**: [Name]
|
||||
- **Design Doc**: [Link to design document]
|
||||
- **Implementation**: [Link to code or PR]
|
||||
- **Author**: [QA owner]
|
||||
- **Date**: [Date]
|
||||
- **Priority**: [Critical / High / Medium / Low]
|
||||
|
||||
## Scope
|
||||
|
||||
### In Scope
|
||||
|
||||
- [What is being tested]
|
||||
|
||||
### Out of Scope
|
||||
|
||||
- [What is explicitly NOT being tested and why]
|
||||
|
||||
### Dependencies
|
||||
|
||||
- [Other systems that must be working for these tests to be valid]
|
||||
|
||||
## Test Environment
|
||||
|
||||
- **Build**: [Minimum build version]
|
||||
- **Platform**: [Target platforms]
|
||||
- **Preconditions**: [Required game state, save files, etc.]
|
||||
|
||||
## Test Cases
|
||||
|
||||
### Functional Tests -- Happy Path
|
||||
|
||||
| ID | Test Case | Steps | Expected Result | Status |
|
||||
|----|-----------|-------|----------------|--------|
|
||||
| TC-001 | [Description] | 1. [Step] 2. [Step] | [Expected] | [ ] |
|
||||
| TC-002 | [Description] | 1. [Step] 2. [Step] | [Expected] | [ ] |
|
||||
|
||||
### Functional Tests -- Edge Cases
|
||||
|
||||
| ID | Test Case | Steps | Expected Result | Status |
|
||||
|----|-----------|-------|----------------|--------|
|
||||
| TC-010 | [Boundary value] | 1. [Step] | [Expected] | [ ] |
|
||||
| TC-011 | [Zero/null input] | 1. [Step] | [Expected] | [ ] |
|
||||
| TC-012 | [Maximum values] | 1. [Step] | [Expected] | [ ] |
|
||||
|
||||
### Negative Tests
|
||||
|
||||
| ID | Test Case | Steps | Expected Result | Status |
|
||||
|----|-----------|-------|----------------|--------|
|
||||
| TC-020 | [Invalid input] | 1. [Step] | [Graceful handling] | [ ] |
|
||||
| TC-021 | [Interrupted action] | 1. [Step] | [No corruption] | [ ] |
|
||||
|
||||
### Integration Tests
|
||||
|
||||
| ID | Test Case | Systems Involved | Steps | Expected Result | Status |
|
||||
|----|-----------|-----------------|-------|----------------|--------|
|
||||
| TC-030 | [Cross-system interaction] | [System A, System B] | 1. [Step] | [Expected] | [ ] |
|
||||
|
||||
### Performance Tests
|
||||
|
||||
| ID | Test Case | Metric | Budget | Steps | Status |
|
||||
|----|-----------|--------|--------|-------|--------|
|
||||
| TC-040 | [Load time] | Seconds | [X]s | 1. [Step] | [ ] |
|
||||
| TC-041 | [Frame rate] | FPS | [X] | 1. [Step] | [ ] |
|
||||
| TC-042 | [Memory usage] | MB | [X]MB | 1. [Step] | [ ] |
|
||||
|
||||
### Regression Tests
|
||||
|
||||
| ID | Related Bug | Test Case | Steps | Expected Result | Status |
|
||||
|----|------------|-----------|-------|----------------|--------|
|
||||
| TC-050 | BUG-[XXXX] | [Verify fix holds] | 1. [Step] | [Expected] | [ ] |
|
||||
|
||||
## Test Results Summary
|
||||
|
||||
| Category | Total | Passed | Failed | Blocked | Skipped |
|
||||
|----------|-------|--------|--------|---------|---------|
|
||||
| Happy Path | | | | | |
|
||||
| Edge Cases | | | | | |
|
||||
| Negative | | | | | |
|
||||
| Integration | | | | | |
|
||||
| Performance | | | | | |
|
||||
| Regression | | | | | |
|
||||
| **Total** | | | | | |
|
||||
|
||||
## Bugs Found
|
||||
|
||||
| Bug ID | Severity | Test Case | Description | Status |
|
||||
|--------|----------|-----------|-------------|--------|
|
||||
|
||||
## Sign-Off
|
||||
|
||||
- **QA Tester**: [Name] -- [Date]
|
||||
- **QA Lead**: [Name] -- [Date]
|
||||
- **Feature Owner**: [Name] -- [Date]
|
||||
Reference in New Issue
Block a user