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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>
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# [Mechanic/System Name]
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> **Status**: Draft | In Review | Approved | Implemented
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> **Author**: [Agent or person]
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> **Last Updated**: [Date]
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> **Implements Pillar**: [Which game pillar this supports]
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## Overview
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[One paragraph that explains this mechanic to someone who knows nothing about
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the project. What is it, what does the player do, and why does it exist?]
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## Player Fantasy
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[What should the player FEEL when engaging with this mechanic? What is the
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emotional or power fantasy being served? This section guides all detail
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decisions below.]
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## Detailed Design
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### Core Rules
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[Precise, unambiguous rules. A programmer should be able to implement this
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section without asking questions. Use numbered rules for sequential processes
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and bullet points for properties.]
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### States and Transitions
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[If this system has states (e.g., weapon states, status effects, phases),
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document every state and every valid transition between states.]
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| State | Entry Condition | Exit Condition | Behavior |
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|-------|----------------|----------------|----------|
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### Interactions with Other Systems
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[How does this system interact with combat? Inventory? Progression? UI?
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For each interaction, specify the interface: what data flows in, what flows
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out, and who is responsible for what.]
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## Formulas
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[Every mathematical formula used by this system. For each formula:]
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### [Formula Name]
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```
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result = base_value * (1 + modifier_sum) * scaling_factor
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```
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| Variable | Type | Range | Source | Description |
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|----------|------|-------|--------|-------------|
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| base_value | float | 1-100 | data file | The base amount before modifiers |
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| modifier_sum | float | -0.9 to 5.0 | calculated | Sum of all active modifiers |
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| scaling_factor | float | 0.5-2.0 | data file | Level-based scaling |
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**Expected output range**: [min] to [max]
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**Edge case**: When modifier_sum < -0.9, clamp to -0.9 to prevent negative results.
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## Edge Cases
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[Explicitly document what happens in unusual situations. Each edge case
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should have a clear resolution.]
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| Scenario | Expected Behavior | Rationale |
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|----------|------------------|-----------|
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| [What if X is zero?] | [This happens] | [Because of this reason] |
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| [What if both effects trigger?] | [Priority rule] | [Design reasoning] |
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## Dependencies
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[List every system this mechanic depends on or that depends on this mechanic.]
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| System | Direction | Nature of Dependency |
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|--------|-----------|---------------------|
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| [Combat] | This depends on Combat | Needs damage calculation results |
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| [Inventory] | Inventory depends on this | Provides item effect data |
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## Tuning Knobs
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[Every value that should be adjustable for balancing. Include the current
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value, the safe range, and what happens at the extremes.]
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| Parameter | Current Value | Safe Range | Effect of Increase | Effect of Decrease |
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|-----------|--------------|------------|-------------------|-------------------|
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## Visual/Audio Requirements
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[What visual and audio feedback does this mechanic need?]
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| Event | Visual Feedback | Audio Feedback | Priority |
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|-------|----------------|---------------|----------|
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## UI Requirements
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[What information needs to be displayed to the player and when?]
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| Information | Display Location | Update Frequency | Condition |
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|-------------|-----------------|-----------------|-----------|
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## Acceptance Criteria
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[Testable criteria that confirm this mechanic is working as designed.]
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- [ ] [Criterion 1: specific, measurable, testable]
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- [ ] [Criterion 2]
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- [ ] [Criterion 3]
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- [ ] Performance: System update completes within [X]ms
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- [ ] No hardcoded values in implementation
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## Open Questions
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[Anything not yet decided. Each question should have an owner and deadline.]
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| Question | Owner | Deadline | Resolution |
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|----------|-------|----------|-----------|
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