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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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---
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name: reverse-document
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description: "Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs."
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argument-hint: "<type> <path> (e.g., 'design src/gameplay/combat' or 'architecture src/core')"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, Bash
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---
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# Reverse Documentation
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This skill analyzes existing implementation (code, prototypes, systems) and generates
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appropriate design or architecture documentation. Use this when:
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- You built a feature without writing a design doc first
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- You inherited a codebase without documentation
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- You prototyped a mechanic and need to formalize it
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- You need to document "why" behind existing code
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---
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## Workflow
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### 1. Parse Arguments
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**Format**: `/reverse-document <type> <path>`
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**Type options**:
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- `design` → Generate a game design document (GDD section)
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- `architecture` → Generate an Architecture Decision Record (ADR)
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- `concept` → Generate a concept document from prototype
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**Path**: Directory or file to analyze
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- `src/gameplay/combat/` → All combat-related code
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- `src/core/event-system.cpp` → Specific file
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- `prototypes/stealth-mech/` → Prototype directory
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**Examples**:
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```bash
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/reverse-document design src/gameplay/magic-system
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/reverse-document architecture src/core/entity-component
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/reverse-document concept prototypes/vehicle-combat
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```
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### 2. Analyze Implementation
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**Read and understand the code/prototype**:
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**For design docs (GDD):**
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- Identify mechanics, rules, formulas
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- Extract gameplay values (damage, cooldowns, ranges)
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- Find state machines, ability systems, progression
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- Detect edge cases handled in code
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- Map dependencies (what systems interact?)
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**For architecture docs (ADR):**
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- Identify patterns (ECS, singleton, observer, etc.)
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- Understand technical decisions (threading, serialization, etc.)
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- Map dependencies and coupling
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- Assess performance characteristics
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- Find constraints and trade-offs
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**For concept docs (prototype analysis):**
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- Identify core mechanic
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- Extract emergent gameplay patterns
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- Note what worked vs what didn't
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- Find technical feasibility insights
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- Document player fantasy / feel
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### 3. Ask Clarifying Questions (Collaborative Protocol)
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**DO NOT** just describe the code. **ASK** about intent:
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**Design questions**:
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- "I see a stamina system that depletes during combat. Was this for:
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- Pacing (prevent spam)?
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- Resource management (strategic depth)?
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- Or something else?"
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- "The stagger mechanic seems central. Is this a core pillar, or supporting feature?"
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- "Damage scales exponentially with level. Intentional power fantasy, or needs rebalancing?"
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**Architecture questions**:
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- "You're using a service locator pattern. Was this chosen for:
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- Testability (mock dependencies)?
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- Decoupling (reduce hard references)?
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- Or inherited from existing code?"
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- "I see manual memory management instead of smart pointers. Performance requirement, or legacy?"
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**Concept questions**:
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- "The prototype emphasizes stealth over combat. Is that the intended pillar?"
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- "Players seem to exploit the grappling hook for speed. Feature or bug?"
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### 4. Present Findings
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Before drafting, show what you discovered:
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```
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I've analyzed src/gameplay/combat/. Here's what I found:
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MECHANICS IMPLEMENTED:
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- 3-hit combo system with timing windows
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- Guard-break mechanic (heavy attack vs blocking enemy)
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- Stamina system (depletes on attack/dodge, regens when idle)
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- Stagger system (builds up, triggers vulnerable state)
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FORMULAS DISCOVERED:
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- Damage = Base * (1 + StrengthScaling * Level)
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- Stagger buildup = AttackStaggerValue / (Enemy.Poise * 0.5)
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- Stamina cost = BaseStaminaCost * (1 - EfficiencyBonus)
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UNCLEAR INTENT AREAS:
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1. Stamina system — pacing or resource management?
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2. Stagger — core pillar or supporting feature?
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3. Damage scaling — power fantasy or needs tuning?
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Before I draft the design doc, could you clarify these points?
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```
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Wait for user to clarify intent before drafting.
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### 5. Draft Document Using Template
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Based on type, use appropriate template:
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| Type | Template | Output Path |
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|------|----------|-------------|
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| `design` | `templates/design-doc-from-implementation.md` | `design/gdd/[system-name].md` |
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| `architecture` | `templates/architecture-doc-from-code.md` | `docs/architecture/[decision-name].md` |
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| `concept` | `templates/concept-doc-from-prototype.md` | `prototypes/[name]/CONCEPT.md` or `design/concepts/[name].md` |
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**Draft structure**:
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- Capture **what exists** (mechanics, patterns, implementation)
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- Document **why it exists** (intent clarified with user)
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- Identify **what's missing** (edge cases not handled, gaps in design)
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- Flag **follow-up work** (balance tuning, missing features)
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### 6. Show Draft and Request Approval
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**Collaborative protocol**:
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```
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I've drafted the combat system design doc based on your code and clarifications.
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[Show key sections: Overview, Mechanics, Formulas, Design Intent]
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ADDITIONS I MADE:
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- Documented stamina as "pacing mechanic" per your clarification
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- Added edge cases not in code (what if stamina hits 0 mid-combo?)
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- Flagged balance concern: exponential damage scaling at high levels
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SECTIONS MARKED AS INCOMPLETE:
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- "Enemy AI interaction with stagger" (not fully implemented yet)
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- "Weapon variety and scaling" (only sword implemented so far)
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May I write this to design/gdd/combat-system.md?
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```
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Wait for approval. User may request changes before writing.
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### 7. Write Document with Metadata
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When approved, write the file with special markers:
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```markdown
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---
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status: reverse-documented
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source: src/gameplay/combat/
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date: 2026-02-13
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verified-by: [User name]
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---
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# Combat System Design
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> **Note**: This document was reverse-engineered from the existing implementation.
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> It captures current behavior and clarified design intent. Some sections may be
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> incomplete where implementation is partial or intent was unclear.
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[Rest of document...]
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```
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### 8. Flag Follow-Up Work
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After writing, suggest next steps:
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```
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✅ Written to design/gdd/combat-system.md
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FOLLOW-UP RECOMMENDED:
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1. Run /balance-check on combat formulas (exponential scaling concern)
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2. Create ADR for stamina system architecture decision
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3. Implement missing edge cases:
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- Stamina depletion mid-combo behavior
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- Stagger state during dodge
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4. Extend design doc when weapon variety is implemented
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Would you like me to tackle any of these now?
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```
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---
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## Template Selection Logic
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| If analyzing... | Use template... | Because... |
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|----------------|-----------------|------------|
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| `src/gameplay/*` | design-doc-from-implementation.md | Gameplay mechanics → GDD |
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| `src/core/*`, `src/ai/*` | architecture-doc-from-code.md | Core systems → ADR |
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| `prototypes/*` | concept-doc-from-prototype.md | Experiments → concept doc |
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| `src/networking/*` | architecture-doc-from-code.md | Technical systems → ADR |
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| `src/ui/*` | design-doc-from-implementation.md | UI/UX → design spec |
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---
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## Example Session: Reverse-Document Combat Code
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```
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User: /reverse-document design src/gameplay/combat
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Agent: I'll analyze your combat implementation to create a design doc.
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[Reads code, discovers mechanics, formulas]
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Agent: I've analyzed src/gameplay/combat/. Here's what I found:
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[Shows mechanics, formulas, unclear areas]
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Before drafting, could you clarify:
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1. Stamina system intent?
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2. Is stagger a core pillar?
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3. Damage scaling — intentional or needs tuning?
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User: 1. Stamina is for pacing, prevent button mashing
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2. Stagger is core — I want deliberate combat
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3. Yeah, exponential is too much, should be linear
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Agent: Perfect, that clarifies the vision. Let me draft the design doc.
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[Shows draft with clarified intent]
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May I write this to design/gdd/combat-system.md?
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User: Yes, write it.
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Agent: ✅ Written to design/gdd/combat-system.md
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✅ Marked as [REVERSE-DOCUMENTED]
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✅ Flagged damage scaling for rebalancing
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Next steps:
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- Update damage formula to linear scaling
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- Run /balance-check to validate progression curve
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- Document stagger as core pillar in game-pillars.md
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```
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---
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## Collaborative Protocol
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This skill follows the collaborative design principle:
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1. **Analyze First**: Read code, understand implementation
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2. **Question Intent**: Ask about "why", not just "what"
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3. **Present Findings**: Show discoveries, highlight unclear areas
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4. **User Clarifies**: Separate intent from accidents
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5. **Draft Document**: Create doc based on reality + intent
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6. **Show Draft**: Display key sections, explain additions
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7. **Get Approval**: "May I write to [filepath]?"
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8. **Flag Follow-Up**: Suggest related work, don't auto-execute
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**Never assume intent. Always ask before documenting "why".**
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