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Add /skill-test suite: linter, behavioral specs, and coverage catalog for 52 skills
- New skill: /skill-test (static | spec | audit modes) - static: 7-check structural linter per skill file - spec: Claude-evaluated behavioral assertions against test specs - audit: coverage report across all 52 skills with priority gaps - New hook: validate-skill-change.sh — advisory reminder to lint after skill edits - New template: skill-test-spec.md — standard structure for authoring test specs - New: tests/skills/catalog.yaml — machine-readable coverage index (52 skills) - New: tests/skills/_fixtures/ — shared fixtures (complete concept, incomplete GDD) - New: 4 seed test specs for critical gate skills (gate-check, design-review, story-readiness, story-done) — 4 cases each - Modified: settings.json — validate-skill-change.sh added to PostToolUse hook Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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tests/skills/_fixtures/incomplete-gdd.md
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tests/skills/_fixtures/incomplete-gdd.md
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# GDD: Light Manipulation System
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## Overview
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The light manipulation system allows players to interact with bioluminescent
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organisms and ancient light conduits to redirect beams of light. Light beams
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illuminate dark areas, power ancient mechanisms, and reveal hidden surfaces.
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## Player Fantasy
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The player should feel like a puzzle archaeologist — discovering the logic of
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an alien but internally consistent technology. The "aha" moment when a complex
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light path clicks into place should feel earned and satisfying.
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## Detailed Rules
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- Players can pick up portable light sources (max 3 carried at once)
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- Stationary conduits redirect beams at fixed angles (45°/90°/135°/180°)
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- Light beams are blocked by solid terrain and most objects
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- Living bioluminescent organisms pulse light on a 3-second cycle
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- Ancient mirrors rotate freely and redirect any light beam that touches them
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- A beam must reach a receptor to activate a mechanism
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## Formulas
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[SECTION MISSING — not yet authored]
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## Edge Cases
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[SECTION MISSING — not yet authored]
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## Dependencies
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- **Oxygen System**: Light sources consume no oxygen but picking them up takes
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time (opportunity cost with oxygen drain)
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- **Cave Navigation**: Illuminated paths reveal branching routes not visible
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in darkness
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- Player Inventory System (not yet designed)
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## Tuning Knobs
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[SECTION MISSING — not yet authored]
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## Acceptance Criteria
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[SECTION MISSING — not yet authored]
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---
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*Status: Draft — 4/8 required sections populated*
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*Last updated: 2026-03-13*
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tests/skills/_fixtures/minimal-game-concept.md
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tests/skills/_fixtures/minimal-game-concept.md
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# Game Concept: Echoes of the Deep
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## Overview
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Echoes of the Deep is a single-player atmospheric puzzle-platformer set in
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a bioluminescent underwater cave network. Players control a deep-sea diver
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exploring ancient ruins while managing oxygen supplies and manipulating light
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sources to reveal hidden paths and solve environmental puzzles.
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## Player Fantasy
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The player should feel like a lone explorer uncovering a lost civilization,
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experiencing wonder at beautiful environments, and the satisfying "aha" moment
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when a clever puzzle clicks into place. The oxygen mechanic creates gentle
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pressure without punishing failure harshly.
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## Core Loop
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1. **Explore** — navigate branching cave sections using light and movement
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2. **Discover** — find oxygen caches, light sources, and ancient mechanisms
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3. **Solve** — manipulate light and environment to unlock new areas
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4. **Progress** — unlock deeper cave sections with escalating complexity
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## Game Pillars
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1. **Wonder** — every area should contain something visually or mechanically surprising
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2. **Accessibility** — the game should be completable without frustration; oxygen
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manages pacing, not punishment
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3. **Environmental Storytelling** — the ruins tell a story without text exposition
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## Target Audience
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Casual-to-midcore players who enjoy relaxed exploration games (Subnautica,
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Journey, ABZÛ) and puzzle games that reward observation over reflexes.
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Target age: 16+. Target sessions: 30–90 minutes.
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## Unique Selling Points
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- Bioluminescent light manipulation as the core puzzle mechanic
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- No enemies — tension comes from environment and resource management
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- Procedurally decorated (handcrafted levels, procedural detail pass)
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## Technical Scope
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- **Engine**: Godot 4.6
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- **Platform**: PC (Steam), with console ports post-launch
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- **Team size**: Solo developer
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- **Target completion**: 12-month development cycle
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- **Scope**: 4–6 hours main story, 8–12 hours completionist
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## Art Direction
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Darkly atmospheric with vibrant bioluminescence providing the primary color
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palette. Deep blues, purples, and blacks punctuated by greens, teals, and
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ambers from living organisms and ancient technology.
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## Fun Hypothesis
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Players will feel rewarded by the combination of visual beauty and the
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satisfying moment of discovering how light manipulation solves each puzzle.
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The oxygen system will create just enough pressure to make exploration feel
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meaningful without making death feel punishing.
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