Release v0.4.0: UX pipeline, game-dev improvements

## New Skills (9)
- /quick-design: lightweight spec path for small changes (bypasses full GDD pipeline)
- /story-readiness: validates stories are implementation-ready before pickup
- /story-done: end-of-story completion review (criteria verification, deviation check, status update)
- /sprint-status: fast 30-line sprint snapshot, read-only
- /ux-design: guided section-by-section UX spec authoring (screen/flow/HUD/patterns)
- /ux-review: UX spec validation with APPROVED/NEEDS REVISION/MAJOR REVISION verdict
- /architecture-review, /create-architecture, /create-control-manifest,
  /create-epics-stories, /propagate-design-change, /review-all-gdds (pipeline completion)

## New Templates (7)
- player-journey.md: 6-phase emotional arc, critical moments, retention hooks
- difficulty-curve.md: difficulty axes, onboarding ramp, cross-system interactions
- ux-spec.md: per-screen UX spec with states, interaction map, data requirements, events
- hud-design.md: whole-game HUD with philosophy, info architecture, element specs
- accessibility-requirements.md: project-wide accessibility tier commitment and audit
- interaction-pattern-library.md: 26 standard + game-specific patterns with full state specs
- architecture-traceability.md: GDD requirements to ADR coverage matrix

## Updated Skills & Templates
- gate-check: Vertical Slice hard gate, playtesting strengthened, UX artifacts required
- team-ui: full UX pipeline integration (/ux-design + /ux-review + accessibility-specialist)
- game-design-document: Game Feel section (input latency, animation frames, impact moments)
- implementation-agent-protocol: /story-done as explicit final step of every story
- architecture-decision, design-system: pipeline completion updates

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Donchitos
2026-03-10 16:15:34 +11:00
parent 392e3befec
commit b1cad29b68
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@@ -91,6 +91,82 @@ value, the safe range, and what happens at the extremes.]
| Event | Visual Feedback | Audio Feedback | Priority |
|-------|----------------|---------------|----------|
## Game Feel
> **Why this section exists separately from Visual/Audio Requirements**: Visual/Audio
> Requirements document WHAT feedback events occur (tables of events mapped to assets).
> Game Feel documents HOW the mechanic feels to operate — the responsiveness, weight,
> snap, and kinesthetic quality of the interaction. These are design targets for timing,
> frame data, and physical sensation of control. Game feel must be specified at design
> time because it drives animation budgets, input handling architecture, and hitbox
> timing. Retrofitting feel targets after implementation is expensive and often requires
> fundamental rework.
### Feel Reference
[Name a specific game, mechanic, or moment that captures the target feel. Be precise —
cite the exact mechanic, not just the game. Explain what quality you are borrowing.
Optionally include an anti-reference (what this should NOT feel like).]
> Example: "Should feel like Dark Souls weapon swings — weighty, committed, and
> telegraphed, but satisfying on contact. NOT floaty like early Halo melee."
### Input Responsiveness
[Maximum acceptable latency from player input to visible/audible response, per action.]
| Action | Max Input-to-Response Latency (ms) | Frame Budget (at 60fps) | Notes |
|--------|-----------------------------------|------------------------|-------|
| [Primary action] | [e.g., 50ms] | [e.g., 3 frames] | |
| [Secondary action] | | | |
### Animation Feel Targets
[Frame data targets for each animation in this mechanic. Startup = windup before the
action has any effect. Active = frames when the action is "happening" (hitbox live,
ability firing, etc.). Recovery = committed/vulnerable frames after the action resolves.]
| Animation | Startup Frames | Active Frames | Recovery Frames | Feel Goal | Notes |
|-----------|---------------|--------------|----------------|-----------|-------|
| [e.g., Light attack] | | | | [e.g., Snappy, low commitment] | |
| [e.g., Heavy attack] | | | | [e.g., Weighty, high commitment] | |
### Impact Moments
[Defines the punctuation of the mechanic — the moments of peak feedback intensity that
make actions feel consequential. Every high-stakes event should have at least one entry.]
| Impact Type | Duration (ms) | Effect Description | Configurable? |
|-------------|--------------|-------------------|---------------|
| Hit-stop (freeze frames) | [e.g., 80ms] | [Freeze both objects on contact] | Yes |
| Screen shake | [e.g., 150ms] | [Directional, decaying] | Yes |
| Camera impact | | | |
| Controller rumble | | | |
| Time-scale slowdown | | | |
### Weight and Responsiveness Profile
[A short prose description of the overall feel target. Answer the following:]
- **Weight**: Does this feel heavy and deliberate, or light and reactive?
- **Player control**: How much does the player feel in control at every moment?
(High control = can course-correct mid-action; Low control = committed, momentum-based)
- **Snap quality**: Does this feel crisp and binary, or smooth and analog?
- **Acceleration model**: Does movement/action start instantly (arcade feel) or
ramp up from zero (simulation feel)? Same question for deceleration.
- **Failure texture**: When the player makes an error, does the mechanic feel fair
or punishing? What is the read on WHY they failed?
### Feel Acceptance Criteria
[Specific, testable criteria a playtester can verify without measurement instruments.
These are subjective targets stated precisely enough to get consistent verdicts.]
- [ ] [e.g., "Combat feels impactful — playtesters comment on weight unprompted"]
- [ ] [e.g., "No reviewer uses the words 'floaty', 'slippery', or 'unresponsive'"]
- [ ] [e.g., "Input latency is imperceptible at target 60fps framerate"]
- [ ] [e.g., "Hit-stop reads as satisfying, not as lag or stutter"]
## UI Requirements
[What information needs to be displayed to the player and when?]