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