mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-06-27 13:01:50 +00:00
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:
247
.claude/skills/create-control-manifest/SKILL.md
Normal file
247
.claude/skills/create-control-manifest/SKILL.md
Normal file
@@ -0,0 +1,247 @@
|
||||
---
|
||||
name: create-control-manifest
|
||||
description: "After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why)."
|
||||
argument-hint: "[update — regenerate from current ADRs]"
|
||||
user-invocable: true
|
||||
allowed-tools: Read, Glob, Grep, Write
|
||||
context: fork
|
||||
agent: technical-director
|
||||
---
|
||||
|
||||
# Create Control Manifest
|
||||
|
||||
The Control Manifest is a flat, actionable rules sheet for programmers. It
|
||||
answers "what do I do?" and "what must I never do?" — organized by architectural
|
||||
layer, extracted from all Accepted ADRs, technical preferences, and engine
|
||||
reference docs. Where ADRs explain *why*, the manifest tells you *what*.
|
||||
|
||||
**Output:** `docs/architecture/control-manifest.md`
|
||||
|
||||
**When to run:** After `/architecture-review` passes and ADRs are in Accepted
|
||||
status. Re-run whenever new ADRs are accepted or existing ADRs are revised.
|
||||
|
||||
---
|
||||
|
||||
## 1. Load All Inputs
|
||||
|
||||
### ADRs
|
||||
- Glob `docs/architecture/adr-*.md` and read every file
|
||||
- Filter to only Accepted ADRs (Status: Accepted) — skip Proposed, Deprecated,
|
||||
Superseded
|
||||
- Note the ADR number and title for every rule sourced
|
||||
|
||||
### Technical Preferences
|
||||
- Read `.claude/docs/technical-preferences.md`
|
||||
- Extract: naming conventions, performance budgets, approved libraries/addons,
|
||||
forbidden patterns
|
||||
|
||||
### Engine Reference
|
||||
- Read `docs/engine-reference/[engine]/VERSION.md` for engine + version
|
||||
- Read `docs/engine-reference/[engine]/deprecated-apis.md` — these become
|
||||
forbidden API entries
|
||||
- Read `docs/engine-reference/[engine]/current-best-practices.md` if it exists
|
||||
|
||||
Report: "Loaded [N] Accepted ADRs, engine: [name + version]."
|
||||
|
||||
---
|
||||
|
||||
## 2. Extract Rules from Each ADR
|
||||
|
||||
For each Accepted ADR, extract:
|
||||
|
||||
### Required Patterns (from "Implementation Guidelines" section)
|
||||
- Every "must", "should", "required to", "always" statement
|
||||
- Every specific pattern or approach mandated
|
||||
|
||||
### Forbidden Approaches (from "Alternatives Considered" sections)
|
||||
- Every alternative that was explicitly rejected — *why* it was rejected becomes
|
||||
the rule ("never use X because Y")
|
||||
- Any anti-patterns explicitly called out
|
||||
|
||||
### Performance Guardrails (from "Performance Implications" section)
|
||||
- Budget constraints: "max N ms per frame for this system"
|
||||
- Memory limits: "this system must not exceed N MB"
|
||||
|
||||
### Engine API Constraints (from "Engine Compatibility" section)
|
||||
- Post-cutoff APIs that require verification
|
||||
- Verified behaviours that differ from default LLM assumptions
|
||||
- API fields or methods that behave differently in the pinned engine version
|
||||
|
||||
### Layer Classification
|
||||
Classify each rule by the architectural layer of the system it governs:
|
||||
- **Foundation**: Scene management, event architecture, save/load, engine init
|
||||
- **Core**: Core gameplay loops, main player systems, physics/collision
|
||||
- **Feature**: Secondary systems, secondary mechanics, AI
|
||||
- **Presentation**: Rendering, audio, UI, VFX, shaders
|
||||
|
||||
If an ADR spans multiple layers, duplicate the rule into each relevant layer.
|
||||
|
||||
---
|
||||
|
||||
## 3. Add Global Rules
|
||||
|
||||
Combine rules that apply to all layers:
|
||||
|
||||
### From technical-preferences.md:
|
||||
- Naming conventions (classes, variables, signals/events, files, constants)
|
||||
- Performance budgets (target framerate, frame budget, draw call limits, memory ceiling)
|
||||
|
||||
### From deprecated-apis.md:
|
||||
- All deprecated APIs → Forbidden API entries
|
||||
|
||||
### From current-best-practices.md (if available):
|
||||
- Engine-recommended patterns → Required entries
|
||||
|
||||
### From technical-preferences.md forbidden patterns:
|
||||
- Copy any "Forbidden Patterns" entries directly
|
||||
|
||||
---
|
||||
|
||||
## 4. Present Rules Summary Before Writing
|
||||
|
||||
Before writing the manifest, present a summary to the user:
|
||||
|
||||
```
|
||||
## Control Manifest Preview
|
||||
Engine: [name + version]
|
||||
ADRs covered: [list ADR numbers]
|
||||
Total rules extracted:
|
||||
- Foundation layer: [N] required, [M] forbidden, [P] guardrails
|
||||
- Core layer: [N] required, [M] forbidden, [P] guardrails
|
||||
- Feature layer: ...
|
||||
- Presentation layer: ...
|
||||
- Global: [N] naming conventions, [M] forbidden APIs, [P] approved libraries
|
||||
```
|
||||
|
||||
Ask: "Does this look complete? Any rules to add or remove before I write the manifest?"
|
||||
|
||||
---
|
||||
|
||||
## 5. Write the Control Manifest
|
||||
|
||||
Ask: "May I write this to `docs/architecture/control-manifest.md`?"
|
||||
|
||||
Format:
|
||||
|
||||
```markdown
|
||||
# Control Manifest
|
||||
|
||||
> **Engine**: [name + version]
|
||||
> **Last Updated**: [date]
|
||||
> **ADRs Covered**: [ADR-NNNN, ADR-MMMM, ...]
|
||||
> **Status**: [Active — regenerate with `/create-control-manifest update` when ADRs change]
|
||||
|
||||
This manifest is a programmer's quick-reference extracted from all Accepted ADRs,
|
||||
technical preferences, and engine reference docs. For the reasoning behind each
|
||||
rule, see the referenced ADR.
|
||||
|
||||
---
|
||||
|
||||
## Foundation Layer Rules
|
||||
|
||||
*Applies to: scene management, event architecture, save/load, engine initialisation*
|
||||
|
||||
### Required Patterns
|
||||
- **[rule]** — source: [ADR-NNNN]
|
||||
- **[rule]** — source: [ADR-NNNN]
|
||||
|
||||
### Forbidden Approaches
|
||||
- **Never [anti-pattern]** — [brief reason] — source: [ADR-NNNN]
|
||||
|
||||
### Performance Guardrails
|
||||
- **[system]**: max [N]ms/frame — source: [ADR-NNNN]
|
||||
|
||||
---
|
||||
|
||||
## Core Layer Rules
|
||||
|
||||
*Applies to: core gameplay loop, main player systems, physics, collision*
|
||||
|
||||
### Required Patterns
|
||||
...
|
||||
|
||||
### Forbidden Approaches
|
||||
...
|
||||
|
||||
### Performance Guardrails
|
||||
...
|
||||
|
||||
---
|
||||
|
||||
## Feature Layer Rules
|
||||
|
||||
*Applies to: secondary mechanics, AI systems, secondary features*
|
||||
|
||||
### Required Patterns
|
||||
...
|
||||
|
||||
### Forbidden Approaches
|
||||
...
|
||||
|
||||
---
|
||||
|
||||
## Presentation Layer Rules
|
||||
|
||||
*Applies to: rendering, audio, UI, VFX, shaders, animations*
|
||||
|
||||
### Required Patterns
|
||||
...
|
||||
|
||||
### Forbidden Approaches
|
||||
...
|
||||
|
||||
---
|
||||
|
||||
## Global Rules (All Layers)
|
||||
|
||||
### Naming Conventions
|
||||
| Element | Convention | Example |
|
||||
|---------|-----------|---------|
|
||||
| Classes | [from technical-preferences] | [example] |
|
||||
| Variables | [from technical-preferences] | [example] |
|
||||
| Signals/Events | [from technical-preferences] | [example] |
|
||||
| Files | [from technical-preferences] | [example] |
|
||||
| Constants | [from technical-preferences] | [example] |
|
||||
|
||||
### Performance Budgets
|
||||
| Target | Value |
|
||||
|--------|-------|
|
||||
| Framerate | [from technical-preferences] |
|
||||
| Frame budget | [from technical-preferences] |
|
||||
| Draw calls | [from technical-preferences] |
|
||||
| Memory ceiling | [from technical-preferences] |
|
||||
|
||||
### Approved Libraries / Addons
|
||||
- [library] — approved for [purpose]
|
||||
|
||||
### Forbidden APIs ([engine version])
|
||||
These APIs are deprecated or unverified for [engine + version]:
|
||||
- `[api name]` — deprecated since [version] / unverified post-cutoff
|
||||
- Source: `docs/engine-reference/[engine]/deprecated-apis.md`
|
||||
|
||||
### Cross-Cutting Constraints
|
||||
- [constraint that applies everywhere, regardless of layer]
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 6. Suggest Next Steps
|
||||
|
||||
After writing the manifest:
|
||||
|
||||
- If epics/stories don't exist yet: "Run `/create-epics-stories` — programmers
|
||||
can now use this manifest when writing story implementation notes."
|
||||
- If this is a regeneration (manifest already existed): "Updated. Recommend
|
||||
notifying the team of changed rules — especially any new Forbidden entries."
|
||||
|
||||
---
|
||||
|
||||
## Collaborative Protocol
|
||||
|
||||
1. **Load silently** — read all inputs before presenting anything
|
||||
2. **Show the summary first** — let the user see the scope before writing
|
||||
3. **Ask before writing** — always confirm before creating or overwriting the manifest
|
||||
4. **Source every rule** — never add a rule that doesn't trace to an ADR, a
|
||||
technical preference, or an engine reference doc
|
||||
5. **No interpretation** — extract rules as stated in ADRs; do not paraphrase
|
||||
in ways that change meaning
|
||||
Reference in New Issue
Block a user