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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---
name: quick-design
description: "Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files."
argument-hint: "[brief description of the change]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit
context: fork
---
# Quick Design
This is the **lightweight design path** for changes that don't need a full GDD.
Full GDD authoring via `/design-system` is the heavyweight path. Use this skill
for work under approximately 4 hours of implementation — tuning adjustments,
minor behavioral tweaks, small additions to existing systems, or standalone
features too small to warrant a full document.
**Output:** `design/quick-specs/[name]-[date].md`
**When to run:** Anytime a change is too small for `/design-system` but too
meaningful to implement without a written rationale.
---
## 1. Classify the Change
First, read the argument and determine which category this change falls into:
- **Tuning** — changing numbers or balance values in an existing system with no
behavioral change (most minimal path). Example: "increase jump height from 5
to 6 units", "reduce enemy patrol speed by 10%".
- **Tweak** — a small behavioral change to an existing system that introduces no
new states, branches, or systems. Example: "make dash invincible on frame 1",
"allow combo to cancel into roll".
- **Addition** — adding a small mechanic to an existing system that may introduce
1-2 new states or interactions. Example: "add a parry window to the block
mechanic", "add a charge variant to the basic attack".
- **New Small System** — a standalone feature small enough that it has no
existing GDD and is under approximately one week of implementation work.
Example: "achievement popup system", "simple day/night visual cycle".
If the change does NOT fit these categories — it introduces a new system with
significant cross-system dependencies, requires more than one week of
implementation, or fundamentally alters an existing system's core rules — stop
and redirect to `/design-system` instead.
Present the classification to the user and confirm it is correct before
proceeding. If there is no argument, ask the user to describe the change.
---
## 2. Context Scan
Before drafting anything, read the relevant context:
- Search `design/gdd/` for the GDD most relevant to this change. Read the
sections that this change would affect.
- Read `design/gdd/systems-index.md` to understand where this system sits in
the dependency graph and what tier it belongs to.
- Check `design/quick-specs/` for any prior quick specs that touched this
system — avoid contradicting them.
- If this is a Tuning change, also check `assets/data/` for the data file that
holds the relevant values.
Report what was found: "Found GDD at [path]. Relevant section: [section name].
No conflicting quick specs found." (or note any conflicts found.)
---
## 3. Draft the Quick Design Spec
Use the appropriate spec format for the change category.
### For Tuning changes
Produce a single table:
```markdown
# Quick Design Spec: [Title]
**Type**: Tuning
**System**: [System name]
**GDD Reference**: `design/gdd/[filename].md` — Tuning Knobs section
**Date**: [today]
## Change
| Parameter | Old Value | New Value | Rationale |
|-----------|-----------|-----------|-----------|
| [param] | [old] | [new] | [why] |
## Tuning Knob Mapping
Maps to GDD Tuning Knob: [knob name and its documented range].
New value is [within / at the edge of / outside] the documented range.
[If outside: explain why the range should be extended.]
## Acceptance Criteria
- [ ] [Parameter] reads [new value] from `assets/data/[file]`
- [ ] Behavior difference is observable in [specific context]
- [ ] No regression in [related behavior]
```
### For Tweak and Addition changes
```markdown
# Quick Design Spec: [Title]
**Type**: [Tweak / Addition]
**System**: [System name]
**GDD Reference**: `design/gdd/[filename].md`
**Date**: [today]
## Change Summary
[1-2 sentences describing what changes and why.]
## Motivation
[Why is this change needed? What player experience problem does it solve?
Reference the relevant MDA aesthetic or player feedback if applicable.]
## Design Delta
Current GDD says (quoting `design/gdd/[filename].md`, [section]):
> [exact quote of the relevant rule or description]
This spec changes that to:
[New rule or description, written with the same precision as a GDD Detailed
Rules section. A programmer should be able to implement from this text alone.]
## New Rules / Values
[Full unambiguous statement of the replacement content. If this introduces
new states, list them. If it introduces new parameters, define their ranges.]
## Affected Systems
| System | Impact | Action Required |
|--------|--------|-----------------|
| [system] | [how it is affected] | [update GDD / update data file / no action] |
## Acceptance Criteria
- [ ] [Specific, testable criterion 1]
- [ ] [Specific, testable criterion 2]
- [ ] [Specific, testable criterion 3]
- [ ] No regression: [the original behavior this must not break]
## GDD Update Required?
[Yes / No]
[If yes: which file, which section, and what the update should say.]
```
### For New Small System changes
Use a trimmed GDD structure. Include only the sections that are directly
necessary — skip Player Fantasy, full Formulas, and Edge Cases unless the
system specifically requires them.
```markdown
# Quick Design Spec: [Title]
**Type**: New Small System
**Scope**: [1-2 sentence description of what this system does and doesn't do]
**Date**: [today]
**Estimated Implementation**: [hours]
## Overview
[One paragraph a new team member could understand. What does this system do,
when does it activate, and what does it produce?]
## Core Rules
[Unambiguous rules for the system. Use numbered lists for sequential behavior
and bullet lists for conditions. Be precise enough that a programmer can
implement without asking questions.]
## Tuning Knobs
| Knob | Default | Range | Category | Rationale |
|------|---------|-------|----------|-----------|
| [name] | [value] | [minmax] | [feel/curve/gate] | [why this default] |
All values must live in `assets/data/[appropriate-file].json`, not hardcoded.
## Acceptance Criteria
- [ ] [Functional criterion: does the right thing]
- [ ] [Functional criterion: handles the edge case]
- [ ] [Experiential criterion: feels right — what a playtest validates]
- [ ] [Regression criterion: does not break adjacent system]
## Systems Index
This system is not currently in `design/gdd/systems-index.md`.
[If it should be added: suggest which layer and priority tier.]
[If it is too small to track: state "This system is below systems-index
tracking threshold — quick spec is sufficient."]
```
---
## 4. Approval and Filing
Present the draft to the user in full. Then ask:
"May I write this Quick Design Spec to
`design/quick-specs/[kebab-case-title]-[YYYY-MM-DD].md`?"
Use today's date in the filename. The title should be a kebab-case description
of the change (e.g., `jump-height-tuning-2026-03-10`,
`parry-window-addition-2026-03-10`).
If yes, create the `design/quick-specs/` directory if it does not exist, then
write the file.
If a GDD update is required (flagged in the spec), ask separately after
writing the quick spec:
"This spec modifies rules in [System Name]. May I update
`design/gdd/[filename].md` — specifically the [section name] section?"
Show the exact text that would be changed (old vs. new) before asking. Do not
make GDD edits without explicit approval.
---
## 5. Handoff
After writing the file, output:
```
Quick Design Spec written to: design/quick-specs/[filename].md
Type: [Tuning / Tweak / Addition / New Small System]
System: [system name]
GDD update: [Required — pending approval / Applied / Not required]
Next step: This spec is ready for `/story-readiness` validation before
implementation. Reference this spec in the story's GDD Reference field.
```
### Pipeline Notes
Quick Design Specs **bypass** `/design-review` and `/review-all-gdds` by
design. They are for small, low-risk, well-scoped changes where the cost of
the full review pipeline exceeds the risk of the change itself.
Redirect to the full pipeline if any of the following are true:
- The change adds a new system that belongs in the systems index
- The change significantly alters cross-system behavior or a system's
contracts with other systems
- The change introduces new player-facing mechanics that affect the
game's MDA aesthetic balance
- Implementation is likely to exceed one week of work
In those cases: "This change has grown beyond quick-spec scope. I recommend
using `/design-system` to author a full GDD for this."