Examples: add 5 session transcripts + skill flow diagrams covering v0.4.0 skills

Closes the gap where /design-system, story lifecycle, gate-check transitions,
UX pipeline, and brownfield adoption had no worked examples. Adds visual ASCII
flow diagrams for the full 7-phase pipeline and 4 detailed skill chains.

New files:
- docs/examples/session-design-system-skill.md
- docs/examples/session-story-lifecycle.md
- docs/examples/session-gate-check-phase-transition.md
- docs/examples/session-ux-pipeline.md
- docs/examples/session-adopt-brownfield.md
- docs/examples/skill-flow-diagrams.md

Updated:
- docs/examples/README.md — reorganized with Core Workflow / Foundational sections
- .claude/docs/quick-start.md — synced
- docs/WORKFLOW-GUIDE.md — synced

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Donchitos
2026-03-12 21:05:26 +11:00
parent b36eb2728d
commit b1fad395cd
9 changed files with 1528 additions and 33 deletions

View File

@@ -4,8 +4,149 @@ This directory contains realistic, end-to-end session transcripts showing how th
---
## Visual Reference
**New to the system? Start here:**
[Skill Flow Diagrams](skill-flow-diagrams.md) — visual maps of all 7 phases and how skills chain together.
---
## 📚 **Available Examples**
### CORE WORKFLOW
### [Skill Flow Diagrams](skill-flow-diagrams.md)
**Type:** Visual Reference
**Complexity:** All levels
Full pipeline overview (zero to ship), plus detailed chain diagrams for:
design-system, story lifecycle, UX pipeline, and brownfield onboarding.
**Start here if you want to understand how the pieces fit together.**
---
### [Session: Authoring a GDD with /design-system](session-design-system-skill.md)
**Type:** Design (skill-driven)
**Skill:** `/design-system`
**Duration:** ~60 minutes (14 turns)
**Complexity:** Medium
**Scenario:**
Dev runs `/design-system movement` after `/map-systems` produced the systems index. The skill loads context from the game concept and dependency GDDs, runs a technical feasibility pre-check, then guides through all 8 GDD sections one at a time — drafting, approving, and writing each section to disk before moving to the next.
**Key Moments:**
- Technical feasibility pre-check flags Jolt physics default change (Godot 4.6)
- Incremental writing: each section on disk immediately after approval
- Session crash during section 5 → agent resumes from first empty section
- Dependency signals (stamina, inventory) surfaced during the Dependencies section
- Ends with explicit handoff: "run `/design-review` before the next system"
**Learn:**
- How `/design-system` is different from asking an agent to "write a GDD"
- How the section-by-section cycle prevents 30k-token context bloat
- How incremental file writing survives session crashes
- How the skill surfaces downstream dependency contracts
---
### [Session: Full Story Lifecycle](session-story-lifecycle.md)
**Type:** Full Workflow
**Skills:** `/story-readiness` → implementation → `/story-done`
**Duration:** ~50 minutes (13 turns)
**Complexity:** Medium
**Scenario:**
Dev picks up a story from the sprint backlog. `/story-readiness` catches a roll-direction ambiguity before any code is written. After implementation, `/story-done` verifies 9 acceptance criteria, identifies 2 deferred criteria (inventory not integrated yet), and closes the story with notes.
**Key Moments:**
- `/story-readiness` catches spec ambiguity in Turn 2 — resolved before implementation starts
- ADR status check: story would be BLOCKED if ADR was still Proposed
- Manifest version check: confirms story's guidance hasn't drifted from current architecture
- Deferred criteria tracked (not lost) when integration not yet possible
- `sprint-status.yaml` updated at story close, next ready story surfaced automatically
**Learn:**
- Why `/story-readiness` prevents late-implementation ambiguity
- How deferred criteria work (COMPLETE WITH NOTES vs. BLOCKED)
- How TR-ID references prevent false deviation flags
- The full loop from backlog → implemented → closed
---
### [Session: Gate Check and Phase Transition](session-gate-check-phase-transition.md)
**Type:** Phase Gate
**Skill:** `/gate-check`
**Duration:** ~20 minutes (7 turns)
**Complexity:** Low
**Scenario:**
Dev completes the Systems Design phase and runs `/gate-check` to advance. The gate finds all 6 MVP GDDs complete, cross-review passed with one low-severity concern. Gate passes, `stage.txt` updated, and the agent provides a specific ordered checklist for Technical Setup.
**Key Moments:**
- Gate validates artifact presence AND internal completeness (8 sections per GDD)
- CONCERNS ≠ FAIL: low-severity cross-review note passes the gate
- stage.txt update changes what `/help`, `/sprint-status`, and all skills see going forward
- Agent surfaces the cross-review concern as a concrete ADR to write next
- Next phase checklist is specific and ordered, not generic
**Learn:**
- What a gate check actually validates (not just "do files exist?")
- How PASS/CONCERNS/FAIL verdicts work
- Why stage.txt is the authority for phase tracking
- What changes after a phase transition
---
### [Session: UX Pipeline — /ux-design → /ux-review → /team-ui](session-ux-pipeline.md)
**Type:** UX Design Pipeline
**Skills:** `/ux-design`, `/ux-review`, `/team-ui`
**Duration:** ~90 minutes (16 turns)
**Complexity:** Medium-High
**Scenario:**
Dev designs the HUD and inventory screen. `/ux-design` reads the player journey and GDDs to ground decisions in player emotional state. `/ux-review` catches a blocking accessibility gap (no keyboard alternative to drag-drop) and an advisory colorblind issue. After fixes, `/team-ui` accepts the handoff.
**Key Moments:**
- HUD philosophy choice (diegetic vs. persistent vs. tactical) grounded in survival genre conventions
- `/ux-review` distinguishes BLOCKING (stops handoff) vs. ADVISORY (can fix in visual pass)
- Accessibility caught before implementation, not during QA
- Keyboard alternative added in one turn; review re-runs and passes
- `/team-ui` checks for a passing `/ux-review` before starting visual design
**Learn:**
- How `/ux-design` uses player journey context to ground UI decisions
- What `/ux-review` actually checks (not just "does a spec exist?")
- The difference between HUD doc (`design/ux/hud.md`) and per-screen specs
- How accessibility issues are handled at design time vs. implementation time
---
### [Session: Brownfield Onboarding with /adopt](session-adopt-brownfield.md)
**Type:** Brownfield Adoption
**Skill:** `/adopt`
**Duration:** ~30 minutes (8 turns)
**Complexity:** Low-Medium
**Scenario:**
Dev has 3 months of existing code and rough design notes but nothing in the right format. `/adopt` audits format compliance (not just file existence), classifies 4 gaps by severity, builds an ordered 7-step migration plan, and immediately fixes the BLOCKING gap (missing systems index) by inferring it from the codebase.
**Key Moments:**
- FORMAT audit distinguishes "file exists" from "file has required internal structure"
- BLOCKING gap identified: missing systems index prevents 4+ skills from running
- Migration plan is ordered: blocking gaps first, then high, then medium
- Systems index bootstrapped from code structure — brownfield code contains the answer
- Retrofit mode vs. new authoring: `/design-system retrofit` fills gaps without overwriting
**Learn:**
- The difference between `/adopt` and `/project-stage-detect`
- How format compliance is checked (section detection, not just file presence)
- How brownfield projects can onboard without losing existing work
- When to use retrofit mode vs. full authoring
---
### FOUNDATIONAL EXAMPLES
### [Session: Designing the Crafting System](session-design-crafting-system.md)
**Type:** Design
**Agent:** game-designer
@@ -83,6 +224,17 @@ Solo dev faces crisis: Alpha milestone in 2 weeks, crafting system needs 3 weeks
---
### [Reverse Documentation Workflow](reverse-document-workflow-example.md)
**Type:** Brownfield Documentation
**Agent:** game-designer
**Duration:** ~20 minutes
**Complexity:** Low
**Scenario:**
Developer built a skill tree system but never wrote a design doc. Agent reads the code, infers the design intent, asks clarifying questions about ambiguous decisions, and produces a retroactive GDD.
---
## 🎯 **What These Examples Demonstrate**
All examples follow the **collaborative workflow pattern:**
@@ -135,7 +287,13 @@ Read these examples BEFORE your first session. They show realistic expectations
- Agents provide expert guidance and options
### For Understanding Specific Workflows:
- **Designing a system?** → Read session-design-crafting-system.md
- **New to the system?** → Read skill-flow-diagrams.md first
- **Running /design-system for the first time?** → Read session-design-system-skill.md
- **Picking up a story?** → Read session-story-lifecycle.md
- **Finishing a phase?** → Read session-gate-check-phase-transition.md
- **Starting UI work?** → Read session-ux-pipeline.md
- **Have an existing project?** → Read session-adopt-brownfield.md
- **Designing a system (agent-driven)?** → Read session-design-crafting-system.md
- **Implementing code?** → Read session-implement-combat-damage.md
- **Making strategic decisions?** → Read session-scope-crisis-decision.md