From b36eb2728d0acdef569baace6e5c3ec097e532f4 Mon Sep 17 00:00:00 2001
From: Donchitos <150119193+Donchitos@users.noreply.github.com>
Date: Thu, 12 Mar 2026 12:50:51 +1100
Subject: [PATCH] Docs sync: update all references to v0.4.0 state (52 skills,
9 hooks, 36 templates)
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
- README: badges and skills section updated (37→52 skills, 8→9 hooks, 29→36 templates); all 52 commands listed in 10 categories; log-agent-stop.sh added to hooks table
- UPGRADING: added complete v0.3.0→v0.4.0 section with file lists, feature highlights, and after-upgrade steps
- WORKFLOW-GUIDE: full rewrite from 10-phase to 7-phase structure; all 52 skills documented across phases and Appendix B
- skills-reference: added 15 missing skills; reorganized into categorized sections
- hooks-reference: added log-agent-stop.sh entry
- quick-start: corrected counts; removed stale orphan doc references
- COLLABORATIVE-DESIGN-PRINCIPLE: AskUserQuestion integration count 10→16
Co-Authored-By: Claude Sonnet 4.6
---
.claude/docs/hooks-reference.md | 3 +-
.claude/docs/quick-start.md | 14 +-
.claude/docs/skills-reference.md | 130 +-
README.md | 54 +-
UPGRADING.md | 157 ++
docs/COLLABORATIVE-DESIGN-PRINCIPLE.md | 2 +-
docs/WORKFLOW-GUIDE.md | 2320 +++++++++++-------------
7 files changed, 1324 insertions(+), 1356 deletions(-)
diff --git a/.claude/docs/hooks-reference.md b/.claude/docs/hooks-reference.md
index 4f53c5d..9c8f483 100644
--- a/.claude/docs/hooks-reference.md
+++ b/.claude/docs/hooks-reference.md
@@ -11,7 +11,8 @@ Hooks are configured in `.claude/settings.json` and fire automatically:
| `detect-gaps.sh` | SessionStart | Session begins | Detects fresh projects (suggests /start) and missing documentation when code/prototypes exist, suggests /reverse-document or /project-stage-detect |
| `pre-compact.sh` | PreCompact | Context compression | Dumps session state (active.md, modified files, WIP design docs) into conversation before compaction so it survives summarization |
| `session-stop.sh` | Stop | Session ends | Summarizes accomplishments and updates session log |
-| `log-agent.sh` | SubagentStart | Agent spawned | Audit trail of all subagent invocations with timestamps |
+| `log-agent.sh` | SubagentStart | Agent spawned | Audit trail start — logs subagent invocation with timestamp |
+| `log-agent-stop.sh` | SubagentStop | Agent stops | Audit trail stop — completes subagent record |
Hook reference documentation: `.claude/docs/hooks-reference/`
Hook input schema documentation: `.claude/docs/hooks-reference/hook-input-schemas.md`
diff --git a/.claude/docs/quick-start.md b/.claude/docs/quick-start.md
index 0069f14..a95e6e6 100644
--- a/.claude/docs/quick-start.md
+++ b/.claude/docs/quick-start.md
@@ -219,8 +219,8 @@ CLAUDE.md -- Master config (read this first, ~60 lines)
.claude/
settings.json -- Claude Code hooks and project settings
agents/ -- 48 agent definitions (YAML frontmatter)
- skills/ -- 37 slash command definitions (YAML frontmatter)
- hooks/ -- 8 hook scripts (.sh) wired by settings.json
+ skills/ -- 52 slash command definitions (YAML frontmatter)
+ hooks/ -- 9 hook scripts (.sh) wired by settings.json
rules/ -- 11 path-specific rule files
docs/
quick-start.md -- This file
@@ -228,15 +228,9 @@ CLAUDE.md -- Master config (read this first, ~60 lines)
coding-standards.md -- Coding and design doc standards
coordination-rules.md -- Agent coordination rules
context-management.md -- Context budgets and compaction instructions
- review-workflow.md -- Review and sign-off process
directory-structure.md -- Project directory layout
- agent-roster.md -- Full agent list with tiers
- skills-reference.md -- All slash commands
- rules-reference.md -- Path-specific rules
- hooks-reference.md -- Active hooks
- agent-coordination-map.md -- Full delegation and workflow map
+ workflow-catalog.yaml -- 7-phase pipeline definition (read by /help)
setup-requirements.md -- System prerequisites (Git Bash, jq, Python)
settings-local-template.md -- Personal settings.local.json guide
- hooks-reference/ -- Hook documentation and git hook examples
- templates/ -- 28 document templates
+ templates/ -- 36 document templates
```
diff --git a/.claude/docs/skills-reference.md b/.claude/docs/skills-reference.md
index 89ac704..a82cf46 100644
--- a/.claude/docs/skills-reference.md
+++ b/.claude/docs/skills-reference.md
@@ -1,41 +1,107 @@
# Available Skills (Slash Commands)
+52 slash commands organized by phase. Type `/` in Claude Code to access any of them.
+
+## Onboarding & Navigation
+
| Command | Purpose |
|---------|---------|
| `/start` | First-time onboarding — asks where you are, then guides you to the right workflow |
+| `/help` | Context-aware "what do I do next?" — reads current stage and surfaces the required next step |
+| `/project-stage-detect` | Full project audit — detect phase, identify existence gaps, recommend next steps |
+| `/setup-engine` | Configure engine + version, detect knowledge gaps, populate version-aware reference docs |
+| `/adopt` | Brownfield format audit — checks internal structure of existing GDDs/ADRs/stories, produces migration plan |
+
+## Game Design
+
+| Command | Purpose |
+|---------|---------|
+| `/brainstorm` | Guided ideation using professional studio methods (MDA, SDT, Bartle, verb-first) |
+| `/map-systems` | Decompose game concept into systems, map dependencies, prioritize design order |
+| `/design-system` | Guided, section-by-section GDD authoring for a single game system |
+| `/quick-design` | Lightweight design spec for small changes — tuning, tweaks, minor additions |
+| `/review-all-gdds` | Cross-GDD consistency and game design holism review across all design docs |
+| `/propagate-design-change` | When a GDD is revised, find affected ADRs and produce an impact report |
+
+## UX & Interface Design
+
+| Command | Purpose |
+|---------|---------|
+| `/ux-design` | Guided section-by-section UX spec authoring (screen/flow, HUD, or pattern library) |
+| `/ux-review` | Validate UX specs for GDD alignment, accessibility, and pattern compliance |
+
+## Architecture
+
+| Command | Purpose |
+|---------|---------|
+| `/create-architecture` | Guided authoring of the master architecture document |
+| `/architecture-decision` | Create an Architecture Decision Record (ADR) |
+| `/architecture-review` | Validate all ADRs for completeness, dependency ordering, and GDD coverage |
+| `/create-control-manifest` | Generate flat programmer rules sheet from accepted ADRs |
+
+## Stories & Sprints
+
+| Command | Purpose |
+|---------|---------|
+| `/create-epics-stories` | Translate GDDs + ADRs + manifest into implementable story files |
+| `/sprint-plan` | Generate or update a sprint plan; initializes sprint-status.yaml |
+| `/sprint-status` | Fast 30-line sprint snapshot (reads sprint-status.yaml) |
+| `/story-readiness` | Validate a story is implementation-ready before pickup (READY/NEEDS WORK/BLOCKED) |
+| `/story-done` | 8-phase completion review after implementation; updates story file, surfaces next story |
+| `/estimate` | Structured effort estimate with complexity, dependencies, and risk breakdown |
+
+## Reviews & Analysis
+
+| Command | Purpose |
+|---------|---------|
| `/design-review` | Review a game design document for completeness and consistency |
| `/code-review` | Architectural code review for a file or changeset |
-| `/playtest-report` | Generate a structured playtest report template |
-| `/balance-check` | Analyze game balance data and flag outliers |
-| `/sprint-plan` | Generate or update a sprint plan |
-| `/bug-report` | Create a structured bug report |
-| `/architecture-decision` | Create an Architecture Decision Record (ADR) |
-| `/asset-audit` | Audit assets for naming, sizing, and pipeline compliance |
-| `/milestone-review` | Review milestone progress and generate status report |
-| `/onboard` | Generate onboarding context for a new contributor or agent |
-| `/prototype` | Scaffold a throwaway prototype to test a mechanic or technical approach |
-| `/release-checklist` | Generate and validate a pre-release checklist for the current build |
-| `/changelog` | Auto-generate changelog from git commits and sprint data |
-| `/retrospective` | Run a structured sprint or milestone retrospective |
-| `/estimate` | Produce a structured effort estimate with complexity and risk breakdown |
-| `/hotfix` | Emergency fix workflow with audit trail, bypassing normal sprint process |
-| `/tech-debt` | Scan, track, prioritize, and report on technical debt across the codebase |
+| `/balance-check` | Analyze game balance data, formulas, and config — flag outliers |
+| `/asset-audit` | Audit assets for naming conventions, file size budgets, and pipeline compliance |
+| `/content-audit` | Audit GDD-specified content counts against implemented content |
| `/scope-check` | Analyze feature or sprint scope against original plan, flag scope creep |
-| `/localize` | Localization workflow: scan for hardcoded strings, extract, validate translations |
-| `/perf-profile` | Structured performance profiling with bottleneck identification and recommendations |
-| `/project-stage-detect` | Automatically analyze project state, detect stage, identify gaps, and recommend next steps |
-| `/reverse-document` | Generate design or architecture documents from existing implementation (works backwards from code) |
-| `/team-combat` | Orchestrate combat team: game-designer + gameplay-programmer + ai-programmer + technical-artist + sound-designer + qa-tester |
-| `/team-narrative` | Orchestrate narrative team: narrative-director + writer + world-builder + level-designer |
-| `/team-ui` | Orchestrate UI team: ux-designer + ui-programmer + art-director |
-| `/team-release` | Orchestrate release team: release-manager + qa-lead + devops-engineer + producer |
-| `/team-polish` | Orchestrate polish team: performance-analyst + technical-artist + sound-designer + qa-tester |
-| `/team-audio` | Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer |
-| `/team-level` | Orchestrate level team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester |
-| `/launch-checklist` | Complete launch readiness validation across all departments |
-| `/patch-notes` | Generate player-facing patch notes from git history and internal data |
-| `/brainstorm` | Guided ideation using professional studio methods (MDA, SDT, Bartle, verb-first) |
+| `/perf-profile` | Structured performance profiling with bottleneck identification |
+| `/tech-debt` | Scan, track, prioritize, and report on technical debt |
| `/gate-check` | Validate readiness to advance between development phases (PASS/CONCERNS/FAIL) |
-| `/map-systems` | Decompose game concept into systems, map dependencies, prioritize design order, guide per-system GDDs |
-| `/design-system` | Guided, section-by-section GDD authoring for a single game system with cross-referencing and incremental writing |
-| `/setup-engine` | Configure engine + version, detect knowledge gaps, populate version-aware reference docs |
+
+## Production
+
+| Command | Purpose |
+|---------|---------|
+| `/milestone-review` | Review milestone progress and generate status report |
+| `/retrospective` | Run a structured sprint or milestone retrospective |
+| `/bug-report` | Create a structured bug report |
+| `/reverse-document` | Generate design or architecture docs from existing implementation |
+| `/playtest-report` | Generate a structured playtest report or analyze existing playtest notes |
+
+## Release
+
+| Command | Purpose |
+|---------|---------|
+| `/release-checklist` | Generate and validate a pre-release checklist for the current build |
+| `/launch-checklist` | Complete launch readiness validation across all departments |
+| `/changelog` | Auto-generate changelog from git commits and sprint data |
+| `/patch-notes` | Generate player-facing patch notes from git history and internal data |
+| `/hotfix` | Emergency fix workflow with audit trail, bypassing normal sprint process |
+
+## Creative & Content
+
+| Command | Purpose |
+|---------|---------|
+| `/prototype` | Rapid throwaway prototype to validate a mechanic (relaxed standards, isolated worktree) |
+| `/onboard` | Generate contextual onboarding document for a new contributor or agent |
+| `/localize` | Localization workflow: string extraction, validation, translation readiness |
+
+## Team Orchestration
+
+Coordinate multiple agents on a single feature area:
+
+| Command | Coordinates |
+|---------|-------------|
+| `/team-combat` | game-designer + gameplay-programmer + ai-programmer + technical-artist + sound-designer + qa-tester |
+| `/team-narrative` | narrative-director + writer + world-builder + level-designer |
+| `/team-ui` | ux-designer + ui-programmer + art-director + accessibility-specialist |
+| `/team-release` | release-manager + qa-lead + devops-engineer + producer |
+| `/team-polish` | performance-analyst + technical-artist + sound-designer + qa-tester |
+| `/team-audio` | audio-director + sound-designer + technical-artist + gameplay-programmer |
+| `/team-level` | level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester |
diff --git a/README.md b/README.md
index a78c7f4..53bf812 100644
--- a/README.md
+++ b/README.md
@@ -3,15 +3,15 @@
Turn a single Claude Code session into a full game development studio.
- 48 agents. 37 workflows. One coordinated AI team.
+ 48 agents. 52 workflows. One coordinated AI team.
-
-
+
+
@@ -51,10 +51,10 @@ The result: you still make every decision, but now you have a team that asks the
| Category | Count | Description |
|----------|-------|-------------|
| **Agents** | 48 | Specialized subagents across design, programming, art, audio, narrative, QA, and production |
-| **Skills** | 37 | Slash commands for common workflows (`/start`, `/sprint-plan`, `/code-review`, `/brainstorm`, etc.) |
-| **Hooks** | 8 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit, and gap detection |
+| **Skills** | 52 | Slash commands for every workflow phase (`/start`, `/design-system`, `/create-epics-stories`, `/story-done`, etc.) |
+| **Hooks** | 9 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit trail, and gap detection |
| **Rules** | 11 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
-| **Templates** | 29 | Document templates for GDDs, ADRs, sprint plans, economy models, faction design, and more |
+| **Templates** | 36 | Document templates for GDDs, UX specs, ADRs, sprint plans, HUD design, accessibility, and more |
## Studio Hierarchy
@@ -92,22 +92,34 @@ The template includes agent sets for all three major engines. Use the set that m
## Slash Commands
-Type `/` in Claude Code to access all 37 skills:
+Type `/` in Claude Code to access all 52 skills:
+
+**Onboarding & Navigation**
+`/start` `/help` `/project-stage-detect` `/setup-engine` `/adopt`
+
+**Game Design**
+`/brainstorm` `/map-systems` `/design-system` `/quick-design` `/review-all-gdds` `/propagate-design-change`
+
+**UX & Interface Design**
+`/ux-design` `/ux-review`
+
+**Architecture**
+`/create-architecture` `/architecture-decision` `/architecture-review` `/create-control-manifest`
+
+**Stories & Sprints**
+`/create-epics-stories` `/sprint-plan` `/sprint-status` `/story-readiness` `/story-done` `/estimate`
**Reviews & Analysis**
-`/design-review` `/code-review` `/balance-check` `/asset-audit` `/scope-check` `/perf-profile` `/tech-debt`
+`/design-review` `/code-review` `/balance-check` `/asset-audit` `/content-audit` `/scope-check` `/perf-profile` `/tech-debt` `/gate-check`
**Production**
-`/sprint-plan` `/milestone-review` `/estimate` `/retrospective` `/bug-report`
-
-**Project Management**
-`/start` `/project-stage-detect` `/reverse-document` `/gate-check` `/map-systems` `/design-system`
+`/milestone-review` `/retrospective` `/bug-report` `/reverse-document` `/playtest-report`
**Release**
`/release-checklist` `/launch-checklist` `/changelog` `/patch-notes` `/hotfix`
-**Creative**
-`/brainstorm` `/playtest-report` `/prototype` `/onboard` `/localize`
+**Creative & Content**
+`/prototype` `/onboard` `/localize`
**Team Orchestration** (coordinate multiple agents on a single feature)
`/team-combat` `/team-narrative` `/team-ui` `/team-release` `/team-polish` `/team-audio` `/team-level`
@@ -156,15 +168,12 @@ CLAUDE.md # Master configuration
.claude/
settings.json # Hooks, permissions, safety rules
agents/ # 48 agent definitions (markdown + YAML frontmatter)
- skills/ # 37 slash commands (subdirectory per skill)
- hooks/ # 8 hook scripts (bash, cross-platform)
+ skills/ # 52 slash commands (subdirectory per skill)
+ hooks/ # 9 hook scripts (bash, cross-platform)
rules/ # 11 path-scoped coding standards
docs/
- quick-start.md # Detailed usage guide
- agent-roster.md # Full agent table with domains
- agent-coordination-map.md # Delegation and escalation paths
- setup-requirements.md # Prerequisites and platform notes
- templates/ # 28 document templates
+ workflow-catalog.yaml # 7-phase pipeline definition (read by /help)
+ templates/ # 36 document templates
src/ # Game source code
assets/ # Art, audio, VFX, shaders, data files
design/ # GDDs, narrative docs, level designs
@@ -212,7 +221,8 @@ You stay in control. The agents provide structure and expertise, not autonomy.
| `detect-gaps.sh` | Session open | Detects fresh projects (suggests `/start`) and missing documentation when code/prototypes exist |
| `pre-compact.sh` | Context compression | Preserves session progress notes |
| `session-stop.sh` | Session close | Logs accomplishments |
-| `log-agent.sh` | Agent spawned | Audit trail of all subagent invocations |
+| `log-agent.sh` | Agent spawned | Audit trail start — logs subagent invocation |
+| `log-agent-stop.sh` | Agent stops | Audit trail stop — completes subagent record |
**Permission rules** in `settings.json` auto-allow safe operations (git status, test runs) and block dangerous ones (force push, `rm -rf`, reading `.env` files).
diff --git a/UPGRADING.md b/UPGRADING.md
index a2f1261..ad82006 100644
--- a/UPGRADING.md
+++ b/UPGRADING.md
@@ -14,6 +14,7 @@ Or check `README.md` for the version badge.
## Table of Contents
- [Upgrade Strategies](#upgrade-strategies)
+- [v0.3.0 → v0.4.0](#v030--v040)
- [v0.2.0 → v0.3.0](#v020--v030)
- [v0.1.0 → v0.2.0](#v010--v020)
@@ -77,6 +78,162 @@ Best when: you didn't use git to set up the template (just downloaded a zip).
---
+## v0.3.0 → v0.4.0
+
+**Released:** 2026-03-09
+**Commit range:** `b1cad29..HEAD`
+**Key themes:** Full UX/UI pipeline, complete story lifecycle, brownfield adoption, pipeline integrity, 15 new skills
+
+### What Changed
+
+| Category | Changes |
+|----------|---------|
+| **New skills (15)** | `/ux-design`, `/ux-review`, `/help`, `/quick-design`, `/review-all-gdds`, `/story-readiness`, `/story-done`, `/sprint-status`, `/adopt`, `/create-architecture`, `/create-control-manifest`, `/create-epics-stories`, `/propagate-design-change`, `/content-audit`, `/architecture-review` |
+| **New hook** | `log-agent-stop.sh` — completes agent audit trail (stop event to match start) |
+| **New templates (8)** | `ux-spec.md`, `hud-design.md`, `accessibility-requirements.md`, `interaction-pattern-library.md`, `player-journey.md`, `difficulty-curve.md`, and 2 adoption plan templates |
+| **New infrastructure** | `workflow-catalog.yaml` (7-phase pipeline, read by `/help`), `docs/architecture/tr-registry.yaml` (stable TR-IDs), `production/sprint-status.yaml` schema |
+| **Skill updates** | `/gate-check` — 3 gates now require UX artifacts; Pre-Production gate requires vertical slice (HARD gate) |
+| **Skill updates** | `/sprint-plan` — writes `sprint-status.yaml`; `/sprint-status` reads it |
+| **Skill updates** | `/story-done` — 8-phase completion review, updates story file, surfaces next ready story |
+| **Skill updates** | `/design-review` — removed architecture gap check (wrong stage) |
+| **Skill updates** | `/team-ui` — full UX pipeline (ux-design → ux-review → team phases) |
+| **Agent updates** | 14 specialist agents — `memory: project` added |
+| **Agent updates** | `prototyper` — `isolation: worktree` (throwaway work in isolated git branch) |
+| **Pipeline integrity** | TR-ID stability, manifest versioning, ADR status gates, TR-ID reference not quote |
+| **GDD template** | `## Game Feel` section added (input responsiveness, animation targets, impact moments) |
+
+---
+
+### Files: Safe to Overwrite
+
+**New files to add:**
+```
+.claude/skills/ux-design/SKILL.md
+.claude/skills/ux-review/SKILL.md
+.claude/skills/help/SKILL.md
+.claude/skills/quick-design/SKILL.md
+.claude/skills/review-all-gdds/SKILL.md
+.claude/skills/story-readiness/SKILL.md
+.claude/skills/story-done/SKILL.md
+.claude/skills/sprint-status/SKILL.md
+.claude/skills/adopt/SKILL.md
+.claude/skills/create-architecture/SKILL.md
+.claude/skills/create-control-manifest/SKILL.md
+.claude/skills/create-epics-stories/SKILL.md
+.claude/skills/propagate-design-change/SKILL.md
+.claude/skills/content-audit/SKILL.md
+.claude/skills/architecture-review/SKILL.md
+.claude/hooks/log-agent-stop.sh
+.claude/docs/workflow-catalog.yaml
+.claude/docs/templates/ux-spec.md
+.claude/docs/templates/hud-design.md
+.claude/docs/templates/accessibility-requirements.md
+.claude/docs/templates/interaction-pattern-library.md
+.claude/docs/templates/player-journey.md
+.claude/docs/templates/difficulty-curve.md
+```
+
+**Existing files to overwrite (no user content):**
+```
+.claude/skills/gate-check/SKILL.md
+.claude/skills/sprint-plan/SKILL.md
+.claude/skills/sprint-status/SKILL.md
+.claude/skills/design-review/SKILL.md
+.claude/skills/team-ui/SKILL.md
+.claude/skills/story-readiness/SKILL.md
+.claude/skills/story-done/SKILL.md
+.claude/docs/templates/game-design-document.md ← adds Game Feel section
+README.md
+docs/WORKFLOW-GUIDE.md
+UPGRADING.md
+```
+
+**Agent files to overwrite** (if you haven't written custom prompts into them):
+```
+.claude/agents/prototyper.md ← adds isolation: worktree
+.claude/agents/art-director.md ← adds memory: project
+.claude/agents/audio-director.md ← adds memory: project
+.claude/agents/economy-designer.md ← adds memory: project
+.claude/agents/game-designer.md ← adds memory: project
+.claude/agents/gameplay-programmer.md ← adds memory: project
+.claude/agents/lead-programmer.md ← adds memory: project
+.claude/agents/level-designer.md ← adds memory: project
+.claude/agents/narrative-director.md ← adds memory: project
+.claude/agents/systems-designer.md ← adds memory: project
+.claude/agents/technical-artist.md ← adds memory: project
+.claude/agents/ui-programmer.md ← adds memory: project
+.claude/agents/ux-designer.md ← adds memory: project
+.claude/agents/world-builder.md ← adds memory: project
+```
+
+---
+
+### Files: Merge Carefully
+
+#### `.claude/settings.json`
+
+The new version registers `log-agent-stop.sh` as a hook for the `PostToolUse` (agent stop) event. If you haven't customized `settings.json`, overwriting is safe. Otherwise, add the new hook entry for `SubagentStop` manually.
+
+#### Customized agent files
+
+If you've added project-specific knowledge to agent `.md` files, do a diff and manually add the `memory: project` line to the YAML frontmatter where appropriate. Creative and technical director agents intentionally keep `memory: user` — only specialist agents get `memory: project`.
+
+---
+
+### New Features
+
+#### Complete Story Lifecycle
+
+Stories now have a formal lifecycle enforced by two skills:
+
+- **`/story-readiness`** — validates a story is implementation-ready before a developer picks it up. Checks Design (GDD req linked), Architecture (ADR accepted), Scope (criteria testable), and DoD (manifest version current). Verdict: READY / NEEDS WORK / BLOCKED.
+- **`/story-done`** — 8-phase completion review after implementation. Verifies each acceptance criterion, checks for GDD/ADR deviations, prompts code review, updates the story file to `Status: Complete`, and surfaces the next ready story.
+
+Flow: `/story-readiness` → implement → `/story-done` → next story
+
+#### Full UX/UI Pipeline
+
+- **`/ux-design`** — guided section-by-section UX spec authoring. Three modes: screen/flow, HUD, or interaction pattern library. Reads GDD UI requirements and player journey. Output to `design/ux/`.
+- **`/ux-review`** — validates UX specs against GDD alignment, accessibility tier, and pattern library. Verdict: APPROVED / NEEDS REVISION / MAJOR REVISION.
+- **`/team-ui`** updated: Phase 1 now runs `/ux-design` + `/ux-review` as a hard gate before visual design begins.
+
+#### Brownfield Adoption
+
+**`/adopt`** onboards existing projects to the template format. Audits internal structure of GDDs, ADRs, stories, systems-index, and infra. Classifies gaps (BLOCKING/HIGH/MEDIUM/LOW). Builds an ordered migration plan. Never regenerates existing artifacts — only fills gaps.
+
+Argument modes: `full | gdds | adrs | stories | infra`
+
+Also: `/design-system retrofit [path]` and `/architecture-decision retrofit [path]` detect existing files and add only missing sections.
+
+#### Sprint Tracking YAML
+
+`production/sprint-status.yaml` is now the authoritative story tracking format:
+- Written by `/sprint-plan` (initializes all stories) and `/story-done` (sets status to `done`)
+- Read by `/sprint-status` (fast snapshot) and `/help` (per-story status in production phase)
+- Status values: `backlog | ready-for-dev | in-progress | review | done | blocked`
+- Falls back gracefully to markdown scanning if file doesn't exist
+
+#### `/help` — Context-Aware Next Step
+
+`/help` reads your current stage and in-progress work, checks which artifacts are complete, and tells you exactly what to do next — one primary required step, plus optional opportunities. Distinct from `/start` (first-time only) and `/project-stage-detect` (full audit).
+
+---
+
+### After Upgrading
+
+1. **Verify new hooks** are registered in `.claude/settings.json` — check for `log-agent-stop.sh`.
+
+2. **Test the audit trail** by spawning any subagent — both start and stop events should appear in `production/session-logs/`.
+
+3. **Generate sprint-status.yaml** if you're in active production:
+ ```
+ /sprint-plan status
+ ```
+
+4. **Run `/adopt`** if you have existing GDDs or ADRs that predate this template version — it will identify which sections need to be added without overwriting your content.
+
+---
+
## v0.2.0 → v0.3.0
**Released:** 2026-03-09
diff --git a/docs/COLLABORATIVE-DESIGN-PRINCIPLE.md b/docs/COLLABORATIVE-DESIGN-PRINCIPLE.md
index 08be1f7..c81f38c 100644
--- a/docs/COLLABORATIVE-DESIGN-PRINCIPLE.md
+++ b/docs/COLLABORATIVE-DESIGN-PRINCIPLE.md
@@ -685,4 +685,4 @@ This principle has been fully embedded across the project:
- **All skills** — Updated to require approval before writing
- **WORKFLOW-GUIDE.md** — Rewritten with collaborative examples
- **README.md** — Clarifies collaborative (not autonomous) design
-- **AskUserQuestion tool** — Integrated into 10 skills for structured option UI
+- **AskUserQuestion tool** — Integrated into 16 skills for structured option UI
diff --git a/docs/WORKFLOW-GUIDE.md b/docs/WORKFLOW-GUIDE.md
index 85ca2ee..38d1a9f 100644
--- a/docs/WORKFLOW-GUIDE.md
+++ b/docs/WORKFLOW-GUIDE.md
@@ -3,31 +3,33 @@
> **How to go from zero to a shipped game using the Agent Architecture.**
>
> This guide walks you through every phase of game development using the
-> 48-agent system, 37 slash commands, and automated hooks. It assumes you
+> 48-agent system, 52 slash commands, and 9 automated hooks. It assumes you
> have Claude Code installed and are working from the project root.
+>
+> The pipeline has 7 phases. Each phase has a formal gate (`/gate-check`)
+> that must pass before you advance. The authoritative phase sequence is
+> defined in `.claude/docs/workflow-catalog.yaml` and read by `/help`.
---
## Table of Contents
-1. [Phase 0: Setup & Configuration](#phase-0-setup--configuration)
-2. [Phase 1: Ideation & Concept](#phase-1-ideation--concept)
-3. [Phase 2: Pre-Production & Design](#phase-2-pre-production--design)
-4. [Phase 3: Prototyping & Validation](#phase-3-prototyping--validation)
-5. [Phase 4: Production Sprint Workflow](#phase-4-production-sprint-workflow)
-6. [Phase 5: Implementation Deep-Dive](#phase-5-implementation-deep-dive)
-7. [Phase 6: Testing & Quality Assurance](#phase-6-testing--quality-assurance)
-8. [Phase 7: Polish & Optimization](#phase-7-polish--optimization)
-9. [Phase 8: Localization & Accessibility](#phase-8-localization--accessibility)
-10. [Phase 9: Release & Launch](#phase-9-release--launch)
-11. [Phase 10: Post-Launch & Live Ops](#phase-10-post-launch--live-ops)
-12. [Appendix A: Agent Quick-Reference](#appendix-a-agent-quick-reference)
-13. [Appendix B: Slash Command Quick-Reference](#appendix-b-slash-command-quick-reference)
-14. [Appendix C: Common Workflows](#appendix-c-common-workflows)
+1. [Quick Start](#quick-start)
+2. [Phase 1: Concept](#phase-1-concept)
+3. [Phase 2: Systems Design](#phase-2-systems-design)
+4. [Phase 3: Technical Setup](#phase-3-technical-setup)
+5. [Phase 4: Pre-Production](#phase-4-pre-production)
+6. [Phase 5: Production](#phase-5-production)
+7. [Phase 6: Polish](#phase-6-polish)
+8. [Phase 7: Release](#phase-7-release)
+9. [Cross-Cutting Concerns](#cross-cutting-concerns)
+10. [Appendix A: Agent Quick-Reference](#appendix-a-agent-quick-reference)
+11. [Appendix B: Slash Command Quick-Reference](#appendix-b-slash-command-quick-reference)
+12. [Appendix C: Common Workflows](#appendix-c-common-workflows)
---
-## Phase 0: Setup & Configuration
+## Quick Start
### What You Need
@@ -38,59 +40,31 @@ Before you start, make sure you have:
- **jq** (optional but recommended -- hooks fall back to `grep` if missing)
- **Python 3** (optional -- some hooks use it for JSON validation)
-### Step 0.1: Clone and Configure
-
-Clone the repository and open it in your editor:
+### Step 1: Clone and Open
```bash
git clone my-game
cd my-game
```
-### Step 0.2: Run /start (Recommended for New Users)
+### Step 2: Run /start
-If you're new to the project or don't yet know what game you're building:
+If this is your first session:
```
/start
```
-This guided onboarding asks where you are (no idea, vague idea, clear concept,
-existing work) and routes you to the right phase. Skip this if you already have
-a game concept and engine decision.
+This guided onboarding asks where you are and routes you to the right phase:
-### Step 0.3: Choose Your Engine
+- **Path A** -- No idea yet: routes to `/brainstorm`
+- **Path B** -- Vague idea: routes to `/brainstorm` with seed
+- **Path C** -- Clear concept: routes to `/setup-engine` and `/map-systems`
+- **Path D1** -- Existing project, few artifacts: normal flow
+- **Path D2** -- Existing project, GDDs/ADRs exist: runs `/project-stage-detect`
+ then `/adopt` for brownfield migration
-Run `/setup-engine` in Claude Code. This is the single most important
-configuration step -- it tells every agent what engine, language, and toolchain
-you're using:
-
-```bash
-/setup-engine godot 4.6
-```
-
-Or run `/setup-engine` with no arguments to get an interactive recommendation
-based on your game's needs (2D/3D, platforms, team size, language preferences).
-
-**What `/setup-engine` does:**
-
-- Pins the engine and version in `CLAUDE.md`
-- Populates `.claude/docs/technical-preferences.md` with naming conventions,
- performance budgets, and engine-specific defaults
-- Detects knowledge gaps (engine version newer than LLM training data) and
- fetches current docs from the web so agents suggest correct APIs
-- Creates version-pinned reference docs in `docs/engine-reference/`
-
-**Why this matters:** Once you set the engine, the system knows which
-engine-specialist agents to use. If you pick Godot, agents like
-`godot-specialist`, `godot-gdscript-specialist`, and `godot-shader-specialist`
-become your go-to experts. The Unity and Unreal specialists remain available
-but won't be primary.
-
-> **Manual alternative:** You can also edit the Technology Stack section in
-> `CLAUDE.md` directly if you prefer.
-
-### Step 0.3: Verify Hooks Are Working
+### Step 3: Verify Hooks Are Working
Start a new Claude Code session. You should see output from the
`session-start.sh` hook:
@@ -106,10 +80,21 @@ Recent commits:
If you see this, hooks are working. If not, check `.claude/settings.json` to
make sure the hook paths are correct for your OS.
-### Step 0.4: Create Your Directory Structure
+### Step 4: Ask for Help Anytime
-The directories listed in `CLAUDE.md` don't all exist yet. Create them as
-needed -- the system expects this layout:
+At any point, run:
+
+```
+/help
+```
+
+This reads your current phase from `production/stage.txt`, checks which
+artifacts exist, and tells you exactly what to do next. It distinguishes
+between REQUIRED next steps and OPTIONAL opportunities.
+
+### Step 5: Create Your Directory Structure
+
+Directories are created as needed. The system expects this layout:
```
src/ # Game source code
@@ -130,6 +115,7 @@ design/ # Design documents
narrative/ # Story, lore, dialogue
levels/ # Level design documents
balance/ # Balance spreadsheets and data
+ ux/ # UX specifications
docs/ # Technical documentation
architecture/ # Architecture Decision Records
api/ # API documentation
@@ -140,9 +126,13 @@ production/ # Sprint plans, milestones, releases
sprints/
milestones/
releases/
+ stories/ # Story files (from /create-epics-stories)
+ playtests/ # Playtest reports
+ session-state/ # Ephemeral session state (gitignored)
+ session-logs/ # Session audit trail (gitignored)
```
-> **Tip:** You don't need all of these on day one. Create directories as you
+> **Tip:** You do not need all of these on day one. Create directories as you
> reach the phase that needs them. The important thing is to follow this
> structure when you do create them, because the **rules system** enforces
> standards based on file paths. Code in `src/gameplay/` gets gameplay rules,
@@ -150,19 +140,36 @@ production/ # Sprint plans, milestones, releases
---
-## Phase 1: Ideation & Concept
+## Phase 1: Concept
### What Happens in This Phase
-You go from "no idea" or "vague idea" to a structured game concept document.
-This is where you figure out **what** you're making.
+You go from "no idea" or "vague idea" to a structured game concept document
+with defined pillars and a player journey. This is where you figure out
+**what** you are making and **why**.
-> **Tip:** If you ran `/start` in Phase 0 and chose Path A or B, you're already
-> here. `/start` routes you to `/brainstorm` automatically.
+### Phase 1 Pipeline
-### Step 1.1: Brainstorm With `/brainstorm`
+```
+/brainstorm --> game-concept.md --> /design-review --> /setup-engine
+ | | |
+ v v v
+ 10 concepts Concept doc with Validation Engine pinned in
+ MDA analysis pillars, MDA, of concept technical-preferences.md
+ Player motiv. core loop, USP document
+ |
+ v
+ /map-systems
+ |
+ v
+ systems-index.md
+ (all systems, deps,
+ priority tiers)
+```
-This is your starting point if you skipped `/start`. Run the brainstorm skill:
+### Step 1.1: Brainstorm With /brainstorm
+
+This is your starting point. Run the brainstorm skill:
```
/brainstorm
@@ -177,43 +184,15 @@ Or with a genre hint:
**What happens:** The brainstorm skill guides you through a collaborative 6-phase
ideation process using professional studio techniques:
-Agent: "Let's explore game concepts. What genre or theme interests you? (Optional,
- or leave blank for open exploration)"
+1. Asks about your interests, themes, and constraints
+2. Generates 10 concept seeds with MDA (Mechanics, Dynamics, Aesthetics) analysis
+3. You pick 2-3 favorites for deep analysis
+4. Performs player motivation mapping and audience targeting
+5. You choose the winning concept
+6. Formalizes it into `design/gdd/game-concept.md`
-User: "Roguelike deckbuilder"
+The concept document includes:
-Agent: "I've generated 10 concept seeds combining roguelike and deckbuilder mechanics.
- Here are the top 3:
-
- **Concept A: Spell Compiler** - Code-themed deckbuilder where cards are functions
- **Concept B: Memory Palace** - Psychological thriller where cards are memories
- **Concept C: Ecosystem Builder** - Nature theme where cards are species
-
- Which concept(s) would you like me to develop with MDA analysis?"
-
-User: "Concept B sounds unique"
-
-Agent: [Performs MDA Analysis, Player Motivation mapping, Audience Targeting, Verb-First
- Design for Concept B, showing work at each stage and asking for feedback]
-
- "Here's the complete analysis. Should I formalize this into a structured
- concept document?"
-
-User: "Yes"
-
-Agent: [Creates structured concept document with top ideas, target audience,
- core mechanics, and emotional goals]
-
-### Step 1.2: Document the Winning Concept
-
-Take the brainstorm output and formalize it. Use the **game concept template**:
-
-```
-Ask Claude to create a game concept document using the template at
-.claude/docs/templates/game-concept.md
-```
-
-This template includes:
- Elevator pitch (one sentence)
- Core fantasy (what the player imagines themselves doing)
- MDA breakdown
@@ -221,38 +200,43 @@ This template includes:
- Core loop diagram
- Unique selling proposition
- Comparable titles and differentiation
+- Game pillars (3-5 non-negotiable design values)
+- Anti-pillars (things the game intentionally avoids)
-### Step 1.3: Define Your Game Pillars
-
-Before you go further, lock in your **game pillars** -- the 3-5 non-negotiable
-design values that guide every decision. Use the template:
+### Step 1.2: Review the Concept (Optional but Recommended)
```
-Ask Claude to create a game pillars document using the template at
-.claude/docs/templates/game-pillars.md
+/design-review design/gdd/game-concept.md
```
-Example pillars:
-- **Meaningful Choices**: Every decision changes something permanently
-- **Emergent Storytelling**: Systems create unique narratives, not scripts
-- **Accessible Depth**: Easy to start, deep to master
+Validates structure and completeness before you proceed.
-Also define **anti-pillars** -- things your game intentionally avoids:
-- We do NOT pursue: photorealism, competitive balance, linear narrative
+### Step 1.3: Choose Your Engine
-> **When you're happy with your concept and pillars, you're ready for
-> Pre-Production.**
+```
+/setup-engine
+```
----
+Or with a specific engine:
-## Phase 2: Pre-Production & Design
+```
+/setup-engine godot 4.6
+```
-### What Happens in This Phase
+**What /setup-engine does:**
-You create all the design documents that define how your game works. Nothing
-gets coded yet -- this is pure design and architecture.
+- Populates `.claude/docs/technical-preferences.md` with naming conventions,
+ performance budgets, and engine-specific defaults
+- Detects knowledge gaps (engine version newer than LLM training data) and
+ advises cross-referencing `docs/engine-reference/`
+- Creates version-pinned reference docs in `docs/engine-reference/`
-### Step 2.1: Decompose Your Concept Into Systems
+**Why this matters:** Once you set the engine, the system knows which
+engine-specialist agents to use. If you pick Godot, agents like
+`godot-specialist`, `godot-gdscript-specialist`, and `godot-shader-specialist`
+become your go-to experts.
+
+### Step 1.4: Decompose Your Concept Into Systems
Before writing individual GDDs, enumerate all the systems your game needs:
@@ -260,136 +244,161 @@ Before writing individual GDDs, enumerate all the systems your game needs:
/map-systems
```
-This creates `design/gdd/systems-index.md` — a master tracking document that:
+This creates `design/gdd/systems-index.md` -- a master tracking document that:
- Lists every system your game needs (combat, movement, UI, etc.)
- Maps dependencies between systems
- Assigns priority tiers (MVP, Vertical Slice, Alpha, Full Vision)
-- Determines design order (Foundation → Core → Feature → Presentation → Polish)
+- Determines design order (Foundation > Core > Feature > Presentation > Polish)
-Then design each system in dependency order:
+This step is **required** before proceeding to Phase 2. Research from 155 game
+postmortems confirms that skipping systems enumeration costs 5-10x more in
+production.
+
+### Phase 1 Gate
+
+```
+/gate-check concept
+```
+
+**Requirements to pass:**
+
+- Engine configured in `technical-preferences.md`
+- `design/gdd/game-concept.md` exists with pillars
+- `design/gdd/systems-index.md` exists with dependency ordering
+
+**Verdict:** PASS / CONCERNS / FAIL. CONCERNS is passable with acknowledged
+risks. FAIL blocks advancement.
+
+---
+
+## Phase 2: Systems Design
+
+### What Happens in This Phase
+
+You create all the design documents that define how your game works. Nothing
+gets coded yet -- this is pure design. Each system identified in the systems
+index gets its own GDD, authored section by section, reviewed individually,
+and then all GDDs are cross-checked for consistency.
+
+### Phase 2 Pipeline
+
+```
+/map-systems next --> /design-system --> /design-review
+ | | |
+ v v v
+ Picks next system Section-by-section Validates 8
+ from systems-index GDD authoring required sections
+ (incremental writes) APPROVED/NEEDS REVISION
+ |
+ | (repeat for each MVP system)
+ v
+/review-all-gdds
+ |
+ v
+ Cross-GDD consistency + design theory review
+ PASS / CONCERNS / FAIL
+```
+
+### Step 2.1: Author System GDDs
+
+Design each system in dependency order using the guided workflow:
```
/map-systems next
```
-This picks the highest-priority undesigned system and hands off to `/design-system`,
-which guides you through creating its GDD section by section. Each completed GDD
-goes through `/design-review` before the next starts.
+This picks the highest-priority undesigned system and hands off to
+`/design-system`, which guides you through creating its GDD section by section.
-You can also write a specific system's GDD directly:
+You can also design a specific system directly:
```
/design-system combat-system
```
-### Step 2.2: Create the Game Design Document (GDD)
+**What /design-system does:**
-For each major system in your game, create a design document in `design/gdd/`.
-Use the template:
+1. Reads your game concept, systems index, and any upstream/downstream GDDs
+2. Runs a Technical Feasibility Pre-Check (domain mapping + feasibility brief)
+3. Walks you through each of the 8 required GDD sections one at a time
+4. Each section follows: Context > Questions > Options > Decision > Draft > Approval > Write
+5. Each section is written to file immediately after approval (survives crashes)
+6. Flags conflicts with existing approved GDDs
+7. Routes to specialist agents per category (systems-designer for math,
+ economy-designer for economy, narrative-director for story systems)
-```
-Ask Claude to create a GDD using the template at
-.claude/docs/templates/game-design-document.md
-```
-
-**The `design-docs` rule** (`.claude/rules/design-docs.md`) requires every GDD
-to have these 8 sections:
+**The 8 required GDD sections:**
| # | Section | What Goes Here |
|---|---------|---------------|
| 1 | **Overview** | One-paragraph summary of the system |
| 2 | **Player Fantasy** | What the player imagines/feels when using this system |
-| 3 | **Detailed Rules** | Unambiguous mechanical rules -- if two designers read this, they'd build the same thing |
+| 3 | **Detailed Rules** | Unambiguous mechanical rules |
| 4 | **Formulas** | Every calculation, with variable definitions and ranges |
| 5 | **Edge Cases** | What happens in weird situations? Explicitly resolved. |
| 6 | **Dependencies** | What other systems this connects to (bidirectional) |
| 7 | **Tuning Knobs** | Which values designers can safely change, with safe ranges |
| 8 | **Acceptance Criteria** | How do you test that this works? Specific, measurable. |
-**Example GDD files you might create:**
-- `design/gdd/core-loop.md` -- The fundamental play loop
-- `design/gdd/combat-system.md` -- How combat works
-- `design/gdd/progression-system.md` -- How the player advances
-- `design/gdd/inventory-system.md` -- Item management
-- `design/gdd/ability-system.md` -- Player abilities and skills
+Plus a **Game Feel** section: feel reference, input responsiveness (ms/frames),
+animation feel targets (startup/active/recovery), impact moments, weight profile.
-### Step 2.2: Use the Game Designer Agent for Complex Mechanics
+### Step 2.2: Review Each GDD
-For systems that need deep mechanical thinking, delegate to `game-designer`:
+Before the next system starts, validate the current one:
```
-Ask the game-designer agent to design a crafting system that supports
-emergent recipes (players discover combinations) with a skill progression
-tied to experimentation. The system should feel rewarding without being
-grindy. Target audience is Explorers and Achievers.
+/design-review design/gdd/combat-system.md
```
-**What happens:** The `game-designer` agent collaborates with you to create the design:
+Checks all 8 sections for completeness, formula clarity, edge case resolution,
+bidirectional dependencies, and testable acceptance criteria.
-Agent: "I'll help design the crafting system. First, some questions:
- - Should recipes be discovered through experimentation or taught explicitly?
- - How punishing should failed crafting attempts be?
- - Target audience - primarily Explorers or Achievers?"
+**Verdict:** APPROVED / NEEDS REVISION / MAJOR REVISION. Only APPROVED GDDs
+should proceed.
-User: "Discovered through experimentation. Moderate punishment - waste ingredients
- but gain partial skill XP. Target Explorers primarily."
+### Step 2.3: Small Changes Without Full GDDs
-Agent: "Based on that, here are three mechanical approaches:
-
- **Option A: Pure Discovery** - No hints, full freedom
- Pros: Maximum exploration reward
- Cons: High frustration risk, may need wiki
-
- **Option B: Hint System** - Visual cues when ingredients are compatible
- Pros: Guided exploration, less frustration
- Cons: Less satisfying 'eureka' moments
-
- **Option C: Hybrid** - Free experimentation + optional journal hints unlocked by skill
- Pros: Supports both playstyles, progressive scaffolding
- Cons: More complex to implement
-
- I recommend Option C because it respects Explorers while providing safety nets,
- and the journal hints can be gated behind skill progression for Achievers.
- Which approach fits your vision?"
-
-User: "Option C sounds perfect"
-
-Agent: [Drafts GDD sections iteratively - Overview, Player Fantasy, Detailed Rules,
- Formulas, Edge Cases - showing each and incorporating feedback]
-
- "I need detailed formula work for success rates and skill progression curves.
- Let me consult the systems-designer for the math."
-
-Agent: [After consultation] "Complete draft ready with formulas validated by
- systems-designer. The economy-designer flagged that ingredient costs
- need balancing - I've incorporated their recommendations.
-
- May I write this to design/gdd/crafting-system.md?"
-
-User: "Yes"
-
-Agent: [Writes file]
-
-### Step 2.3: Design Review
-
-Before any design doc goes to programmers, run a review:
+For tuning changes, small additions, or tweaks that do not warrant a full GDD:
```
-/design-review design/gdd/crafting-system.md
+/quick-design "add 10% damage bonus for flanking attacks"
```
-**What happens:** The skill checks the document against the 8-section
-standard, verifying:
-- Are all sections present and complete?
-- Are formulas unambiguous with defined variables?
-- Are edge cases explicitly resolved (not "TBD")?
-- Do dependencies list both directions?
-- Are acceptance criteria testable?
+This creates a lightweight spec in `design/quick-specs/` instead of a full
+8-section GDD. Use it for tuning, number changes, and small additions.
-Fix any issues flagged before proceeding.
+### Step 2.4: Cross-GDD Consistency Review
-### Step 2.4: Create Narrative Design (if applicable)
+After all MVP system GDDs are approved individually:
+
+```
+/review-all-gdds
+```
+
+This reads ALL GDDs simultaneously and runs two analysis phases:
+
+**Phase 1 -- Cross-GDD Consistency:**
+- Dependency bidirectionality (A references B, does B reference A?)
+- Rule contradictions between systems
+- Stale references to renamed or removed systems
+- Ownership conflicts (two systems claiming the same responsibility)
+- Formula range compatibility (does System A's output fit System B's input?)
+- Acceptance criteria cross-check
+
+**Phase 2 -- Design Theory (Game Design Holism):**
+- Competing progression loops (do two systems fight for the same reward space?)
+- Cognitive load (more than 4 active systems at once?)
+- Dominant strategies (one approach that makes all others irrelevant)
+- Economic loop analysis (sources and sinks balanced?)
+- Difficulty curve consistency across systems
+- Pillar alignment and anti-pillar violations
+- Player fantasy coherence
+
+**Output:** `design/gdd/gdd-cross-review-[date].md` with a verdict.
+
+### Step 2.5: Narrative Design (If Applicable)
If your game has story, lore, or dialogue, this is when you build it:
@@ -398,302 +407,433 @@ If your game has story, lore, or dialogue, this is when you build it:
2. **Story structure** -- Use `narrative-director` to design story arcs,
character arcs, and narrative beats
3. **Character sheets** -- Use the `narrative-character-sheet.md` template
- for each major character
-The `narrative` rule (`.claude/rules/narrative.md`) enforces:
-- Lore consistency across documents
-- Canon levels (Core Canon vs Flavor vs Apocrypha)
-- Character voice profiles
-- World rule documentation
+### Phase 2 Gate
-### Step 2.5: Technical Architecture
+```
+/gate-check systems-design
+```
-Before coding starts, make key technical decisions:
+**Requirements to pass:**
+
+- All MVP systems in `systems-index.md` have `Status: Approved`
+- Each MVP system has a reviewed GDD
+- Cross-GDD review report exists (`design/gdd/gdd-cross-review-*.md`)
+ with verdict of PASS or CONCERNS (not FAIL)
+
+---
+
+## Phase 3: Technical Setup
+
+### What Happens in This Phase
+
+You make key technical decisions, document them as Architecture Decision Records
+(ADRs), validate them through review, and produce a control manifest that
+gives programmers flat, actionable rules. You also establish UX foundations.
+
+### Phase 3 Pipeline
+
+```
+/create-architecture --> /architecture-decision (x N) --> /architecture-review
+ | | |
+ v v v
+ Master architecture Per-decision ADRs Validates completeness,
+ document covering in docs/architecture/ dependency ordering,
+ all systems adr-*.md engine compatibility
+ |
+ v
+ /create-control-manifest
+ |
+ v
+ Flat programmer rules
+ docs/architecture/
+ control-manifest.md
+ Also in this phase:
+ -------------------
+ /ux-design --> /ux-review
+ Accessibility requirements doc
+ Interaction pattern library
+```
+
+### Step 3.1: Master Architecture Document
+
+```
+/create-architecture
+```
+
+Creates the overarching architecture document in `docs/architecture/architecture.md`
+covering system boundaries, data flow, and integration points.
+
+### Step 3.2: Architecture Decision Records (ADRs)
+
+For each significant technical decision:
```
/architecture-decision "State Machine vs Behavior Tree for NPC AI"
```
-**What happens:** The skill guides you through creating an Architecture Decision Record:
+**What happens:** The skill guides you through creating an ADR with:
+- Context and decision drivers
+- All options with pros/cons and engine compatibility
+- Chosen option with rationale
+- Consequences (positive, negative, risks)
+- Dependencies (Depends On, Enables, Blocks, Ordering Note)
+- GDD Requirements Addressed (linked by TR-ID)
-Agent: "I'll help document this architectural decision. First, let me understand
- the context. What's driving this decision right now?"
+ADRs go through a lifecycle: Proposed > Accepted > Superseded/Deprecated.
-User: "We need to choose between state machine and behavior tree for NPC AI.
- We have 50+ enemy types planned."
+**Minimum 3 Foundation-layer ADRs are required** before the gate check.
-Agent: "Given 50+ enemy types, here's my analysis:
-
- **Option A: Finite State Machine**
- Pros: Simple, debuggable, less overhead
- Cons: Becomes unwieldy with complex behaviors, hard to reuse logic
-
- **Option B: Behavior Tree**
- Pros: Highly reusable, scales well, visual debugging
- Cons: Steeper learning curve, slightly more overhead
-
- **Option C: Utility AI**
- Pros: Emergent behaviors, dynamic decision-making
- Cons: Harder to debug, needs careful tuning
-
- For 50+ types, I recommend Behavior Trees - the reusability and
- scalability outweigh the learning curve.
-
- Should I create an ADR documenting this decision?"
-
-User: "Yes, go with Behavior Trees"
-
-Agent: [Creates ADR in docs/architecture/ with context, decision drivers,
- all options with pros/cons, chosen option with rationale, and consequences]
-
-**For complex architectural decisions, use the `technical-director` agent:**
+**Retrofitting existing ADRs:** If you already have ADRs from a brownfield
+project:
```
-Ask the technical-director agent to evaluate whether we should use an
-ECS architecture or a traditional component system for our gameplay
-entities, considering our team size (solo) and engine choice (Godot 4).
+/architecture-decision retrofit docs/architecture/adr-005.md
```
-Agent: "Let me analyze the ECS vs traditional component decision for your context:
+This detects which template sections are missing and adds only those, never
+overwriting existing content.
- [Performs detailed analysis considering Godot 4's scene system, solo dev
- workflow, learning curve, debugging tools, performance needs]
-
- **Recommendation: Traditional Godot node-based components**
-
- Reasoning: [Detailed rationale]
-
- Shall I create an ADR documenting this decision with full analysis?"
-
-User: "Yes"
-
-Agent: [Creates comprehensive ADR]
-
-### Step 2.6: Milestone Planning
-
-Define your project milestones using the template:
+### Step 3.3: Architecture Review
```
-Ask Claude to create a milestone definition using the template at
-.claude/docs/templates/milestone-definition.md
+/architecture-review
```
-Typical indie milestones:
-1. **Vertical Slice** -- One level, fully playable, representative quality
-2. **Alpha** -- All core systems functional, placeholder art OK
-3. **Beta** -- Content complete, all features in, polishing begins
-4. **Release Candidate** -- Bug fixes only, ready for launch
-5. **Gold** -- Ship it
+Validates all ADRs together:
+- Topological sort of ADR dependencies (detects cycles)
+- Engine compatibility verification
+- GDD Revision Flags (flags GDD sections that need updates based on ADR choices)
+- TR-ID registry maintenance (`docs/architecture/tr-registry.yaml`)
-> **When all your design documents are reviewed and your architecture is
-> decided, you're ready to start building.**
+### Step 3.4: Control Manifest
+
+```
+/create-control-manifest
+```
+
+Takes all Accepted ADRs and produces a flat programmer rules sheet:
+
+```
+docs/architecture/control-manifest.md
+```
+
+This contains Required patterns, Forbidden patterns, and Guardrails organized
+by code layer. Stories created later embed the manifest version date so
+staleness can be detected.
+
+### Step 3.5: UX Foundations
+
+Three UX artifacts are required before leaving this phase:
+
+**Accessibility Requirements:**
+
+Create `design/accessibility-requirements.md` using the template. Commit to a
+tier (Basic / Standard / Comprehensive / Exemplary) and fill the 4-axis feature
+matrix (visual, motor, cognitive, auditory).
+
+**UX Specs for Key Screens:**
+
+```
+/ux-design main-menu
+/ux-design core-gameplay-hud
+```
+
+Three modes: screen/flow, HUD, and interaction patterns. Output goes to
+`design/ux/`. Each spec includes: player need, layout zones, states,
+interaction map, data requirements, events fired, accessibility, localization.
+
+**UX Review:**
+
+```
+/ux-review
+```
+
+Validates UX specs for GDD alignment and accessibility tier compliance.
+
+**Interaction Pattern Library:**
+
+Create `design/ux/interaction-patterns.md` -- 16 standard controls plus
+game-specific patterns (inventory slot, ability icon, HUD bar, dialogue box,
+etc.) with animation and sound standards.
+
+### Phase 3 Gate
+
+```
+/gate-check technical-setup
+```
+
+**Requirements to pass:**
+
+- `docs/architecture/architecture.md` exists
+- At least 3 ADRs exist and are Accepted
+- Architecture review report exists
+- `docs/architecture/control-manifest.md` exists
+- `design/accessibility-requirements.md` exists
+- At least 1 UX spec reviewed in `design/ux/`
+- UX review completed
---
-## Phase 3: Prototyping & Validation
+## Phase 4: Pre-Production
### What Happens in This Phase
-Before committing to full production, you validate risky or uncertain
-mechanics with throwaway prototypes. This saves weeks of wasted production
-effort.
+You turn design documents into implementable stories, create prototypes to
+validate risky mechanics, plan your first sprint, and build a Vertical Slice
+that proves the core loop is fun.
-### Step 3.1: Identify What Needs Prototyping
+### Phase 4 Pipeline
+
+```
+/prototype --> /create-epics-stories --> /sprint-plan
+ | | |
+ v v v
+ Throwaway Story files in First sprint with
+ prototypes production/stories/ prioritized stories
+ in prototypes/ from GDDs + ADRs + production/sprints/
+ control manifest sprint-*.md
+ |
+ v
+ /story-readiness
+ (validates each story
+ before pickup)
+ |
+ v
+ Vertical Slice
+ (playable build,
+ 3 unguided sessions)
+```
+
+### Step 4.1: Prototype Risky Mechanics
Not everything needs a prototype. Prototype when:
-- A mechanic is novel and you're not sure it's fun
-- A technical approach is risky and you're not sure it's feasible
+- A mechanic is novel and you are not sure it is fun
+- A technical approach is risky and you are not sure it is feasible
- Two design options both seem viable and you need to feel the difference
-### Step 3.2: Run the Prototype Skill
-
```
/prototype "grappling hook movement with momentum"
```
-**What happens:** The skill collaborates with you to set up the prototype:
+**What happens:** The skill collaborates with you to define a hypothesis,
+success criteria, and minimal scope. The `prototyper` agent works in an
+isolated git worktree (`isolation: worktree`) so throwaway code never
+pollutes `src/`.
-Agent: "Let's prototype the grappling hook movement. First, let me clarify the
- hypothesis we're testing:
+**Key rule:** The `prototype-code` rule intentionally relaxes coding standards --
+hardcoded values OK, no tests required -- but a README with hypothesis and
+findings is mandatory.
- - Are we testing if momentum-based grappling feels good?
- - Or testing technical feasibility of the physics?
- - Or comparing different control schemes?
-
- What's the core question this prototype needs to answer?"
-
-User: "Testing if momentum transfer feels satisfying and creates skill expression"
-
-Agent: "Got it. Here's my proposed setup:
-
- **Hypothesis**: Grappling hook with momentum transfer will feel satisfying
- and create emergent movement options through skill-based physics manipulation
-
- **Success Criteria**:
- - Player can chain 3+ grapple points fluidly without losing momentum
- - Momentum feels predictable enough to plan, expressive enough to surprise
- - Players discover unintended movement tricks within 5 minutes
-
- **Prototype Scope** (1-2 hours max):
- - Basic grapple point attachment
- - Momentum calculation and transfer
- - Simple test level with various grapple configurations
- - No art, UI, or sounds - pure mechanics
-
- Does this match what you want to validate?"
-
-User: "Perfect, but add one more criteria: can we swing around corners"
-
-Agent: "Updated success criteria to include corner swinging. Should I create
- prototypes/grappling-hook/ and implement this?"
-
-User: "Yes"
-
-Agent: [Creates directory structure, README with hypothesis/criteria/status,
- delegates to prototyper agent for minimal implementation]
-
-**Key rule:** The `prototype-code` rule (`.claude/rules/prototype-code.md`)
-intentionally relaxes coding standards for prototypes - hardcoded values OK,
-no tests required, but README with hypothesis and findings is mandatory.
-
-### Step 3.3: Evaluate the Prototype
-
-Play/test the prototype and answer:
-- Does the hypothesis hold? Is it fun / feasible / better?
-- What surprised you?
-- What would change for production?
-
-Update the prototype README with findings and a **verdict**: Ship It, Rework,
-or Kill It.
-
-### Step 3.4: Run a Playtest Report
-
-If you had others test the prototype:
+### Step 4.2: Create Stories From Design Artifacts
```
-/playtest-report
+/create-epics-stories
```
-This generates a structured report template covering:
-- Tester demographics and context
-- Task completion rates
-- Confusion points and friction
-- Moments of delight
-- Quantitative ratings
-- Prioritized takeaways
+This reads your GDDs, ADRs, and control manifest to generate implementable
+story files in `production/stories/`. Each story embeds:
+- GDD requirement references (TR-IDs, not quoted text -- stays fresh)
+- ADR references (only from Accepted ADRs; Proposed ADRs cause `Status: Blocked`)
+- Control manifest version date (for staleness detection)
+- Engine-specific implementation notes
+- Acceptance criteria from the GDD
-> **When your prototypes have validated (or invalidated) your riskiest
-> assumptions, you're ready for production.**
+### Step 4.3: Validate Stories Before Pickup
----
+```
+/story-readiness production/stories/combat-damage-calc.md
+```
-## Phase 4: Production Sprint Workflow
+Checks: Design completeness, Architecture coverage, Scope clarity, Definition
+of Done. Verdict: READY / NEEDS WORK / BLOCKED.
-### What Happens in This Phase
+### Step 4.4: Effort Estimation
-This is the core production loop. You work in sprints (typically 1-2 weeks),
-implementing features, fixing bugs, and tracking progress. This phase repeats
-until your game is content-complete.
+```
+/estimate production/stories/combat-damage-calc.md
+```
-### Step 4.1: Create Your First Sprint
+Provides effort estimates with risk assessment.
+
+### Step 4.5: Plan Your First Sprint
```
/sprint-plan new
```
-**What happens:** The skill delegates to `producer` to collaborate on sprint planning:
+**What happens:** The `producer` agent collaborates on sprint planning:
+- Asks for sprint goal and available time
+- Breaks the goal into Must Have / Should Have / Nice to Have tasks
+- Identifies risks and blockers
+- Creates `production/sprints/sprint-01.md`
+- Populates `production/sprint-status.yaml` (machine-readable story tracking)
-Agent: "Let's plan your sprint. First, what's your primary goal for this sprint?
- (One sentence that defines success)"
+### Step 4.6: Vertical Slice (Hard Gate)
-User: "Implement core combat system with basic attacks and health"
+Before advancing to Production, you must build and playtest a Vertical Slice:
-Agent: "How much time do you have available this sprint? (hours or days)"
+- One complete end-to-end core loop, playable from start to finish
+- Representative quality (not placeholder everything)
+- Played unguided in at least 3 sessions
+- Playtest report written (`/playtest-report`)
-User: "20 hours over 2 weeks"
+This is a **hard gate** -- `/gate-check` will auto-FAIL if a human has not
+played the build unguided.
-Agent: "Based on 'core combat system' I'm breaking this into tasks. Here's my
- proposed structure:
-
- **Must Have** (sprint fails without these):
- - Damage calculation system (design/gdd/combat-system.md formulas)
- - Health component with damage handling
- - Basic attack input and execution
- - Unit tests for damage calculation
-
- **Should Have** (important but can slip):
- - Hit reactions and feedback VFX
- - Death state handling
- - Combat stat data files
-
- **Nice to Have** (if time permits):
- - Attack combo system
- - Damage numbers UI
-
- **Risks I see**:
- - No combat design doc exists yet (blocker - need to create first)
- - VFX requires technical-artist involvement
-
- Does this task breakdown match your vision? Any tasks to add/remove/reprioritize?"
-
-User: "Move combo system to Should Have - it's important for feel"
-
-Agent: "Updated. Should I create production/sprints/sprint-01.md with this plan?"
-
-User: "Yes"
-
-Agent: [Creates sprint plan with goal, categorized tasks, 20hr capacity estimate,
- risk register, and dependencies]
-
-### Step 4.2: The Daily Work Loop
-
-Each session follows this pattern:
+### Phase 4 Gate
```
-1. Start a Claude Code session
- (session-start hook shows branch, sprint status, recent commits)
-
-2. Pick a task from the sprint plan
- ("I'm working on the combat damage calculation system")
-
-3. Claude identifies the right agent(s) to help
- - game-designer if the design needs work
- - gameplay-programmer for implementation
- - systems-designer for formula details
-
-4. Implement the feature (see Phase 5 for details)
-
-5. Write tests (verification-driven development)
-
-6. Commit your work
- (validate-commit hook checks for design doc references,
- valid JSON data, no hardcoded values)
-
-7. Repeat until the session's context is getting full (~65-70%)
-
-8. /clear to start fresh, or compact to continue
+/gate-check pre-production
```
-### Step 4.3: Sprint Tracking
+**Requirements to pass:**
-Check on sprint progress anytime:
+- At least 1 prototype with README
+- Story files exist in `production/stories/`
+- At least 1 sprint plan exists
+- At least 1 playtest report exists (Vertical Slice played in 3+ sessions)
+
+---
+
+## Phase 5: Production
+
+### What Happens in This Phase
+
+This is the core production loop. You work in sprints (typically 1-2 weeks),
+implementing features story by story, tracking progress, and closing stories
+through a structured completion review. This phase repeats until your game
+is content-complete.
+
+### Phase 5 Pipeline (Per Sprint)
```
-/sprint-plan status
+/sprint-plan new --> /story-readiness --> implement --> /story-done
+ | | | |
+ v v v v
+ Sprint created Story validated Code written 8-phase review:
+ sprint-status.yaml READY verdict Tests pass verify criteria,
+ populated check deviations,
+ update story status
+ |
+ | (repeat per story until sprint complete)
+ v
+ /sprint-status (quick 30-line snapshot anytime)
+ /scope-check (if scope is growing)
+ /retrospective (at sprint end)
```
+### Step 5.1: The Story Lifecycle
+
+The production phase centers on the **story lifecycle**:
+
+```
+/story-readiness --> implement --> /story-done --> next story
+```
+
+**1. Story Readiness:** Before picking up a story, validate it:
+
+```
+/story-readiness production/stories/combat-damage-calc.md
+```
+
+This checks design completeness, architecture coverage, ADR status (blocks
+if ADR is still Proposed), control manifest version (warns if stale), and
+scope clarity. Verdict: READY / NEEDS WORK / BLOCKED.
+
+**2. Implementation:** Work with the appropriate agents:
+
+- `gameplay-programmer` for gameplay systems
+- `engine-programmer` for core engine work
+- `ai-programmer` for AI behavior
+- `network-programmer` for multiplayer
+- `ui-programmer` for UI code
+- `tools-programmer` for dev tools
+
+All agents follow the collaborative protocol: they read the design doc, ask
+clarifying questions, present architectural options, get your approval, then
+implement.
+
+**3. Story Completion:** When a story is done:
+
+```
+/story-done production/stories/combat-damage-calc.md
+```
+
+This runs an 8-phase completion review:
+1. Find and read the story file
+2. Load referenced GDD, ADRs, and control manifest
+3. Verify acceptance criteria (auto-checkable, manual, deferred)
+4. Check for GDD/ADR deviations (BLOCKING / ADVISORY / OUT OF SCOPE)
+5. Prompt for code review
+6. Generate completion report (COMPLETE / COMPLETE WITH NOTES / BLOCKED)
+7. Update story `Status: Complete` with completion notes
+8. Surface the next ready story
+
+Tech debt discovered during review is logged to `docs/tech-debt-register.md`.
+
+### Step 5.2: Sprint Tracking
+
+Check progress anytime:
+
+```
+/sprint-status
+```
+
+Quick 30-line snapshot reading from `production/sprint-status.yaml`.
+
If scope is growing:
```
/scope-check production/sprints/sprint-03.md
```
-This compares current scope against the original plan and flags:
-- Tasks added since sprint start
-- Scope increase percentage
-- Recommendations for what to cut
+This compares current scope against the original plan and flags scope increase,
+recommends cuts.
-### Step 4.4: Sprint Review & Retrospective
+### Step 5.3: Content Tracking
+
+```
+/content-audit
+```
+
+Compares GDD-specified content against what has been implemented. Catches
+content gaps early.
+
+### Step 5.4: Design Change Propagation
+
+When a GDD changes after stories have been created:
+
+```
+/propagate-design-change design/gdd/combat-system.md
+```
+
+Git-diffs the GDD, finds affected ADRs, generates an impact report, and
+walks you through Superseded/update/keep decisions.
+
+### Step 5.5: Multi-System Features (Team Orchestration)
+
+For features spanning multiple domains, use team skills:
+
+```
+/team-combat "healing ability with HoT and cleanse"
+/team-narrative "Act 2 story content"
+/team-ui "inventory screen redesign"
+/team-level "forest dungeon level"
+/team-audio "combat audio pass"
+```
+
+Each team skill coordinates a 6-phase collaborative workflow:
+1. **Design** -- game-designer asks questions, presents options
+2. **Architecture** -- lead-programmer proposes code structure
+3. **Parallel Implementation** -- specialists work simultaneously
+4. **Integration** -- gameplay-programmer wires everything together
+5. **Validation** -- qa-tester runs against acceptance criteria
+6. **Report** -- coordinator summarizes status
+
+The orchestration is automated, but **decision points stay with you**.
+
+### Step 5.6: Sprint Review and Next Sprint
At the end of a sprint:
@@ -701,13 +841,7 @@ At the end of a sprint:
/retrospective
```
-This analyzes:
-- What was planned vs. what was completed
-- Velocity (tasks/points completed)
-- What went well
-- What went poorly
-- Blockers encountered
-- Actionable improvements for next sprint
+Analyzes planned vs. completed, velocity, blockers, and actionable improvements.
Then plan the next sprint:
@@ -715,10 +849,7 @@ Then plan the next sprint:
/sprint-plan new
```
-The new sprint incorporates carry-over tasks, retrospective learnings, and
-updated priorities.
-
-### Step 4.5: Milestone Reviews
+### Step 5.7: Milestone Reviews
At milestone checkpoints:
@@ -726,747 +857,181 @@ At milestone checkpoints:
/milestone-review "alpha"
```
-This produces a comprehensive report:
-- Feature completeness percentage
-- Quality metrics (bug counts, test coverage)
-- Risk assessment
-- Go/no-go recommendation
-- Action items to reach the milestone
+Produces feature completeness, quality metrics, risk assessment, and go/no-go
+recommendation.
+
+### Phase 5 Gate
+
+```
+/gate-check production
+```
+
+**Requirements to pass:**
+
+- All MVP stories complete
+- Playtesting: 3 sessions covering new player, mid-game, and difficulty curve
+- Fun hypothesis validated
+- No confusion loops in playtest data
---
-## Phase 5: Implementation Deep-Dive
+## Phase 6: Polish
### What Happens in This Phase
-This is where code gets written. The agent system ensures code quality through
-path-specific rules, automated hooks, and structured delegation.
+Your game is feature-complete. Now you make it good. This phase focuses on
+performance, balance, accessibility, audio, visual polish, and playtesting.
-### Step 5.1: Single-System Implementation
-
-For a single gameplay system (e.g., "implement the damage calculation"):
+### Phase 6 Pipeline
```
-Ask the gameplay-programmer agent to implement the damage calculation
-system as specified in design/gdd/combat-system.md. The formulas are in
-section 4. Use the project's data-driven approach with config files in
-assets/data/.
+/perf-profile --> /balance-check --> /asset-audit --> /playtest-report (x3)
+ | | | |
+ v v v v
+ Profile CPU/GPU Analyze formulas Verify naming, Cover: new player,
+ memory, optimize and data for formats, sizes mid-game, difficulty
+ bottlenecks broken progressions curve
+
+ /tech-debt --> /team-polish
+ | |
+ v v
+ Track and Coordinated pass:
+ prioritize performance + art +
+ debt items audio + UX + QA
```
-**What happens:** The `gameplay-programmer` agent collaborates on implementation:
-
-Agent: "I've read design/gdd/combat-system.md. Before implementing, I need to
- clarify a few details:
-
- Section 4 shows the damage formula: `base_damage * (1 + attack_stat * 0.1) * type_modifier`
-
- Questions:
- - Should attack_stat be clamped to a max value?
- - Where should type_modifiers live - per weapon or per damage type?
- - Do you want damage rounding (floor/ceil/round)?
-
- Also, I don't see a design doc for the health component yet. Should I
- create a minimal one or do you want to design that separately?"
-
-User: "Clamp attack_stat to 0-100. Type modifiers per damage type. Round down.
- Create minimal health doc - just current/max HP and damage handling."
-
-Agent: "Got it. Here's my implementation approach:
-
- **Files to create**:
- - src/gameplay/combat/damage_calculator.gd (core formula logic)
- - src/gameplay/combat/health_component.gd (HP tracking)
- - assets/data/combat_damage.json (base damage values, type modifiers)
- - design/gdd/health-system.md (minimal doc)
-
- **Architecture**:
- - DamageCalculator as stateless utility (testable)
- - HealthComponent as node component (signals for damage/death)
- - All values from config file (gameplay-code rule)
-
- May I proceed with implementation?"
-
-User: "Yes"
-
-Agent: [Implements with automatic rule enforcement - data-driven values, delta time
- independence, signal-based communication, dependency injection for testing]
-
- "Implementation complete. Files created:
- - src/gameplay/combat/damage_calculator.gd
- - src/gameplay/combat/health_component.gd
- - assets/data/combat_damage.json (validated JSON structure)
- - design/gdd/health-system.md
-
- Ready for testing. Should I draft unit tests?"
-
-User: "Yes"
-
-Agent: [Writes tests]
-
-### Step 5.2: Multi-System Feature (Team Orchestration)
-
-For features that span multiple domains, use a team skill:
-
-```
-/team-combat "healing ability with HoT (heal-over-time) and cleanse"
-```
-
-**What happens:** The team skill orchestrates collaborative 6-phase development:
-
-**Phase 1 - Design**:
-Agent (game-designer): "I'll design the healing ability. Questions:
- - Should HoT stack or refresh duration?
- - What debuffs should cleanse remove - all, or specific categories?
- - Mana cost scaling with heal amount?"
-
-User: [Answers questions]
-
-Agent: [Creates design doc, shows draft] "Design ready. Approve to proceed to architecture?"
-
-User: "Approved"
-
-**Phase 2 - Architecture**:
-Agent (gameplay-programmer): "Here's my proposed code structure:
- - HealAbility class extending BaseAbility
- - HoT as separate buff component (reusable)
- - Cleanse as utility function (may be used elsewhere)
-
- This work or want changes?"
-
-User: "Approved"
-
-**Phase 3 - Parallel Implementation**:
-Agent (coordinator): "Starting parallel implementation:
- - gameplay-programmer: HealAbility + HoT buff code
- - ai-programmer: AI logic for when NPCs should use heal
- - technical-artist: HoT VFX particle spec
- - sound-designer: Heal cast and HoT tick SFX spec
-
- I'll check back when all are complete."
-
-[Each specialist asks clarifying questions and shows their work before finalizing]
-
-**Phase 4 - Integration**:
-Agent (gameplay-programmer): "All components ready. Integrating now..."
- [Shows integrated result] "Working in test scene. Ready for validation?"
-
-**Phase 5 - Validation**:
-Agent (qa-tester): "Testing against acceptance criteria from design doc..."
- [Reports results] "2 edge cases found: [details]. Should we fix or defer?"
-
-User: "Fix the critical one, defer the other"
-
-**Phase 6 - Report**:
-Agent (coordinator): "Feature complete. Status:
- ✓ Design, architecture, implementation, integration done
- ✓ Critical bugs fixed
- - 1 minor edge case deferred to backlog
- Ready to merge."
-
-Other team skills work similarly:
-- `/team-narrative` -- Story content from structure to written dialogue
-- `/team-ui` -- UI feature from wireframe to polished implementation
-- `/team-level` -- Level from layout to fully dressed with encounters
-- `/team-audio` -- Audio from direction to implemented events
-
-### Step 5.3: AI Systems
-
-For NPC behavior, pathfinding, or decision-making:
-
-```
-Ask the ai-programmer agent to implement a patrol/investigate/chase
-behavior tree for enemy NPCs as specified in design/gdd/enemy-ai.md.
-```
-
-**What happens:** The `ai-programmer` agent asks clarifying questions before implementing:
-
-Agent: "I've read design/gdd/enemy-ai.md. Before building the behavior tree, I need
- to clarify some behaviors:
-
- - During patrol, should NPCs stop at waypoints or continuous loop?
- - For investigate state: how long should they search before returning to patrol?
- - Chase transition: should they chase immediately on sight or require 'confirmation time'?
- - What happens if player breaks line-of-sight during chase?
-
- Also, I see performance budget is 2ms/frame for all AI. How many NPCs will
- be active simultaneously (worst case)?"
-
-User: "Stop at waypoints for 2 seconds. Search for 8 seconds. Immediate chase on sight.
- Break LOS = return to last known position, search there, then investigate.
- Max 15 NPCs active."
-
-Agent: "Got it. That gives me ~0.13ms per NPC. I'll use a hierarchical behavior tree
- with shared pathfinding queries to stay under budget.
-
- My approach:
- - Root selector: Chase > Investigate > Patrol
- - All timing/ranges from assets/data/enemy_ai.json (data-driven per ai-code rule)
- - Debug visualization showing current state + detection radius
- - Telegraph attacks with 0.5s windup (visible to player)
-
- Approve this approach?"
-
-User: "Yes"
-
-Agent: [Implements with rule enforcement: 2ms budget, data-driven params, debug viz,
- telegraphed intentions]
-
- "Implementation complete. Tested with 20 NPCs - running at 1.8ms/frame.
- Debug visualization shows state colors (green=patrol, yellow=investigate,
- red=chase). Ready for review?"
-
-The `ai-code` rule automatically enforces performance budgets, data-driven parameters,
-debug visualization, and player-fair behavior.
-
-### Step 5.4: Engine-Specific Work
-
-When you need engine-specific expertise:
-
-```
-# For Godot:
-Ask the godot-specialist agent to review our scene tree architecture
-and suggest improvements for performance and maintainability.
-
-# For a specific subsystem:
-Ask the godot-gdscript-specialist to refactor our signal architecture
-to reduce coupling between the combat and UI systems.
-```
-
-Engine specialists know:
-- Engine-specific patterns and anti-patterns
-- Performance optimization techniques for that engine
-- Proper use of engine subsystems (Godot signals, Unity Addressables, UE GAS)
-- When to use native extensions vs scripting
-
-### Step 5.5: Architecture Decision Records
-
-When you face a significant technical choice during implementation:
-
-```
-/architecture-decision "Event Bus vs Direct Signals for System Communication"
-```
-
-This documents the decision so future-you (or future contributors) understand
-*why* things were built this way.
-
-### Step 5.6: Code Review
-
-After implementing a feature:
-
-```
-/code-review src/gameplay/combat/damage_calculator.gd
-```
-
-**What happens:** The skill performs collaborative architectural review:
-
-Agent: "Reviewing src/gameplay/combat/damage_calculator.gd...
-
- **Architectural Compliance**:
- ✓ Matches ADR-003 (stateless utility pattern)
- ✓ Data-driven values (gameplay-code rule)
- ✗ Issue: Direct reference to HealthComponent - breaks dependency injection
-
- **SOLID Principles**:
- ✓ Single Responsibility - only calculates damage
- ✗ Dependency Inversion - tightly coupled to HealthComponent type
-
- **Testability**:
- ✗ Hard to mock HealthComponent dependency
-
- **Performance**:
- ✓ No allocations in hot path
- ⚠ Warning: Type lookup in dictionary every call - consider caching
-
- **Recommendations**:
- 1. HIGH: Add interface for HealthComponent to enable mocking
- 2. MEDIUM: Cache type modifier lookups
- 3. LOW: Add null checks for edge cases
-
- Should I show you how to fix issue #1 (dependency injection)?"
-
-User: "Yes, show me"
-
-Agent: [Shows refactored code with interface]
-
- "This change lets you pass any object with take_damage(), making it testable.
- Approve this refactor?"
-
-User: "Approved"
-
-Agent: [Applies changes] "Code review complete. All high-priority issues resolved."
-
----
-
-## Phase 6: Testing & Quality Assurance
-
-### What Happens in This Phase
-
-Testing runs throughout production, not just at the end. The system supports
-test-driven development with automated enforcement.
-
-### Step 6.1: Write Tests First (Verification-Driven Development)
-
-The project enforces **verification-driven development**: write tests before
-or alongside implementation, not after.
-
-The `test-standards` rule (`.claude/rules/test-standards.md`) enforces:
-- Test naming: `test_[system]_[scenario]_[expected_result]`
-- Structure: Arrange / Act / Assert
-- No external state dependencies
-- Tests clean up after themselves
-- Each test file mirrors the source file it tests
-
-```
-Ask the qa-tester agent to write test cases for the damage calculation
-system based on the acceptance criteria in design/gdd/combat-system.md.
-```
-
-**What happens:** The `qa-tester` agent collaborates on test case creation:
-
-Agent: "I've read the acceptance criteria from design/gdd/combat-system.md. Before
- writing tests, let me confirm the test scope:
-
- From the acceptance criteria, I see:
- - Base damage formula must produce expected values
- - Type modifiers apply correctly
- - Edge case: attack_stat clamped at 0-100
- - Edge case: negative damage becomes 0
-
- Questions:
- - Should I include integration tests with HealthComponent or just unit tests?
- - Do you want performance tests (e.g., 1000 calculations < Xms)?
- - Any specific edge cases beyond those in the doc?"
-
-User: "Unit tests only for now. Add performance test - target 10,000 calcs < 1ms.
- Also test what happens with invalid damage types."
-
-Agent: "Got it. Here's my test plan:
-
- **Unit Tests**:
- - test_damage_basic_calculation (base formula, known values)
- - test_damage_type_modifiers (each modifier from config)
- - test_damage_attack_stat_clamping (below 0, above 100)
- - test_damage_negative_becomes_zero
- - test_damage_invalid_type (undefined type in config)
- - test_damage_rounding (verify floor behavior)
-
- **Performance Test**:
- - test_damage_performance_10k_calculations
-
- Approve this test suite?"
-
-User: "Yes"
-
-Agent: [Writes tests following test-standards rule: proper naming, Arrange/Act/Assert
- structure, no external dependencies, cleanup]
-
- "Test suite complete. All 7 tests written. Ready to run?"
-
-### Step 6.2: Bug Reporting
-
-When you find a bug:
-
-```
-/bug-report "Healing spell applies damage instead of healing when
-target has a shield buff active"
-```
-
-This creates a structured bug report with:
-- Severity (Critical / Major / Minor / Cosmetic)
-- Priority (P0-P4)
-- Steps to reproduce
-- Expected vs actual behavior
-- System/component affected
-- Related design doc
-
-### Step 6.3: Test Planning
-
-For milestone validation:
-
-```
-Ask the qa-lead agent to create a test plan for the Alpha milestone,
-covering combat, progression, and UI systems.
-```
-
-**What happens:** The `qa-lead` agent collaborates on comprehensive test planning:
-
-Agent: "I'll create a test plan for the Alpha milestone. First, let me understand
- the scope:
-
- From the milestone definition, I see these systems are in scope:
- - Combat system
- - Progression system
- - UI systems
-
- Questions:
- - What platforms are we testing? (Windows, Linux, Mac, mobile?)
- - What's our target performance? (60fps? 30fps?)
- - Any known risky areas that need extra test coverage?
- - Timeline - when does testing need to complete?"
-
-User: "Windows and Linux. Target 60fps. Combat AI is risky - lots of edge cases.
- Testing deadline is end of next week."
-
-Agent: "Got it. Here's my proposed test plan structure:
-
- **Functional Tests** (3 days):
- - Combat: Damage calculation, status effects, death states, AI behavior
- - Progression: XP gain, level-up, skill unlocks, stat increases
- - UI: Menus, HUD, inventory, settings
-
- **Edge Case Tests** (1 day):
- - Combat AI: Line-of-sight breaks, pathfinding failures, stuck states
- - Boundary conditions: Max level, inventory full, negative damage
-
- **Regression Suite** (1 day):
- - Re-run all previous milestone tests
-
- **Performance Benchmarks** (1 day):
- - 60fps with 15 enemies, complex VFX
- - Memory under 2GB
- - Load times under 5s
-
- **Platform Tests** (1 day):
- - Windows 10/11
- - Ubuntu 22.04 LTS
-
- This fits the timeline. Approve or adjust?"
-
-User: "Approved"
-
-Agent: [Creates detailed test plan using test-plan.md template]
-
-### Step 6.4: Balance Testing
-
-After implementing economy or progression systems:
-
-```
-/balance-check assets/data/combat_damage.json
-```
-
-This analyzes your balance data for:
-- Statistical outliers
-- Broken progression curves
-- Degenerate strategies (one option dominates all others)
-- Economy imbalances (inflation, deflation, exploits)
-
----
-
-## Phase 7: Polish & Optimization
-
-### What Happens in This Phase
-
-Your game is feature-complete. Now you make it *good*. This phase focuses on
-performance, visual polish, audio, and feel.
-
-### Step 7.1: Performance Profiling
+### Step 6.1: Performance Profiling
```
/perf-profile
```
-**What happens:** The skill guides you through structured performance profiling:
+Guides you through structured performance profiling:
+- Establish targets (FPS, memory, platform)
+- Identify bottlenecks ranked by impact
+- Generate actionable optimization tasks with code locations and expected gains
-Agent: "Starting performance profiling. First, let's establish your targets:
- - Target FPS?
- - Target memory limit?
- - Target platform(s)?"
-
-User: "60fps on mid-range PC. Under 2GB RAM. Windows/Linux."
-
-Agent: "Running profiler on current build...
-
- **Current Performance**:
- - Average FPS: 48
- - Frame time: 20.8ms (target: 16.6ms for 60fps)
- - Memory: 2.4GB (400MB over target)
-
- **Bottlenecks Identified** (ranked by impact):
- 1. Combat AI: 8.2ms/frame (49% of frame time) - HIGH PRIORITY
- 2. Particle VFX: 3.1ms/frame (18% of frame time) - MEDIUM
- 3. UI rendering: 2.8ms/frame (17% of frame time) - MEDIUM
- 4. Physics: 1.9ms/frame (11% of frame time) - LOW
-
- **Memory Issues**:
- 1. Texture atlas not compressed: +280MB - HIGH PRIORITY
- 2. Audio buffers not streaming: +120MB - HIGH PRIORITY
-
- **Recommendations**:
- 1. Combat AI: Implement hierarchical behavior tree, reduce per-frame checks
- 2. Textures: Enable GPU compression
- 3. Audio: Stream longer sounds instead of loading all
-
- Should I generate detailed optimization tasks for the top 3 issues?"
-
-User: "Yes"
-
-Agent: [Generates actionable optimization tasks with code locations and expected gains]
-
-**For deeper analysis, use the `performance-analyst` agent:**
+### Step 6.2: Balance Analysis
```
-Ask the performance-analyst agent to analyze our combat system for
-frame time spikes. We're seeing hitches when 10+ enemies are active.
+/balance-check assets/data/combat_damage.json
```
-Agent: "I'll analyze the combat system performance. Let me profile with varying
- enemy counts...
+Analyzes balance data for statistical outliers, broken progression curves,
+degenerate strategies, and economy imbalances.
- **Analysis Results**:
- - 5 enemies: 58fps stable
- - 10 enemies: 52fps with occasional drops to 45fps
- - 15 enemies: 38fps with spikes down to 22fps
-
- **Root Cause**: Behavior tree re-evaluates entire tree every frame for
- every NPC. With 15 NPCs, that's 15 full tree traversals = 8.2ms.
-
- **Solution Options**:
- 1. Stagger updates: Only update 5 NPCs per frame (rotation)
- 2. Cache tree results: Re-evaluate only on state change
- 3. Simplify tree: Reduce node count from 12 to 6
-
- I recommend Option 2 + 3: Cache results AND simplify the tree.
- Expected gain: 8.2ms -> 1.5ms (6.7ms saved = +40fps)
-
- Should I show you the refactored behavior tree?"
-
-User: "Yes"
-
-Agent: [Shows optimized implementation]
-
-### Step 7.2: Visual Polish
-
-Use the team polish skill for comprehensive polishing:
+### Step 6.3: Asset Audit
```
-/team-polish "combat system"
+/asset-audit
```
-**What happens:** The team polish skill coordinates collaborative polish passes:
+Verifies naming conventions, file format standards, and size budgets across
+all assets.
-Agent (coordinator): "Starting polish pass for combat system. Let me assess
- current state and identify polish priorities...
-
- **Current State Analysis**:
- - Performance: 48fps (needs optimization)
- - Visual feedback: Hit effects present but underwhelming
- - Audio: SFX in place but mixing needs work
- - Feel: Input response good, but impacts lack weight
-
- I'll coordinate 4 specialists in parallel. First, let me get your polish
- priorities - rank these:
- - Performance (hitting 60fps)
- - Visual impact (VFX, shaders, feedback)
- - Audio polish (mixing, spatial, punch)
- - Feel/juice (screen shake, hitstop, particles)"
-
-User: "Performance #1, then visual impact, then feel, then audio"
-
-**Phase 1 - Performance** (performance-analyst):
-Agent: "Running combat performance optimization..."
- [Implements optimizations from previous profiling]
- "Now at 62fps stable. Performance target met."
-
-**Phase 2 - Visual Impact** (technical-artist):
-Agent: "Analyzing visual feedback. I see hit VFX but they're generic. Questions:
- - Should different damage types have distinct visual feedback?
- - Do you want critical hits to be visually distinct?
- - Screen shake on hits - subtle or pronounced?"
-
-User: "Distinct per damage type. Crits should pop. Subtle screen shake."
-
-Agent: [Creates polished VFX specifications and shader improvements]
- "VFX polish complete. Want to see a comparison video?"
-
-**Phase 3 - Feel** (technical-artist + gameplay-programmer):
-Agent: "Adding hitstop (frame freeze) on impacts, particle bursts on crits,
- subtle camera shake. Testing feel..."
- "Hitstop feels good at 100ms for normal hits, 200ms for crits. Approve?"
-
-User: "Approved"
-
-**Phase 4 - Validation** (qa-tester):
-Agent: "Running regression tests on all combat polish changes..."
- "All tests pass. No bugs introduced."
-
-Agent (coordinator): "Polish pass complete:
- ✓ Performance: 48fps -> 62fps
- ✓ Visual: Enhanced VFX, type-specific effects, crit feedback
- ✓ Feel: Hitstop, particles, camera shake
- ✓ Tests: All passing
- Ready to merge."
-
-### Step 7.3: Audio Implementation
+### Step 6.4: Playtesting (Required: 3 Sessions)
```
-/team-audio "combat audio"
+/playtest-report
```
-**What happens:** The team audio skill coordinates the full collaborative audio pipeline:
+Generates structured playtest reports. Three sessions are required, covering:
+- New player experience
+- Mid-game systems
+- Difficulty curve
-**Phase 1 - Audio Direction** (audio-director):
-Agent: "Let's define the audio direction for combat. What's the emotional goal?
- - Brutal and visceral?
- - Tactical and precise?
- - Magical and fantastical?
- - Fast and arcade-like?"
-
-User: "Tactical and precise with some weight to impacts"
-
-Agent: "Got it. Here's my audio direction for combat:
-
- **Audio Pillars**:
- - Clarity: Every action has distinct, recognizable sound
- - Spatial awareness: Enemy positions clear from audio alone
- - Feedback: Successful actions feel satisfying
- - Atmosphere: Tension maintained without fatigue
-
- **Priorities**:
- 1. Weapon sounds must be punchy but not fatiguing
- 2. Footsteps critical for spatial awareness
- 3. Enemy attack telegraphs via audio cues
- 4. Hit confirmation with satisfying impact sounds
-
- Approve this direction?"
-
-User: "Approved"
-
-**Phase 2 - SFX Specification** (sound-designer):
-Agent: "Based on the audio direction, here's my SFX event list:
-
- **Player Actions**:
- - weapon_swing_light, weapon_swing_heavy (distinct whoosh)
- - footstep_walk, footstep_run (material-aware)
- - ability_cast_start, ability_cast_release
-
- **Impacts**:
- - hit_flesh_light, hit_flesh_heavy (with pitch variation)
- - hit_armor_deflect (metallic ping)
- - critical_hit (special layered impact)
-
- **Enemy Audio**:
- - enemy_attack_windup (0.5s telegraph)
- - enemy_footstep (louder than player for spatial awareness)
-
- Each sound has variation pool (3-5 variants) to avoid repetition.
- Missing anything critical?"
-
-User: "Add dodge/roll sound"
-
-Agent: "Added dodge_roll event. Complete SFX spec ready."
-
-**Phase 3 - Audio Implementation** (technical-artist):
-Agent: "Implementing audio system with:
- - Event-based triggers (no hardcoded audio calls)
- - 3D spatial audio with distance attenuation
- - Priority system (critical sounds never cut off)
- - Dynamic mixing (combat music layer + SFX balance)
-
- Questions:
- - Max simultaneous sounds limit? (recommend 32)
- - Distance attenuation curve - linear or logarithmic?"
-
-User: "32 sounds max. Logarithmic attenuation."
-
-Agent: [Implements audio middleware integration]
-
-**Phase 4 - Integration** (gameplay-programmer):
-Agent: "Wiring audio events to gameplay code...
- - Weapon swings: Connected to animation events
- - Footsteps: Tied to movement speed and surface type
- - Impacts: Hooked to damage events
- - Enemy telegraphs: 0.5s before attack execution
-
- Ready for audio playtest."
-
-Agent (coordinator): "Combat audio pipeline complete. Test in-game and provide feedback
- on balance, clarity, and feel."
-
-### Step 7.4: Technical Debt
-
-Before release, assess your tech debt:
+### Step 6.5: Technical Debt Assessment
```
/tech-debt
```
-This scans the codebase for:
-- TODO/FIXME/HACK comments
-- Code duplication
-- Overly complex functions
-- Missing tests
-- Outdated dependencies
+Scans for TODO/FIXME/HACK comments, code duplication, overly complex functions,
+missing tests, and outdated dependencies. Each item categorized and prioritized.
-Each debt item gets categorized and prioritized. You decide what to fix
-before release vs. what to defer.
+### Step 6.6: Coordinated Polish Pass
----
+```
+/team-polish "combat system"
+```
-## Phase 8: Localization & Accessibility
+Coordinates 4 specialists in parallel:
+1. Performance optimization (performance-analyst)
+2. Visual polish (technical-artist)
+3. Audio polish (sound-designer)
+4. Feel/juice (gameplay-programmer + technical-artist)
-### Step 8.1: Localization Scan
+You set priorities; the team executes with your approval at each step.
+
+### Step 6.7: Localization and Accessibility
```
/localize src/
```
-This scans for:
-- Hardcoded strings that should be externalized
-- String concatenation that breaks translation
-- Text that doesn't account for expansion (German text is ~30% longer)
-- Missing locale files
+Scans for hardcoded strings, concatenation that breaks translation, text that
+does not account for expansion, and missing locale files.
-### Step 8.2: Accessibility Review
+Accessibility is audited against the tier committed in Phase 3's accessibility
+requirements document.
+
+### Phase 6 Gate
```
-Ask the accessibility-specialist agent to audit our UI system for
-WCAG compliance, colorblind support, and input remapping.
+/gate-check polish
```
-The `ui-code` rule already enforces some accessibility:
-- Localization-ready strings (no hardcoded text)
-- Keyboard and gamepad input support
-- Text scaling support
-- Colorblind-friendly design
+**Requirements to pass:**
-The `accessibility-specialist` goes deeper:
-- Screen reader compatibility
-- Key remapping completeness
-- Subtitle and caption support
-- Motion sensitivity options
-- Difficulty/assist options
+- At least 3 playtest reports exist
+- Coordinated polish pass completed (`/team-polish`)
+- No blocking performance issues
+- Accessibility tier requirements met
---
-## Phase 9: Release & Launch
+## Phase 7: Release
### What Happens in This Phase
Your game is polished, tested, and ready. Now you ship it.
-### Step 9.1: Release Checklist
+### Phase 7 Pipeline
+
+```
+/release-checklist --> /launch-checklist --> /team-release
+ | | |
+ v v v
+ Pre-release Full cross-department Coordinate:
+ validation across validation (Go/No-Go build, QA sign-off,
+ code, content, per department) deployment, launch
+ store, legal
+ Also: /changelog, /patch-notes, /hotfix
+```
+
+### Step 7.1: Release Checklist
```
/release-checklist v1.0.0
```
-This generates a comprehensive pre-release checklist covering:
+Generates a comprehensive pre-release checklist covering:
- Build verification (all platforms compile and run)
- Certification requirements (platform-specific)
- Store metadata (descriptions, screenshots, trailers)
- Legal compliance (EULA, privacy policy, ratings)
- Save game compatibility
-- Analytics and telemetry verification
+- Analytics verification
-### Step 9.2: Launch Readiness (Full Validation)
+### Step 7.2: Launch Readiness (Full Validation)
```
/launch-checklist
```
-This is the nuclear option -- a complete cross-department validation:
+Complete cross-department validation:
-| Department | What's Checked |
+| Department | What Is Checked |
|-----------|---------------|
| **Engineering** | Build stability, crash rates, memory leaks, load times |
| **Design** | Feature completeness, tutorial flow, difficulty curve |
@@ -1484,15 +1049,14 @@ This is the nuclear option -- a complete cross-department validation:
Each item gets a **Go / No-Go** status. All must be Go to ship.
-### Step 9.3: Generate Player-Facing Content
+### Step 7.3: Generate Player-Facing Content
```
/patch-notes v1.0.0
```
-Generates player-friendly patch notes from git history and internal data.
-Translates developer language ("refactored state machine") into player
-language ("improved enemy behavior responsiveness").
+Generates player-friendly patch notes from git history and sprint data.
+Translates developer language into player language.
```
/changelog v1.0.0
@@ -1500,154 +1064,212 @@ language ("improved enemy behavior responsiveness").
Generates an internal changelog (more technical, for the team).
-### Step 9.4: Coordinate the Release
+### Step 7.4: Coordinate the Release
```
/team-release
```
-**What happens:** The team release skill coordinates all departments for launch:
+Coordinates release-manager, QA, and DevOps through:
+1. Pre-release validation
+2. Build management
+3. Final QA sign-off
+4. Deployment preparation
+5. Go/No-Go decision
-**Phase 1 - Pre-Release Validation** (release-manager):
-Agent: "Starting release coordination for v1.0.0. First, status check across
- all departments...
-
- Reviewing launch checklist results:
- ✓ Engineering: All green
- ✓ QA: 2 minor bugs open (non-blocking)
- ✓ Art/Audio: Complete
- ✓ Localization: Complete
- ⚠ Store: Screenshots pending approval
- ✗ Marketing: Launch trailer not finalized
-
- Two blockers identified. Timeline impact?"
-
-User: "Screenshots approved this morning. Trailer done by end of day."
-
-Agent: "Got it. Updated timeline: Release tomorrow pending trailer completion.
- Should I proceed with build preparation?"
-
-User: "Yes"
-
-**Phase 2 - Build Management** (release-manager):
-Agent: "Creating release build v1.0.0...
- - Windows build: ✓ Complete, tested, 2.1GB
- - Linux build: ✓ Complete, tested, 2.3GB
- - Checksums generated
- - Version manifest created
- - Update server configured
-
- All builds ready for deployment."
-
-**Phase 3 - Final QA Sign-Off** (qa-lead):
-Agent: "Running final regression suite on release builds...
- - All critical tests: ✓ Pass
- - All high-priority tests: ✓ Pass
- - Platform-specific tests: ✓ Pass
-
- QA signs off for release. No blocking issues."
-
-**Phase 4 - Deployment Preparation** (devops-engineer):
-Agent: "CI/CD pipeline ready. Deployment plan:
- 1. Upload builds to CDN (12:00 UTC)
- 2. Update store listings (12:30 UTC)
- 3. Enable download access (13:00 UTC - launch time)
- 4. Monitor server load and error rates
-
- Rollback plan ready if critical issues detected.
- Approve deployment schedule?"
-
-User: "Approved"
-
-**Phase 5 - Go/No-Go Decision** (producer):
-Agent: "Final go/no-go check:
- ✓ All builds validated
- ✓ QA sign-off complete
- ✓ Store metadata approved
- ✓ Launch trailer complete (confirmed)
- ✓ Marketing materials ready
- ✓ Support team briefed
- ✓ Deployment plan approved
-
- All systems GO. Recommend proceeding with launch at 13:00 UTC tomorrow.
- Final approval?"
-
-User: "GO for launch"
-
-Agent: "Launch approved. Deployment begins 12:00 UTC tomorrow. I'll monitor and
- report status updates."
-
-### Step 9.5: Ship
+### Step 7.5: Ship
The `validate-push` hook will warn you when pushing to `main` or `develop`.
This is intentional -- release pushes should be deliberate:
-```
+```bash
git tag v1.0.0
git push origin main --tags
```
----
+### Step 7.6: Post-Launch
-## Phase 10: Post-Launch & Live Ops
-
-### Step 10.1: Hotfix Workflow
-
-When a critical bug appears in production:
+**Hotfix workflow** for critical production bugs:
```
/hotfix "Players losing save data when inventory exceeds 99 items"
```
-This bypasses normal sprint processes with a full audit trail:
+Bypasses normal sprint processes with a full audit trail:
1. Creates a hotfix branch
-2. Tracks approvals
-3. Implements the fix
-4. Ensures the fix is backported to the development branch
-5. Documents the incident
+2. Implements the fix
+3. Ensures backport to development branch
+4. Documents the incident
-### Step 10.2: Post-Mortem
-
-After launch dust settles:
+**Post-mortem** after launch stabilizes:
```
Ask Claude to create a post-mortem using the template at
.claude/docs/templates/post-mortem.md
```
-This covers:
-- What went well
-- What went poorly
-- What was surprising
-- Key metrics (sales, reviews, crash rates)
-- Lessons for the next project
+---
-### Step 10.3: Live Operations (if applicable)
+## Cross-Cutting Concerns
-For games with ongoing content:
+These topics apply across all phases.
+
+### The Collaboration Protocol
+
+This system is **user-driven collaborative**, not autonomous.
+
+**Pattern:** Question > Options > Decision > Draft > Approval
+
+Every agent interaction follows this pattern:
+1. Agent asks clarifying questions
+2. Agent presents 2-4 options with trade-offs and reasoning
+3. You decide
+4. Agent drafts based on your decision
+5. You review and refine
+6. Agent asks "May I write this to [filepath]?" before writing
+
+See `docs/COLLABORATIVE-DESIGN-PRINCIPLE.md` for the full protocol with
+examples.
+
+### The AskUserQuestion Tool
+
+Agents use the `AskUserQuestion` tool for structured option presentation.
+The pattern is Explain then Capture: full analysis in conversation text first,
+then a clean UI picker for the decision. Use it for design choices,
+architecture decisions, and strategic questions. Do not use it for open-ended
+discovery questions or simple yes/no confirmations.
+
+### Agent Coordination (3-Tier Hierarchy)
```
-Ask the live-ops-designer agent to design a seasonal content cadence
-with battle pass, weekly events, and monthly content drops. Target
-retention for the 30-60-90 day cohorts.
+Tier 1 (Directors): creative-director, technical-director, producer
+ |
+Tier 2 (Leads): game-designer, lead-programmer, art-director,
+ audio-director, narrative-director, qa-lead,
+ release-manager, localization-lead
+ |
+Tier 3 (Specialists): gameplay-programmer, engine-programmer,
+ ai-programmer, network-programmer, ui-programmer,
+ tools-programmer, systems-designer, level-designer,
+ economy-designer, world-builder, writer,
+ technical-artist, sound-designer, ux-designer,
+ qa-tester, performance-analyst, devops-engineer,
+ analytics-engineer, accessibility-specialist,
+ live-ops-designer, prototyper, security-engineer,
+ community-manager, godot-specialist,
+ godot-gdscript-specialist, godot-shader-specialist,
+ unity-specialist, unity-csharp-specialist,
+ unreal-specialist, unreal-blueprint-specialist,
+ unreal-cpp-specialist
```
-The `live-ops-designer` handles:
-- Season/event calendar
-- Battle pass design
-- Content cadence planning
-- Retention mechanics
-- Live economy tuning
-- Engagement analytics
+**Coordination rules:**
+- Vertical delegation: Directors > Leads > Specialists. Never skip tiers for
+ complex decisions.
+- Horizontal consultation: Agents at the same tier may consult each other but
+ must not make binding decisions outside their domain.
+- Conflict resolution: Design conflicts go to `creative-director`. Technical
+ conflicts go to `technical-director`. Scope conflicts go to `producer`.
+- No unilateral cross-domain changes.
-### Step 10.4: Community Management
+### Automated Hooks (Safety Net)
+
+The system has 9 hooks that run automatically:
+
+| Hook | Trigger | What It Does |
+|------|---------|-------------|
+| `session-start.sh` | Session start | Shows branch, recent commits, detects active.md for recovery |
+| `detect-gaps.sh` | Session start | Detects fresh projects (no engine, no concept) and suggests `/start` |
+| `pre-compact.sh` | Before compaction | Dumps session state into conversation for auto-recovery |
+| `validate-commit.sh` | Before commit | Checks for design doc references, valid JSON, no hardcoded values |
+| `validate-push.sh` | Before push | Warns on pushes to main/develop |
+| `validate-assets.sh` | Before commit | Checks asset naming and size |
+| `log-agent.sh` | Agent start | Logs agent invocations for audit trail |
+| `log-agent-stop.sh` | Agent stop | Completes agent audit trail (start + stop) |
+| `session-stop.sh` | Session end | Final session logging |
+
+### Context Resilience
+
+**Session state file:** `production/session-state/active.md` is a living
+checkpoint. Update it after each significant milestone. After any disruption
+(compaction, crash, `/clear`), read this file first.
+
+**Incremental writing:** When creating multi-section documents, write each
+section to file immediately after approval. This means completed sections
+survive crashes and context compactions. Previous discussion about written
+sections can be safely compacted.
+
+**Automatic recovery:** The `session-start.sh` hook detects and previews
+`active.md` automatically. The `pre-compact.sh` hook dumps state into the
+conversation before compaction.
+
+**Sprint status tracking:** `production/sprint-status.yaml` is the
+machine-readable story tracker. Written by `/sprint-plan` (init) and
+`/story-done` (status updates). Read by `/sprint-status`, `/help`, and
+`/story-done` (next story). Eliminates fragile markdown scanning.
+
+### Brownfield Adoption
+
+For existing projects that already have some artifacts:
```
-Ask the community-manager agent to draft patch notes for v1.0.1,
-respond to the top 5 community complaints from the feedback channel,
-and prepare a "known issues" post.
+/adopt
```
+Or targeted:
+
+```
+/adopt gdds
+/adopt adrs
+/adopt stories
+/adopt infra
+```
+
+This audits existing artifacts for **format** (not existence), classifies gaps
+as BLOCKING/HIGH/MEDIUM/LOW, builds an ordered migration plan, and writes
+`docs/adoption-plan-[date].md`. Core principle: MIGRATION not REPLACEMENT --
+it never regenerates existing work, only fills gaps.
+
+Individual skills also support retrofit mode:
+
+```
+/design-system retrofit design/gdd/combat-system.md
+/architecture-decision retrofit docs/architecture/adr-005.md
+```
+
+These detect which sections are present vs. missing and fill only the gaps.
+
+### Gate System
+
+Phase gates are formal checkpoints. Run `/gate-check` with the transition name:
+
+```
+/gate-check concept # Concept -> Systems Design
+/gate-check systems-design # Systems Design -> Technical Setup
+/gate-check technical-setup # Technical Setup -> Pre-Production
+/gate-check pre-production # Pre-Production -> Production
+/gate-check production # Production -> Polish
+/gate-check polish # Polish -> Release
+```
+
+**Verdicts:**
+- **PASS** -- all requirements met, advance to next phase
+- **CONCERNS** -- requirements met with acknowledged risks, passable
+- **FAIL** -- requirements not met, blocks advancement with specific remediation
+
+When a gate passes, `production/stage.txt` is updated (only then), which
+controls the status line and `/help` behavior.
+
+### Reverse Documentation
+
+For code that exists without design docs (common after brownfield adoption):
+
+```
+/reverse-document src/gameplay/combat/
+```
+
+Reads existing code and generates GDD-format design documentation from it.
+
---
## Appendix A: Agent Quick-Reference
@@ -1692,8 +1314,13 @@ and prepare a "known issues" post.
| Audit security | `security-engineer` | 3 |
| Communicate with players | `community-manager` | 3 |
| Godot-specific help | `godot-specialist` | 3 |
+| GDScript-specific help | `godot-gdscript-specialist` | 3 |
+| Godot shader help | `godot-shader-specialist` | 3 |
| Unity-specific help | `unity-specialist` | 3 |
+| Unity C# help | `unity-csharp-specialist` | 3 |
| Unreal-specific help | `unreal-specialist` | 3 |
+| Unreal Blueprint help | `unreal-blueprint-specialist` | 3 |
+| Unreal C++ help | `unreal-cpp-specialist` | 3 |
### Agent Hierarchy
@@ -1701,10 +1328,14 @@ and prepare a "known issues" post.
creative-director / technical-director / producer
|
---------------------------------------------------------------
- | | | | | |
+ | | | | | | |
game-designer lead-prog art-dir audio-dir narr-dir qa-lead release-mgr
- | | | | | |
+ | | | | | | |
specialists programmers tech-art snd-design writer qa-tester devops
+ (systems, (gameplay, (sound) (world- (perf, (analytics,
+ economy, engine, builder) access.) security)
+ level) ai, net,
+ ui, tools)
```
**Escalation rule:** If two agents disagree, go up. Design conflicts go to
@@ -1715,20 +1346,110 @@ conflicts go to `producer`.
## Appendix B: Slash Command Quick-Reference
-### By Workflow Stage
+### All 52 Commands by Category
-| Stage | Commands |
-|-------|----------|
-| **Onboarding** | `/start` |
-| **Ideation** | `/brainstorm` |
-| **Design** | `/map-systems`, `/design-system`, `/design-review`, `/architecture-decision` |
-| **Sprint** | `/sprint-plan`, `/estimate`, `/scope-check`, `/retrospective` |
-| **Implementation** | `/code-review`, `/prototype`, `/tech-debt` |
-| **Testing** | `/balance-check`, `/playtest-report`, `/perf-profile` |
-| **Assets** | `/asset-audit`, `/localize` |
-| **Release** | `/release-checklist`, `/launch-checklist`, `/changelog`, `/patch-notes`, `/hotfix` |
-| **Production** | `/milestone-review`, `/onboard` |
-| **Teams** | `/team-combat`, `/team-narrative`, `/team-ui`, `/team-release`, `/team-polish`, `/team-audio`, `/team-level` |
+#### Onboarding and Navigation (5)
+
+| Command | Purpose | Phase |
+|---------|---------|-------|
+| `/start` | Guided onboarding, routes to right workflow | Any (first session) |
+| `/help` | Context-aware "what do I do next?" | Any |
+| `/project-stage-detect` | Full project audit to determine current phase | Any |
+| `/setup-engine` | Configure engine, pin version, set preferences | 1 |
+| `/adopt` | Brownfield audit and migration plan | Any (existing projects) |
+
+#### Game Design (6)
+
+| Command | Purpose | Phase |
+|---------|---------|-------|
+| `/brainstorm` | Collaborative ideation with MDA analysis | 1 |
+| `/map-systems` | Decompose concept into systems index | 1-2 |
+| `/design-system` | Guided section-by-section GDD authoring | 2 |
+| `/quick-design` | Lightweight spec for small changes | 2+ |
+| `/review-all-gdds` | Cross-GDD consistency and design theory review | 2 |
+| `/propagate-design-change` | Find ADRs/stories affected by GDD changes | 5 |
+
+#### UX and Interface (2)
+
+| Command | Purpose | Phase |
+|---------|---------|-------|
+| `/ux-design` | Author UX specs (screen/flow, HUD, patterns) | 3 |
+| `/ux-review` | Validate UX specs for accessibility and GDD alignment | 3 |
+
+#### Architecture (4)
+
+| Command | Purpose | Phase |
+|---------|---------|-------|
+| `/create-architecture` | Master architecture document | 3 |
+| `/architecture-decision` | Create or retrofit an ADR | 3 |
+| `/architecture-review` | Validate all ADRs, dependency ordering | 3 |
+| `/create-control-manifest` | Flat programmer rules from Accepted ADRs | 3 |
+
+#### Stories and Sprints (6)
+
+| Command | Purpose | Phase |
+|---------|---------|-------|
+| `/create-epics-stories` | Break GDDs + ADRs into story files | 4 |
+| `/sprint-plan` | Create or manage sprint plans | 4-5 |
+| `/sprint-status` | Quick 30-line sprint snapshot | 5 |
+| `/story-readiness` | Validate story is implementation-ready | 4-5 |
+| `/story-done` | 8-phase story completion review | 5 |
+| `/estimate` | Effort estimation with risk assessment | 4-5 |
+
+#### Reviews and Analysis (10)
+
+| Command | Purpose | Phase |
+|---------|---------|-------|
+| `/design-review` | Validate GDD against 8-section standard | 1-2 |
+| `/code-review` | Architectural code review | 5+ |
+| `/balance-check` | Game balance formula analysis | 5-6 |
+| `/asset-audit` | Asset naming, format, size verification | 6 |
+| `/content-audit` | GDD-specified content vs. implemented | 5 |
+| `/scope-check` | Scope creep detection | 5 |
+| `/perf-profile` | Performance profiling workflow | 6 |
+| `/tech-debt` | Tech debt scanning and prioritization | 6 |
+| `/gate-check` | Formal phase gate with PASS/CONCERNS/FAIL | All transitions |
+| `/reverse-document` | Generate design docs from existing code | Any |
+
+#### Production Management (5)
+
+| Command | Purpose | Phase |
+|---------|---------|-------|
+| `/milestone-review` | Milestone progress and go/no-go | 5 |
+| `/retrospective` | Sprint retrospective analysis | 5 |
+| `/bug-report` | Structured bug report creation | 5+ |
+| `/playtest-report` | Structured playtest session report | 4-6 |
+| `/onboard` | Onboard a new team member | Any |
+
+#### Release (5)
+
+| Command | Purpose | Phase |
+|---------|---------|-------|
+| `/release-checklist` | Pre-release validation | 7 |
+| `/launch-checklist` | Full cross-department launch readiness | 7 |
+| `/changelog` | Auto-generate internal changelog | 7 |
+| `/patch-notes` | Player-facing patch notes | 7 |
+| `/hotfix` | Emergency fix workflow | 7+ |
+
+#### Creative (3)
+
+| Command | Purpose | Phase |
+|---------|---------|-------|
+| `/prototype` | Throwaway prototype in isolated worktree | 4 |
+| `/localize` | String extraction and validation | 6-7 |
+| `/onboard` | Onboard new team member | Any |
+
+#### Team Orchestration (7)
+
+| Command | Purpose | Phase |
+|---------|---------|-------|
+| `/team-combat` | Combat feature: design through implementation | 5 |
+| `/team-narrative` | Narrative content: structure through dialogue | 5 |
+| `/team-ui` | UI feature: UX spec through polished implementation | 5 |
+| `/team-level` | Level: layout through dressed encounters | 5 |
+| `/team-audio` | Audio: direction through implemented events | 5-6 |
+| `/team-polish` | Coordinated polish: perf + art + audio + QA | 6 |
+| `/team-release` | Release coordination: build + QA + deployment | 7 |
---
@@ -1737,42 +1458,40 @@ conflicts go to `producer`.
### Workflow 1: "I just started and have no game idea"
```
-1. /start (asks where you are, routes you to the right workflow)
- — or /brainstorm if you prefer to jump straight to ideation
-2. Pick the best concept from the brainstorm output
-3. Create a game concept doc (templates/game-concept.md)
-4. Define game pillars (templates/game-pillars.md)
-5. /design-review on your concept doc
-6. /map-systems to decompose concept into systems with dependencies and priorities
-7. /design-system to author per-system GDDs (guided, section-by-section)
+1. /start (routes you based on where you are)
+2. /brainstorm (collaborative ideation, pick a concept)
+3. /setup-engine (pin engine and version)
+4. /design-review on concept doc (optional, recommended)
+5. /map-systems (decompose concept into systems with deps and priorities)
+6. /gate-check concept (verify you're ready for Systems Design)
+7. /design-system per system (guided GDD authoring)
```
-### Workflow 2: "I have a design and want to start coding"
+### Workflow 2: "I have designs and want to start coding"
```
-1. /design-review on each GDD to make sure they're solid
-2. /architecture-decision for your first major tech choice
-3. /sprint-plan new to plan your first sprint
-4. Start implementing with gameplay-programmer / engine-programmer
-5. /code-review after each major feature
-6. Write tests alongside code
-7. Commit frequently (hooks validate automatically)
+1. /design-review on each GDD (make sure they're solid)
+2. /review-all-gdds (cross-GDD consistency)
+3. /gate-check systems-design
+4. /create-architecture + /architecture-decision (per major decision)
+5. /architecture-review
+6. /create-control-manifest
+7. /gate-check technical-setup
+8. /create-epics-stories (break GDDs into stories)
+9. /sprint-plan new
+10. /story-readiness -> implement -> /story-done (story lifecycle)
```
-### Workflow 3: "I need to add a complex feature"
+### Workflow 3: "I need to add a complex feature mid-production"
```
-1. Create/update the GDD for the feature in design/gdd/
-2. /design-review to validate the design
-3. /estimate to understand effort and risk
-4. Use the appropriate /team-* skill:
- - /team-combat for combat features
- - /team-narrative for story content
- - /team-ui for UI features
- - /team-level for new levels/areas
- - /team-audio for audio work
-5. /code-review the implementation
-6. /balance-check if it affects game balance
+1. /design-system or /quick-design (depending on scope)
+2. /design-review to validate
+3. /propagate-design-change if modifying existing GDDs
+4. /estimate for effort and risk
+5. /team-combat, /team-narrative, /team-ui, etc. (appropriate team skill)
+6. /story-done when complete
+7. /balance-check if it affects game balance
```
### Workflow 4: "Something broke in production"
@@ -1786,42 +1505,52 @@ conflicts go to `producer`.
6. Deploy and backport
```
-### Workflow 5: "I'm approaching a milestone"
+### Workflow 5: "I have an existing project and want to use this system"
```
-1. /milestone-review to check progress
-2. /scope-check to see if scope has crept
-3. /tech-debt to assess debt before milestone
-4. /perf-profile to check performance targets
-5. /team-polish for final polish pass
-6. /release-checklist when ready to ship
+1. /start (choose Path D -- existing work)
+2. /project-stage-detect (determines current phase)
+3. /adopt (audits existing artifacts, builds migration plan)
+4. /design-system retrofit [path] (fill GDD gaps)
+5. /architecture-decision retrofit [path] (fill ADR gaps)
+6. /gate-check at appropriate transition
```
### Workflow 6: "Starting a new sprint"
```
-1. /retrospective to review the last sprint
-2. /sprint-plan new to create the next sprint
-3. /scope-check to ensure scope is manageable
-4. Start working through sprint tasks
-5. /sprint-plan status to check progress mid-sprint
+1. /retrospective (review last sprint)
+2. /sprint-plan new (create next sprint)
+3. /scope-check (ensure scope is manageable)
+4. /story-readiness per story before pickup
+5. Implement stories
+6. /story-done per completed story
+7. /sprint-status for quick progress checks
```
### Workflow 7: "Shipping the game"
```
-1. /milestone-review for final milestone
-2. /tech-debt to decide what's acceptable at launch
-3. /localize for final localization pass
-4. Accessibility audit via accessibility-specialist
-5. /launch-checklist for full cross-department validation
-6. /team-release to coordinate the release
-7. /patch-notes and /changelog for player communications
+1. /gate-check polish (verify Polish phase is complete)
+2. /tech-debt (decide what's acceptable at launch)
+3. /localize (final localization pass)
+4. /release-checklist v1.0.0
+5. /launch-checklist (full cross-department validation)
+6. /team-release (coordinate the release)
+7. /patch-notes and /changelog
8. Ship!
9. /hotfix if anything breaks post-launch
10. Post-mortem after launch stabilizes
```
+### Workflow 8: "I'm lost / don't know what to do next"
+
+```
+1. /help (reads your phase, checks artifacts, tells you what's next)
+2. If /help doesn't help: /project-stage-detect (full audit)
+3. If stage seems wrong: /gate-check at the transition you think you're at
+```
+
---
## Tips for Getting the Most Out of the System
@@ -1830,7 +1559,7 @@ conflicts go to `producer`.
around the assumption that a design document exists before code is written.
Agents reference GDDs constantly.
-2. **Use team skills for cross-cutting features.** Don't try to manually
+2. **Use team skills for cross-cutting features.** Do not try to manually
coordinate 4 agents yourself -- let `/team-combat`, `/team-narrative`,
etc. handle the orchestration.
@@ -1839,24 +1568,35 @@ conflicts go to `producer`.
delta time, accessibility, etc.).
4. **Compact proactively.** At ~65-70% context usage, compact or `/clear`.
- The pre-compact hook saves your progress. Don't wait until you're at the
+ The pre-compact hook saves your progress. Do not wait until you are at the
limit.
-5. **Use the right tier of agent.** Don't ask `creative-director` to write a
- shader. Don't ask `qa-tester` to make design decisions. The hierarchy
+5. **Use the right tier of agent.** Do not ask `creative-director` to write a
+ shader. Do not ask `qa-tester` to make design decisions. The hierarchy
exists for a reason.
-6. **Run `/design-review` before handing designs to programmers.** This
+6. **Run /help when uncertain.** It reads your actual project state and tells
+ you the single most important next step.
+
+7. **Run `/design-review` before handing designs to programmers.** This
catches incomplete specs early, saving rework.
-7. **Run `/code-review` after every major feature.** Catch architectural
+8. **Run `/code-review` after every major feature.** Catch architectural
issues before they propagate.
-8. **Prototype risky mechanics first.** A day of prototyping can save a week
- of production on a mechanic that doesn't work.
+9. **Prototype risky mechanics first.** A day of prototyping can save a week
+ of production on a mechanic that does not work.
-9. **Keep your sprint plans honest.** Use `/scope-check` regularly. Scope
- creep is the #1 killer of indie games.
+10. **Keep your sprint plans honest.** Use `/scope-check` regularly. Scope
+ creep is the number one killer of indie games.
-10. **Document decisions with ADRs.** Future-you will thank present-you for
+11. **Document decisions with ADRs.** Future-you will thank present-you for
recording *why* things were built the way they were.
+
+12. **Use the story lifecycle religiously.** `/story-readiness` before pickup,
+ `/story-done` after completion. This catches deviations early and keeps
+ the pipeline honest.
+
+13. **Write to files early and often.** Incremental section writing means your
+ design decisions survive crashes and compactions. The file is the memory,
+ not the conversation.