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Session memory extraction + tiered context loading improvements
- /review-all-gdds, /architecture-review, /story-done: auto-append Session Extract block to active.md after report write (verdict, flags, next action) - /review-all-gdds, /architecture-review, /create-epics-stories, /content-audit: L0 summary scan phase before full document load (reduces token cost) - GDD template: added Summary section + Cross-References table + Last Verified field - ADR template: added Summary section + Last Verified field Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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## Date
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[YYYY-MM-DD]
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[YYYY-MM-DD — when this ADR was written]
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## Last Verified
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[YYYY-MM-DD — when this ADR was last confirmed accurate against the current
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engine version and design. Update this date when you re-read and confirm it
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is still correct, even if nothing changed.]
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## Decision Makers
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[Who was involved in this decision]
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## Summary
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[2 sentences: what problem this ADR solves, and what was decided. Written for
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tiered context loading — a skill scanning 20 ADRs uses this to decide whether
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to read the full decision. Be specific: name the system, the problem, and the
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chosen approach.]
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## Engine Compatibility
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| Field | Value |
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.claude/docs/templates/game-design-document.md
vendored
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.claude/docs/templates/game-design-document.md
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> **Status**: Draft | In Review | Approved | Implemented
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> **Author**: [Agent or person]
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> **Last Updated**: [Date]
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> **Last Verified**: [Date — when this doc was last confirmed accurate against current design]
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> **Implements Pillar**: [Which game pillar this supports]
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## Summary
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[2–3 sentences: what this system is, what it does for the player, and why it
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exists in this game. Written for tiered context loading — a skill scanning
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20 GDDs uses this section to decide whether to read further. No jargon.]
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> **Quick reference** — Layer: `[Foundation | Core | Feature | Presentation]` · Priority: `[MVP | Vertical Slice | Alpha | Full Vision]` · Key deps: `[System names or "None"]`
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## Overview
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[One paragraph that explains this mechanic to someone who knows nothing about
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@@ -174,6 +183,24 @@ These are subjective targets stated precisely enough to get consistent verdicts.
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| Information | Display Location | Update Frequency | Condition |
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|-------------|-----------------|-----------------|-----------|
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## Cross-References
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[Declare every explicit dependency on another GDD's specific mechanic, value, or
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rule. This table is machine-checked by `/review-all-gdds` Phase 2c — it replaces
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implicit prose references with verifiable declarations. If you reference another
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system's behaviour anywhere in this document, it must appear here.]
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| This Document References | Target GDD | Specific Element Referenced | Nature |
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|--------------------------|-----------|----------------------------|--------|
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| [e.g., "combo multiplier feeds score"] | `design/gdd/score.md` | `combo_multiplier` output value | Data dependency |
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| [e.g., "death triggers respawn"] | `design/gdd/respawn.md` | Death state transition | State trigger |
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| [e.g., "stamina gates dodge"] | `design/gdd/stamina.md` | Stamina depletion rule | Rule dependency |
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> **Note on "Nature"**: use one of — `Data dependency` (we consume their output),
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> `State trigger` (their state change triggers our behaviour), `Rule dependency`
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> (our rule assumes their rule is also true), `Ownership handoff` (we hand off
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> ownership of a value to them).
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## Acceptance Criteria
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[Testable criteria that confirm this mechanic is working as designed.]
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