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Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
This commit is contained in:
co-authored by
Claude Opus 5
parent
984023ddac
commit
d05699707f
@@ -1,22 +1,39 @@
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---
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name: design-system
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description: "Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file."
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description: "Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies."
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argument-hint: "<system-name> [--review full|lean|solo]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, Task, AskUserQuestion, TodoWrite
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allowed-tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate
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model: sonnet
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---
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!`source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys review_mode,automation,workflow,docs.density,system_overrides`
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Resolved above — use as-is; `--review` overrides `review_mode`. No block →
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defaults in `.claude/docs/config-resolution.md`.
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When this skill is invoked:
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## 1. Parse Arguments & Validate
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Resolve the review mode (once, store for all gate spawns this run):
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1. If `--review [full|lean|solo]` was passed → use that
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2. Else read `production/review-mode.txt` → use that value
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3. Else → default to `lean`
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See `.claude/docs/director-gates.md` for the full check pattern.
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See `.claude/docs/director-gates.md` for the full check pattern. Individual gate definitions live in `.claude/docs/director-gates/[gate-id].md` — the spawned agent reads its own gate file; do not read it in the parent session.
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Every `AskUserQuestion` call follows `.claude/docs/automation-modes.md`
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(collaborative asks always · guided major-only · autonomous logs and proceeds;
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`automation_always_ask` categories always prompt).
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**`docs.density`** — it controls per-section *depth*, where `workflow`
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controls which sections exist. `modes.rigor` sets both together; set
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`docs.density` explicitly to vary depth alone: `terse` = bullet points, 2–5 lines per section,
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skip rationale and preambles; `balanced` = paragraphs with light rationale
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(default); `thorough` = full prose with rationale, examples, and alternatives
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considered. Apply it to every section you author. Mandated structures (the
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Formulas variable table, Given-When-Then acceptance criteria) are correctness
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requirements at every density — `terse` trims the surrounding prose, never the
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required structure itself.
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A system name or retrofit path is **required**. If missing:
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@@ -35,9 +52,15 @@ If the argument starts with `retrofit` or the argument is a file path to an
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existing `.md` file in `design/gdd/`, enter **retrofit mode**:
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1. Read the existing GDD file.
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2. Identify which of the 8 required sections are present (scan for section headings).
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Required sections: Overview, Player Fantasy, Detailed Design/Rules, Formulas,
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2. Identify which of the 8 **possible** sections are present (scan for section
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headings): Overview, Player Fantasy, Detailed Design/Rules, Formulas,
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Edge Cases, Dependencies, Tuning Knobs, Acceptance Criteria.
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**Which of them are *required* depends on the effective tier** (§1) — at
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`standard` only 5 are, plus Formulas for math categories, and Player Fantasy
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and Tuning Knobs are skipped **by design**. Report an absent section as a gap
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only when the tier requires it; otherwise list it as available-to-add. Calling
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all 8 required here reports two by-design-absent sections as gaps on every
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`standard` project.
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3. Identify which sections contain only placeholder text (`[To be designed]` or
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equivalent — blank, a single line, or obviously incomplete).
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4. Present to the user before doing anything:
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@@ -64,6 +87,46 @@ existing `.md` file in `design/gdd/`, enter **retrofit mode**:
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If NOT in retrofit mode, normalize the system name to kebab-case for the
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filename (e.g., "combat system" becomes `combat-system`).
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**`workflow`** for this system (per `.claude/docs/workflow-modes.md`) — use the
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`system_overrides` row for this system if the block lists one, else the project
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value.
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The resolved tier determines which GDD sections are **required** (applied in §4).
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**`## Summary` is required at every tier and is not one of the 8** — §5-pre
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authors it unconditionally (*"This runs at every tier"*), but it appeared in none
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of the per-tier lists below, and these lists are what other skills and gates
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apply. A GDD checked against a tier list alone would pass with no Summary, the
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one section `/review-all-gdds` and the tiered-loading readers depend on. Read
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every list below as "`## Summary`, plus:".
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- `full` — all 8 sections
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- `standard` — Overview, Detailed Design, Edge Cases, Dependencies, Acceptance
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Criteria (5 required); **Formulas conditional** — required when the system
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**defines numeric rules**: rates, curves, thresholds, costs, damage, drop
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weights, or any value a balance pass would tune. Optional only when the system
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defines no such value. **The `Category` in `systems-index.md` is a hint, not
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the test** — `Gameplay`, `Economy` and `Progression` systems almost always
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qualify, and a `Core`, `UI` or `Persistence` system that defines a numeric rule
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qualifies too. If the Detailed Design states a quantity that is not a constant
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of the engine, Formulas is required. **Player Fantasy and Tuning Knobs skipped**
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unless `workflow_overrides` force them (`tuning_knobs: true` forces Tuning Knobs)
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> **Do not gate this on a category token.** A rule of the form "required when
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> the system category is combat / economy / progression / AI" does not work:
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> those four tokens are not what `/map-systems` writes — `templates/systems-index.md`
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> defines the categories as `Core · Gameplay · Progression · Economy ·
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> Persistence · UI · Audio · Narrative · Meta` and lists **combat and AI as
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> example systems under `Gameplay`**. A combat system categorised exactly as the
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> template instructs matches none of the four, and Formulas would be dropped for
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> the system most likely to need it.
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- `minimal` — a GDD is not required (the game brief replaces it). If invoked
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voluntarily at minimal, author exactly the 5 standard sections (Overview,
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Detailed Design, Edge Cases, Dependencies, Acceptance Criteria) — the
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conditional Formulas rule does NOT re-apply at minimal — and tell the user
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the GDD is optional at this workflow level.
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Retrofit mode is unaffected — it fills whatever sections are missing regardless
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of tier.
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---
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## 2. Gather Context (Read Phase)
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@@ -73,6 +136,48 @@ primary advantage over ad-hoc design — it arrives informed.
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### 2a: Required Reads
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> **At `minimal`** (design-system is voluntary at this tier): read
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> `design/game-brief.md` in place of the game concept, and **skip the systems-index
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> read** — neither `game-concept.md` nor `systems-index.md` exists at `minimal`.
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> Author from the brief's relevant MVP feature and its core loop.
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>
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> **This callout keys on the PROJECT tier, not this system's effective tier.**
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> The two differ whenever `workflow_overrides.system_overrides` bumps one system
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> above a `minimal` project — the configuration `.claude/docs/settings-guidance.md`
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> advertises as the reason the override exists ("bump one deep system"). Those two
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> files are absent because the *project* is `minimal`; raising *this system* to
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> `standard` or `full` does not create them. So on a `minimal` project, take this
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> branch **even for an overridden system**, and read the brief.
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>
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> The effective tier still governs everything downstream — the required section
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> set (§1), the skeleton (§3), the section cycle (§4) and §5a. Only the
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> required-*reads* branch here follows the project tier.
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>
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> **Then derive `Category`, `Layer` and `Priority` from the brief, once, here.**
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> Six later steps are keyed on the systems index you just skipped — §2e's engine
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> domain, Section A's and Section B's recommended options, the Visual/Audio
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> REQUIRED table, §6 specialist routing, and §5-pre's Quick reference — and none
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> of them has an absent-index branch. An overridden system reaches all six at
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> `standard` or `full`, so "skip the index" leaves them with no input at all.
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> Derive from the brief instead:
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>
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> - **`Category`** — one of the nine in `templates/systems-index.md`
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> (`Core · Gameplay · Progression · Economy · Persistence · UI · Audio ·
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> Narrative · Meta`), chosen from what the brief says the system *does*.
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> - **`Layer`** — `Foundation` if other systems depend on it, else `Feature`.
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> - **`Priority`** — `MVP` if the brief's build order lists it, else `Post-MVP`.
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>
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> Carry all three for the rest of the run and treat them as the index's answer.
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> **Mark them inferred** in §5-pre's Quick reference (*"Category: Gameplay
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> (inferred from the brief — no systems index at this tier)"*) so a later reader
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> does not mistake a derivation for an indexed fact. Do **not** write a systems
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> index to hold them: `/map-systems` owns that file (§5d).
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>
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> Read literally without this rule, an overridden system resolves to `full`, falls
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> through to the fail-fast reads below, and aborts with *"No game concept found.
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> Run `/brainstorm` first"* — killing the escape hatch on step one of the very
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> configuration it was built for.
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- **Game concept**: Read `design/gdd/game-concept.md` — fail if missing:
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> "No game concept found. Run `/brainstorm` first."
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- **Systems index**: Read `design/gdd/systems-index.md` — fail if missing:
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@@ -94,25 +199,36 @@ primary advantage over ad-hoc design — it arrives informed.
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### 2b: Dependency Reads
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From the systems index, identify:
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- **Upstream dependencies**: Systems this one depends on. Read their GDDs if they
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exist (these contain decisions this system must respect).
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- **Downstream dependents**: Systems that depend on this one. Read their GDDs if
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they exist (these contain expectations this system must satisfy).
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- **Upstream dependencies**: Systems this one depends on (decisions this system
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must respect).
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- **Downstream dependents**: Systems that depend on this one (expectations this
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system must satisfy).
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For each dependency GDD that exists, extract and hold in context:
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- Key interfaces (what data flows between the systems)
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For each dependency GDD that exists, read **only the four sections that carry the
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cross-system contract** — not the whole GDD:
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```
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Grep pattern="## (Dependencies|Formulas|Edge Cases|Tuning Knobs)" glob="design/gdd/[dep].md" output_mode="content" -A 20
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```
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- Key interfaces and data flow (from Dependencies)
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- Formulas that reference this system's outputs
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- Edge cases that assume this system's behavior
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- Tuning knobs that feed into this system
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Much of this is already in `entities.yaml` (loaded in 2a) — the registry's
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`formula_map`/`constant_map` carry the owned values with their `source:`. Use the
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registry first; the section grep fills what it does not hold.
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### 2c: Optional Reads
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- **Game pillars**: Read `design/gdd/game-pillars.md` if it exists
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- **Existing GDD**: Read `design/gdd/[system-name].md` if it exists (resume, don't
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restart from scratch)
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- **Related GDDs**: Glob `design/gdd/*.md` and read any that are thematically related
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(e.g., if designing a system that overlaps with another in scope, read the related GDD
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even if it's not a formal dependency)
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- **Related systems**: do **not** glob-and-read `design/gdd/*.md` hunting for
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"thematically related" systems — there is no deterministic proxy for that and it
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is the read the registry exists to replace. `entities.yaml` (2a) already holds
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the cross-system facts a related GDD would supply. If a specific overlap is
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known, treat it as a dependency above and section-grep it; otherwise rely on the
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registry.
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### 2d: Present Context Summary
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@@ -147,26 +263,55 @@ constraints or knowledge gaps that will shape the design.
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**Step 1 — Determine the engine domain for this system:**
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Map the system's category (from systems-index.md) to an engine domain:
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| System Category | Engine Domain |
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|----------------|--------------|
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| Combat, physics, collision | Physics |
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| Rendering, visual effects, shaders | Rendering |
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| UI, HUD, menus | UI |
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| Audio, sound, music | Audio |
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| AI, pathfinding, behavior trees | Navigation / Scripting |
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| Animation, IK, rigs | Animation |
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| Networking, multiplayer, sync | Networking |
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| Input, controls, keybinding | Input |
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| Save/load, persistence, data | Core |
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| Dialogue, quests, narrative | Scripting |
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Keyed on the `Category` column of `systems-index.md`. All nine categories
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`templates/systems-index.md` defines appear here; where a category spans several
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engine domains, pick the row matching what the system actually does and say
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which you picked.
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| `Category` | Engine Domain |
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|-----------|--------------|
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| `Gameplay` | **Physics** for combat / collision / movement; **Navigation** for AI and pathfinding; **Scripting** for rule-only systems with no engine surface |
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| `Core` | **Core** — scene management, state, resource loading; **Input** for controls and keybinding |
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| `UI` | UI |
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| `Audio` | Audio |
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| `Narrative` | Scripting — dialogue, quests, cutscenes |
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| `Progression` | Scripting — save-adjacent rule logic, no dedicated domain |
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| `Economy` | Scripting — data and rule logic, no dedicated domain |
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| `Persistence` | Core — save/load, settings, serialization |
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| `Meta` | Core — analytics, tutorials, accessibility plumbing |
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> Animation, Rendering and Networking are engine domains with no category of
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> their own: a system needing them will be `Gameplay` or `Core`. Name the domain
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> you read the reference for, whichever row you came in on.
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**Step 2 — Read engine context (if available):**
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- Read `.claude/docs/technical-preferences.md` to identify the engine and version
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- Identify the engine and version: read `engine.name` and `engine.version` from `project.yaml`. Resolve each field independently — if its key is absent or empty (including when `project.yaml` has no `engine:` block), fall back to `.claude/docs/technical-preferences.md` (a `[TO BE CONFIGURED]` value means not set)
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- If engine is configured, read `docs/engine-reference/[engine]/VERSION.md`
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- Read `docs/engine-reference/[engine]/modules/[domain].md` if it exists
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- Read `docs/engine-reference/[engine]/modules/[domain].md` if it exists.
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**If it does not exist, say so by name** — *"no engine reference for `[domain]`
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under `docs/engine-reference/[engine]/modules/`; feasibility not checked against
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the pinned engine"* — and carry that into §5-pre. A silent skip here is
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indistinguishable from a feasibility check that ran and found nothing wrong,
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which is the failure `.claude/rules/skill-authoring.md` obligation 3 exists to
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stop.
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> **This is not a rare branch.** The domain table above names `Scripting` and
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> `Core` for five of the nine categories (`Narrative`, `Progression`, `Economy`
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> → Scripting; `Persistence`, `Meta` → Core), plus a sub-row each under
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> `Gameplay` and `Core`. The Godot reference ships `animation, audio, input,
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> navigation, networking, physics, rendering, ui` — **there is no
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> `scripting.md` and no `core.md`**. So the majority of non-`Gameplay` systems
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> hit the absent branch every time, and `if it exists` turned that into
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> silence. Either the reference gains those two files or the check reports it;
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> until the former, do the latter.
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- Read `docs/engine-reference/[engine]/breaking-changes.md` for domain-relevant entries
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- Glob `docs/architecture/adr-*.md` and read any ADRs whose domain matches
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(check the Engine Compatibility table's "Domain" field)
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- Find the domain-matching ADRs without reading every ADR to learn the field you
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filter on — grep the Domain field first, then read only the matches:
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```
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Grep pattern="\*\*Domain\*\*" glob="docs/architecture/adr-*.md" output_mode="content"
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```
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Read only the ADRs whose Domain matches this system's category (its `## Decision`
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and `## Engine Compatibility` sections); skip the rest.
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**Step 3 — Present the Feasibility Brief:**
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@@ -215,6 +360,18 @@ Use `AskUserQuestion`:
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Once the user confirms, **immediately** create the GDD file with empty section
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headers. This ensures incremental writes have a target.
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**Scaffold only the sections required at the resolved tier** (§1): at
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`standard`, omit Player Fantasy and Tuning Knobs (and Formulas only when the
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system defines no numeric rule — see §1; the category is a hint, not the test);
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at `full`, scaffold all 8.
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**Only the sections §1 named as omitted are skipped** — do not leave empty
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`[To be designed]` placeholders for those. Every other section in the template
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is scaffolded with its placeholder, including the ones §4 has not decided yet.
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This sentence governs the three tier omissions above (Player Fantasy, Tuning
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Knobs, and Formulas when no numeric rule exists) and nothing else: it is not a
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licence to strip a section because it looks optional, and §4 cannot fill a
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section §3 never created.
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Use the template structure from `.claude/docs/templates/game-design-document.md`:
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```markdown
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@@ -223,8 +380,15 @@ Use the template structure from `.claude/docs/templates/game-design-document.md`
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> **Status**: In Design
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> **Author**: [user + agents]
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> **Last Updated**: [today's date]
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> **Last Verified**: [today's date]
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> **Implements Pillar**: [from context]
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## Summary
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[To be designed]
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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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[To be designed]
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@@ -267,10 +431,18 @@ Use the template structure from `.claude/docs/templates/game-design-document.md`
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[To be designed]
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## Game Feel
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[To be designed]
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## UI Requirements
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[To be designed]
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## Cross-References
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[To be designed]
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## Acceptance Criteria
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[To be designed]
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@@ -280,6 +452,15 @@ Use the template structure from `.claude/docs/templates/game-design-document.md`
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[To be designed]
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```
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> **This skeleton and the template must stay identical in section set and
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> order.** They diverged once and it was invisible: the skeleton omitted
|
||||
> `## Game Feel` and `## Cross-References`, so §3's own rule — *"§4 cannot fill a
|
||||
> section §3 never created"* — made both unreachable **at every tier, `full`
|
||||
> included**, while §3's prose above still said *"every other section in the
|
||||
> template is scaffolded"*. Two agents authoring a combat GDD noticed the gap
|
||||
> only by opening the template. If you add a section to one file, add it to the
|
||||
> other in the same commit.
|
||||
|
||||
Ask: "May I create the skeleton file at `design/gdd/[system-name].md`?"
|
||||
|
||||
If the user declines: Stop with the following message:
|
||||
@@ -300,7 +481,16 @@ File content:
|
||||
|
||||
## 4. Section-by-Section Design
|
||||
|
||||
Walk through each section in order. For **each section**, follow this cycle:
|
||||
**Author only the sections required at the resolved tier** (§1). At `standard`,
|
||||
the walk covers A (Overview), C (Detailed Design), E (Edge Cases),
|
||||
F (Dependencies), H (Acceptance Criteria) — plus D (Formulas) when the system
|
||||
defines numeric rules (see §1; the category is a hint, not the test); skip B (Player Fantasy) and
|
||||
G (Tuning Knobs) unless `workflow_overrides.tuning_knobs: true` forces G. At
|
||||
`full`, walk all eight (A–H). At `minimal`, the GDD is optional — if authoring
|
||||
voluntarily, walk the standard set. Any `system_overrides.<system>` tier was
|
||||
already folded into the resolved tier in §1.
|
||||
|
||||
Walk through each required section in order. For **each section**, follow this cycle:
|
||||
|
||||
### The Section Cycle
|
||||
|
||||
@@ -324,14 +514,26 @@ Context -> Questions -> Options -> Decision -> Draft -> Approval ->
|
||||
5. **Draft**: Write the section content in conversation text for review. Flag any
|
||||
provisional assumptions about undesigned dependencies.
|
||||
|
||||
6. **Approval**: Immediately after the draft — in the SAME response — use
|
||||
`AskUserQuestion`. **NEVER use plain text. NEVER skip this step.**
|
||||
6. **Approval**: Per the resolved `modes.automation` mode
|
||||
(`.claude/docs/automation-modes.md`):
|
||||
|
||||
**In `collaborative` mode**: Immediately after the draft — in the SAME
|
||||
response — use `AskUserQuestion`. **NEVER use plain text. NEVER skip
|
||||
this step.**
|
||||
- Prompt: "Approve the [Section Name] section?"
|
||||
- Options: `[A] Approve — write it to file` / `[B] Make changes — describe what to fix` / `[C] Start over`
|
||||
|
||||
**The draft and the approval widget MUST appear together in one response.
|
||||
If the draft appears without the widget, the user is left at a blank prompt
|
||||
with no path forward — this is a protocol violation.**
|
||||
with no path forward — this is a protocol violation in collaborative mode.**
|
||||
|
||||
**In `guided` mode**: Write the section immediately after the draft with
|
||||
a brief one-line summary of what was decided. Skip the per-section widget;
|
||||
the multi-section authoring rule (no per-section confirmation) applies.
|
||||
|
||||
**In `autonomous` mode**: Write the section directly and call
|
||||
`log_decision` with `Decision point: Approve [Section Name] section`,
|
||||
`Chosen: [A] Approve`, `Category: minor`.
|
||||
|
||||
7. **Write**: Use the Edit tool to replace the placeholder with the approved content.
|
||||
**CRITICAL**: Always include the section heading in the `old_string` to ensure
|
||||
@@ -369,7 +571,7 @@ Each section has unique design considerations and may benefit from specialist ag
|
||||
**Goal**: One paragraph a stranger could read and understand.
|
||||
|
||||
**Derive recommended options before building the widget**: Read the system's category and layer from the systems index (already in context from Phase 2), then determine the recommended option for each tab:
|
||||
- **Framing tab**: Foundation/Infrastructure layer → `[A]` recommended. Player-facing categories (Combat, UI, Dialogue, Character, Animation, Visual Effects, Audio) → `[C] Both` recommended.
|
||||
- **Framing tab**: keyed on the `Category` column (`Core · Gameplay · Progression · Economy · Persistence · UI · Audio · Narrative · Meta`). Player-facing — `Gameplay`, `UI`, `Audio`, `Narrative` → `[C] Both` recommended. Internal — `Core`, `Persistence`, `Meta` → `[A]` recommended. Mixed — `Economy`, `Progression` → `[C] Both`. **Tiebreak, when Layer and Category disagree** (a `Foundation`-layer `Gameplay` system is the common case): **Category wins** — the framing describes what the section is *about*, and a player-facing system stays player-facing wherever it sits in the dependency graph.
|
||||
- **ADR ref tab**: Glob `docs/architecture/adr-*.md` and grep for the system name in the GDD Requirements section of any ADR. If a matching ADR is found → `[A] Yes — cite the ADR` recommended. If none found → `[B] No` recommended.
|
||||
- **Fantasy tab**: Foundation/Infrastructure layer → `[B] No` recommended. All other categories → `[A] Yes` recommended.
|
||||
|
||||
@@ -380,7 +582,12 @@ Append `(Recommended)` to the appropriate option text in each tab.
|
||||
- Tab "ADR ref" — "Should the overview reference the existing ADR for this system?" Options: `[A] Yes — cite the ADR for implementation details` / `[B] No — keep the GDD at pure design level`
|
||||
- Tab "Fantasy" — "Does this system have a player fantasy worth stating?" Options: `[A] Yes — players feel it directly` / `[B] No — pure infrastructure, players feel what it enables`
|
||||
|
||||
Use the user's answers to shape the draft. Do NOT answer these questions yourself and auto-draft.
|
||||
Use the answers to shape the draft. **In `collaborative` mode, do NOT answer
|
||||
these questions yourself and auto-draft** — the widget must appear. In `guided`
|
||||
and `autonomous`, this is a MINOR framing decision: select the recommended
|
||||
option derived above, state it in one line, and proceed (that is the whole
|
||||
point of pre-deriving recommendations). Applies to every "ask BEFORE drafting"
|
||||
widget in this section walk, not just this one.
|
||||
|
||||
**Questions to ask**:
|
||||
- What is this system in one sentence?
|
||||
@@ -404,9 +611,13 @@ describes the technical approach used to achieve it.
|
||||
**Goal**: The emotional target — what the player should *feel*.
|
||||
|
||||
**Derive recommended option before building the widget**: Read the system's category and layer from Phase 2 context:
|
||||
- Player-facing categories (Combat, UI, Dialogue, Character, Animation, Audio, Level/World) → `[A] Direct` recommended
|
||||
- Foundation/Infrastructure layer → `[B] Indirect` recommended
|
||||
- Mixed categories (Camera/input, Economy, AI with visible player effects) → `[C] Both` recommended
|
||||
Keyed on the `Category` column (`Core · Gameplay · Progression · Economy · Persistence · UI · Audio · Narrative · Meta`):
|
||||
- Player-facing — `Gameplay`, `UI`, `Audio`, `Narrative` → `[A] Direct` recommended
|
||||
- Internal — `Core`, `Persistence`, `Meta` → `[B] Indirect` recommended
|
||||
- Mixed — `Economy`, `Progression` → `[C] Both` recommended
|
||||
|
||||
**When Layer and Category disagree, Category wins** — same tiebreak as the
|
||||
Framing tab above.
|
||||
|
||||
Append `(Recommended)` to the appropriate option text.
|
||||
|
||||
@@ -430,7 +641,7 @@ quote the relevant pillar text.
|
||||
- `full` → spawn as described below.
|
||||
|
||||
**Agent delegation (MANDATORY)**: After the framing answer is given but before drafting,
|
||||
spawn `creative-director` via Task:
|
||||
spawn `creative-director` via `Agent`:
|
||||
- Provide: system name, framing answer (direct/indirect/both), game pillars, any reference games the user mentioned, the game concept summary
|
||||
- Ask: "Shape the Player Fantasy for this system. What emotion or power fantasy should it serve? What player moment should we anchor to? What tone and language fits the game's established feeling? Be specific — give me 2-3 candidate framings."
|
||||
- Collect the creative-director's framings and present them to the user alongside the draft.
|
||||
@@ -464,7 +675,7 @@ This is usually the largest section. Break it into sub-sections:
|
||||
- `lean` → skip unless this is a section with HIGH implementation risk (Sections D and H only). For other sections, draft without the agent.
|
||||
- `full` → spawn as described below.
|
||||
|
||||
**Agent delegation (MANDATORY)**: Before drafting Section C, spawn specialist agents via Task in parallel:
|
||||
**Agent delegation (MANDATORY)**: Before drafting Section C, spawn specialist agents via `Agent` in parallel:
|
||||
- Look up the system category in the routing table (Section 6 of this skill)
|
||||
- Spawn the Primary Agent AND Supporting Agent(s) listed for this category
|
||||
- Provide each agent: system name, game concept summary, pillar set, dependency GDD excerpts, the specific section being worked on
|
||||
@@ -493,9 +704,9 @@ The [formula_name] formula is defined as:
|
||||
`[formula_name] = [expression]`
|
||||
|
||||
**Variables:**
|
||||
| Variable | Symbol | Type | Range | Description |
|
||||
|----------|--------|------|-------|-------------|
|
||||
| [name] | [sym] | float/int | [min–max] | [what it represents] |
|
||||
| Variable | Type | Range | Source | Description |
|
||||
|----------|------|-------|--------|-------------|
|
||||
| [name] | float/int | [min–max] | data file / calculated / constant | [what it represents] |
|
||||
|
||||
**Output Range:** [min] to [max] under normal play; [behaviour at extremes]
|
||||
**Example:** [worked example with real numbers]
|
||||
@@ -504,6 +715,16 @@ The [formula_name] formula is defined as:
|
||||
Do NOT write `[Formula TBD]` or describe a formula in prose without the variable
|
||||
table. A formula without defined variables cannot be implemented without guesswork.
|
||||
|
||||
> **These columns must match `templates/game-design-document.md` exactly.** They
|
||||
> did not: this block said `Symbol` where the template says `Source`, so a
|
||||
> correctly-authored GDD was wrong against whichever of the two its reader
|
||||
> happened to hold. `Source` is the column that stays, because it is what carries
|
||||
> the coding-standards rule *"gameplay values must be data-driven (external
|
||||
> config), never hardcoded"* into the design document — a variable marked
|
||||
> `data file` is a tuning knob, one marked `constant` is a deliberate exception,
|
||||
> and the distinction is invisible under a `Symbol` column. Put a symbol, where
|
||||
> one helps, in the expression itself.
|
||||
|
||||
**Questions to ask**:
|
||||
- What are the core calculations this system performs?
|
||||
- Should scaling be linear, logarithmic, or stepped?
|
||||
@@ -514,7 +735,7 @@ table. A formula without defined variables cannot be implemented without guesswo
|
||||
- `lean` → skip unless this is a section with HIGH implementation risk (Sections D and H only). For other sections, draft without the agent.
|
||||
- `full` → spawn as described below.
|
||||
|
||||
**Agent delegation (MANDATORY)**: Before proposing any formulas or balance values, spawn specialist agents via Task in parallel:
|
||||
**Agent delegation (MANDATORY)**: Before proposing any formulas or balance values, spawn specialist agents via `Agent` in parallel:
|
||||
- **Always spawn `systems-designer`**: provide Core Rules from Section C, tuning goals from user, balance context from dependency GDDs. Ask them to propose formulas with variable tables and output ranges.
|
||||
- **For economy/cost systems, also spawn `economy-designer`**: provide placement costs, upgrade cost intent, and progression goals. Ask them to validate cost curves and ratios.
|
||||
- Present the specialists' proposals to the user for review via `AskUserQuestion`
|
||||
@@ -551,7 +772,7 @@ design question, not a specification.
|
||||
- `lean` → skip unless this is a section with HIGH implementation risk (Sections D and H only). For other sections, draft without the agent.
|
||||
- `full` → spawn as described below.
|
||||
|
||||
**Agent delegation (MANDATORY)**: Spawn `systems-designer` via Task before finalising edge cases. Provide: the completed Sections C and D, and ask them to identify edge cases from the formula and rule space that the main session may have missed. For narrative systems, also spawn `narrative-director`. Present their findings and ask the user which to include.
|
||||
**Agent delegation (MANDATORY)**: Spawn `systems-designer` via `Agent` before finalising edge cases. Provide: the completed Sections C and D, and ask them to identify edge cases from the formula and rule space that the main session may have missed. For narrative systems, also spawn `narrative-director`. Present their findings and ask the user which to include.
|
||||
|
||||
**Cross-reference**: Check edge cases against dependency GDDs. If a dependency
|
||||
defines a floor, cap, or resolution rule that this system could violate, flag it.
|
||||
@@ -584,9 +805,20 @@ system]". Flag any one-directional dependencies for correction.
|
||||
- For each knob, what breaks if it's set too high? Too low?
|
||||
- Which knobs interact with each other? (Changing A makes B irrelevant)
|
||||
|
||||
**Review mode check** (apply before spawning):
|
||||
- `solo` → skip this agent spawn. Derive the knobs from Section D's variable table yourself. Add a note: "`systems-designer` not consulted — Solo mode. Review manually before production."
|
||||
- `lean` → skip unless Section D defines a formula whose knobs interact (changing one makes another inert).
|
||||
- `full` → delegate as described below.
|
||||
|
||||
**Agent delegation**: If formulas are complex, delegate to `systems-designer`
|
||||
to derive tuning knobs from the formula variables.
|
||||
|
||||
> The guard above was missing here while Sections B, C, D, E and H all carried
|
||||
> one — and this delegation names `systems-designer`, the same agent Section D's
|
||||
> guard has already told a `solo` run to skip. Read without it, `solo` skips the
|
||||
> specialist for the formulas and then consults it for the knobs derived from
|
||||
> those same formulas.
|
||||
|
||||
**Cross-reference**: If a dependency GDD lists tuning knobs that affect this system,
|
||||
reference them here. Don't create duplicate knobs — point to the source of truth.
|
||||
|
||||
@@ -607,12 +839,30 @@ Include at least: one criterion per core rule from Section C, and one per formul
|
||||
from Section D. Do NOT write "the system works as designed" — every criterion must
|
||||
be independently verifiable by a QA tester without reading the GDD.
|
||||
|
||||
> **When Section D was not authored** (Formulas optional at this tier because the
|
||||
> system defines no numeric rule), there are no formulas to cover and the
|
||||
> criteria come from Section C alone — say so in one line rather than silently
|
||||
> writing fewer criteria. **If Section D was skipped but Section C states a
|
||||
> quantity** — a rate, threshold, cost or curve — that is the §1 test being met
|
||||
> after the fact: stop, tell the user Formulas is required for this system, and
|
||||
> author it before finalising the criteria. A criterion cannot verify a number
|
||||
> the GDD never defines.
|
||||
>
|
||||
> **That escalation applies at `standard` only.** It re-runs §1's *conditional*
|
||||
> Formulas test, and §1 disables that conditional at `minimal` outright — *"the
|
||||
> conditional Formulas rule does NOT re-apply at minimal"*. At `minimal` a
|
||||
> Section C quantity is expected and does **not** pull Formulas back in: state
|
||||
> the value inline in Core Rules so it stays implementable, and move on. At
|
||||
> `full`, Section D is unconditionally required, so the case cannot arise. Read
|
||||
> without this scope, the two rules contradict each other for any `minimal`
|
||||
> system that defines a rate — which is most of them.
|
||||
|
||||
**Review mode check** (apply before spawning):
|
||||
- `solo` → skip this agent spawn. Draft the section without the specialist. Add a note: "`qa-lead` not consulted — Solo mode. Review manually before production."
|
||||
- `lean` → skip unless this is a section with HIGH implementation risk (Sections D and H only). For other sections, draft without the agent.
|
||||
- `full` → spawn as described below.
|
||||
|
||||
**Agent delegation (MANDATORY)**: Spawn `qa-lead` via Task before finalising acceptance criteria. Provide: the completed GDD sections C, D, E, and ask them to validate that the criteria are independently testable and cover all core rules and formulas. Surface any gaps or untestable criteria to the user.
|
||||
**Agent delegation (MANDATORY)**: Spawn `qa-lead` via `Agent` before finalising acceptance criteria. Provide: the completed GDD sections C, D, E, and ask them to validate that the criteria are independently testable and cover all core rules and formulas. Surface any gaps or untestable criteria to the user.
|
||||
|
||||
**Questions to ask**:
|
||||
- What's the minimum set of tests that prove this works?
|
||||
@@ -624,27 +874,91 @@ not just this system in isolation.
|
||||
|
||||
---
|
||||
|
||||
### Optional Sections: Visual/Audio, UI Requirements, Open Questions
|
||||
### Optional Sections: Visual/Audio, Game Feel, UI Requirements, Cross-References, Open Questions
|
||||
|
||||
These sections are included in the template. Visual/Audio is **REQUIRED** for visual system categories — not optional. Determine the requirement level before asking:
|
||||
These five are the template sections that are **not** among §1's eight. They are
|
||||
governed here, not by the tier: §1's per-tier lists decide the *required* set,
|
||||
and this block decides the rest independently. Adding a section here therefore
|
||||
never changes a tier's section count.
|
||||
|
||||
**Visual/Audio is REQUIRED (mandatory — do not offer to skip) for these system categories:**
|
||||
- Combat, damage, health
|
||||
- UI systems (HUD, menus)
|
||||
- Animation, character movement
|
||||
- Visual effects, particles, shaders
|
||||
- Character systems
|
||||
- Dialogue, quests, lore
|
||||
- Level/world systems
|
||||
Visual/Audio and Game Feel are **REQUIRED** for some categories — not optional.
|
||||
Determine the requirement level before asking:
|
||||
|
||||
For required systems: **spawn `art-director` via Task** before drafting this section. Provide: system name, game concept, game pillars, art bible sections 1–4 if they exist. Ask them to specify: (1) VFX and visual feedback requirements for this system's events, (2) any animation or visual style constraints, (3) which art bible principles most directly apply to this system. Present their output; do NOT leave this section as `[To be designed]` for visual systems.
|
||||
**Keyed on the `Category` column of `systems-index.md`** — the nine values
|
||||
`templates/systems-index.md` defines. Every one of the nine appears below
|
||||
exactly once, so nothing falls through:
|
||||
|
||||
For **all other system categories** (Foundation/Infrastructure, Economy, AI/pathfinding, Camera/input), offer the optional sections after the required sections:
|
||||
**Visual/Audio is REQUIRED (mandatory — do not offer to skip) for:**
|
||||
- `Gameplay` — combat, AI, stealth, movement, interaction: everything the player
|
||||
sees resolve
|
||||
- `UI` — HUD, menus, inventory screens, dialogue UI
|
||||
- `Narrative` — dialogue, quests, cutscenes, lore delivery
|
||||
- `Audio` — by definition
|
||||
|
||||
> **`Gameplay` is the row this table was missing.** It is the category
|
||||
> `/map-systems` assigns to combat, AI and movement — the largest bucket in most
|
||||
> action games. If it appears in **neither** this list nor the "all other" list
|
||||
> below, the skill has no defined behaviour for it and the author has to guess.
|
||||
> All nine categories must be covered between the two lists.
|
||||
|
||||
For required systems: **spawn `art-director` via `Agent`** before drafting this section. Provide: system name, game concept, game pillars, art bible sections 1–4 if they exist. Ask them to specify: (1) VFX and visual feedback requirements for this system's events, (2) any animation or visual style constraints, (3) which art bible principles most directly apply to this system. Present their output; do NOT leave this section as `[To be designed]` for visual systems.
|
||||
|
||||
**Review mode check** (apply before spawning):
|
||||
- `solo` → skip this agent spawn. Draft the section without the specialist. Add a note: "`art-director` not consulted — Solo mode. Review manually before production."
|
||||
- `lean` → skip unless this system's visual feedback is central to it (a `Gameplay` or `UI` system whose events the player reads to play). Otherwise draft without the agent.
|
||||
- `full` → spawn as described above.
|
||||
|
||||
> Sections B, C, D, E and H each carry this block and this spawn did not, while
|
||||
> being worded as mandatory (*"do NOT leave this section as `[To be designed]`"*).
|
||||
> Two agents in `solo` skipped it anyway, on the strength of the other five, and
|
||||
> both flagged the guess. `director-gates.md`'s *"solo → no director gates
|
||||
> anywhere"* governs director **gates**, not specialist spawns, so it did not
|
||||
> settle it — this block does.
|
||||
|
||||
**Game Feel is REQUIRED (mandatory — do not offer to skip) for `Gameplay` and
|
||||
`UI`** — the categories whose systems the player directly operates, where
|
||||
responsiveness, weight and snap are design targets rather than polish. It is
|
||||
optional for the other seven. The template argues the point itself: feel *"drives
|
||||
animation budgets, input handling architecture, and hitbox timing. Retrofitting
|
||||
feel targets after implementation is expensive."*
|
||||
|
||||
**Cross-References is REQUIRED whenever the Dependencies section names another
|
||||
GDD.** The rule is derived, not category-keyed: if this document references
|
||||
another system's mechanic, value or rule anywhere, that reference belongs in the
|
||||
table. Where Dependencies names nothing, write *"None — this system references no
|
||||
other GDD"* rather than leaving the placeholder. `/review-all-gdds` Phase 2c
|
||||
reads this table when it exists.
|
||||
|
||||
For the remaining five categories — `Core`, `Progression`, `Economy`,
|
||||
`Persistence`, `Meta` — Visual/Audio is optional: offer the optional sections
|
||||
after the required sections.
|
||||
|
||||
> **At `minimal`, force nothing.** §1 says a voluntary `minimal` GDD is *"exactly
|
||||
> the 5 standard sections"*, which contradicts a category rule that makes
|
||||
> Visual/Audio or Game Feel mandatory. §1 wins: at `minimal` both drop to
|
||||
> optional and the whole set goes through the widget below. The contradiction is
|
||||
> real — an agent authoring a `minimal` inventory GDD hit it and had to choose.
|
||||
|
||||
Use `AskUserQuestion`:
|
||||
- "The 8 required sections are complete. Do you want to also define Visual/Audio
|
||||
requirements, UI requirements, or capture open questions?"
|
||||
- Options: "Yes, all three", "Just open questions", "Skip — I'll add these later"
|
||||
- "The required sections for this workflow tier are complete. Which of the
|
||||
remaining template sections do you want to define?"
|
||||
- Options: "All of them", "Just Cross-References and open questions", "Skip — I'll add these later"
|
||||
- List in the question only the ones still outstanding: Visual/Audio, Game
|
||||
Feel, UI Requirements, Cross-References, Open Questions **minus** any this
|
||||
system's category or dependencies already made mandatory above. Offering to
|
||||
skip a section the rules just made required is how a mandatory section gets
|
||||
skipped.
|
||||
- **Recommended option**: "All of them" when the system has any dependency,
|
||||
UI surface or player-facing feedback; "Just Cross-References and open
|
||||
questions" otherwise. `autonomous` needs a marked recommendation to pick —
|
||||
the three options previously carried none, unlike the Section A/B widgets,
|
||||
so an unattended run had nothing to choose by and defaulted to skipping.
|
||||
|
||||
Do **not** state a section count here. The required set is tier-dependent
|
||||
(§1: 8 at `full`, 5 + conditional Formulas at `standard`, 5 at a voluntary
|
||||
`minimal`), so the previous hardcoded "8 required sections are complete" was
|
||||
false on every run below `full` — it told a `standard`-tier user that 8
|
||||
sections existed when 6 had been authored.
|
||||
|
||||
For **Visual/Audio** (non-required systems): Coordinate with `art-director` and `audio-director` if detail is needed. Often a brief note suffices at the GDD stage.
|
||||
|
||||
@@ -672,11 +986,35 @@ fully resolved. Each question should have an owner and target resolution date.
|
||||
|
||||
After all sections are written:
|
||||
|
||||
### 5-pre: Author the Summary
|
||||
|
||||
Write `## Summary` and its `> **Quick reference**` line now — after the design
|
||||
exists, so the summary distils real content rather than intentions. This runs
|
||||
**at every tier**, including `standard` and a voluntary `minimal` GDD: the
|
||||
Summary is what lets a later skill scan 20 GDDs and decide which to read in full
|
||||
(`/create-epics`, `/architecture-review`, `/review-all-gdds` all grep it), so a
|
||||
GDD without it silently forces those consumers back to full reads.
|
||||
|
||||
- **Summary body**: 2–3 sentences — what this system is, what it does for the
|
||||
player, why it exists in this game. No jargon; a reader who has not seen the
|
||||
GDD should learn whether it is relevant to their task.
|
||||
- **Quick reference**: `Layer` and `Priority` from the systems index
|
||||
(`design/gdd/systems-index.md`); `Key deps` from the Dependencies section just
|
||||
written (system names, or `None`).
|
||||
|
||||
Replace the `[To be designed]` Summary placeholder in the skeleton. Then apply
|
||||
the section cycle's Write step as for any other section.
|
||||
|
||||
### 5a: Self-Check
|
||||
|
||||
Read back the complete GDD from file (not from conversation memory — the file is
|
||||
the source of truth). Verify:
|
||||
- All 8 required sections have real content (not placeholders)
|
||||
- The `## Summary` and its Quick reference are populated (not the placeholder)
|
||||
- Every section **required at this system's effective tier** has real content
|
||||
(not placeholders) — §1: 8 at `full`, 5 + conditional Formulas at `standard`,
|
||||
5 at a voluntary `minimal`. Do not verify against a fixed count of 8: below
|
||||
`full` that reports a correctly-authored GDD as incomplete, which is the same
|
||||
error already corrected in the optional-sections prompt above
|
||||
- Formulas reference defined variables
|
||||
- Edge cases have resolutions
|
||||
- Dependencies are listed with interfaces
|
||||
@@ -689,7 +1027,7 @@ the source of truth). Verify:
|
||||
- `lean` → skip (not a PHASE-GATE). Note: "CD-GDD-ALIGN skipped — Lean mode." Proceed to Step 5b.
|
||||
- `full` → spawn as normal.
|
||||
|
||||
Before finalizing the GDD, spawn `creative-director` via Task using gate **CD-GDD-ALIGN** (`.claude/docs/director-gates.md`).
|
||||
Before finalizing the GDD, spawn `creative-director` via `Agent` using gate **CD-GDD-ALIGN** (`.claude/docs/director-gates/cd-gdd-align.md`).
|
||||
|
||||
Pass: completed GDD file path, game pillars (from `design/gdd/game-concept.md` or `design/gdd/game-pillars.md`), MDA aesthetics target.
|
||||
|
||||
@@ -706,7 +1044,27 @@ Scan the completed GDD for cross-system facts that should be registered:
|
||||
- Named formulas with defined variables and output ranges
|
||||
- Named constants referenced by value in more than one place
|
||||
|
||||
For each candidate, check if it already exists in `design/registry/entities.yaml`:
|
||||
**First check the registry exists** — §2a reads it *"if it exists"*, and this
|
||||
step never carried the same guard. At `standard` and below the file is often
|
||||
absent, and a grep against a missing path returns nothing, which is
|
||||
indistinguishable from "no candidate is registered yet":
|
||||
|
||||
- **Absent** — say so, and ask whether to create it:
|
||||
*"`design/registry/entities.yaml` does not exist. May I create it with these
|
||||
[N] entries?"* If the user declines, skip 5b and say the registry was not
|
||||
written — do not treat the skip as a clean pass.
|
||||
- **Present but empty** — every list is `[]`, or the only matches are inside
|
||||
comment blocks. Treat it as present, register the candidates, but say which
|
||||
state you found: *"registry exists and is empty — all [N] entries are new."*
|
||||
The shipped template's comments carry fully-formed examples referencing
|
||||
`design/gdd/inventory.md` with real-looking values (`base_inventory_slots: 20`,
|
||||
`gold_carry_limit: 9999`), so §2a's prescribed
|
||||
`grep referenced_by.*[system-name]` returns **comment lines** on an empty
|
||||
registry — and §2d would then present those invented numbers to the user as
|
||||
*"These values are locked."* Match entries under a live `entities:`/`items:`/
|
||||
`formulas:`/`constants:` key, never a commented example.
|
||||
- **Present** — for each candidate, check whether it is already registered:
|
||||
|
||||
```
|
||||
Grep pattern=" - name: [candidate_name]" path="design/registry/entities.yaml"
|
||||
```
|
||||
@@ -723,7 +1081,9 @@ Registry candidates from this GDD:
|
||||
```
|
||||
|
||||
Ask: "May I update `design/registry/entities.yaml` with these [N] new entries
|
||||
and update `referenced_by` for the existing entries?"
|
||||
and update `referenced_by` for the existing entries?" (If the file was absent
|
||||
and the user approved creating it, the wording is *create*, not *update*, and
|
||||
there are no `referenced_by` arrays to merge.)
|
||||
|
||||
If yes: append new entries and update `referenced_by` arrays. Never modify
|
||||
existing `value` / attribute fields without surfacing it as a conflict first.
|
||||
@@ -750,6 +1110,18 @@ Present a completion summary:
|
||||
|
||||
After the GDD is complete (and optionally reviewed):
|
||||
|
||||
**First check the systems index exists.** §2a skips it at `minimal` because it is
|
||||
never written at that tier, and this step never carried the same guard — the same
|
||||
class of bug §5b was patched for. It bites hardest on a `minimal` project with a
|
||||
`system_overrides` bump, where the effective tier is `standard` or `full` and
|
||||
nothing else in §5 hints the file may be absent.
|
||||
|
||||
- **Absent** — say so in one line (*"no `design/gdd/systems-index.md` at this
|
||||
workflow tier; nothing to update"*) and skip to §5e. Do **not** offer to create
|
||||
one: `/map-systems` owns that file, and a stub written here would be a systems
|
||||
index listing exactly one system.
|
||||
- **Present** — continue:
|
||||
|
||||
- Read the systems index
|
||||
- Update the target system's row:
|
||||
- If design-review was run and verdict is APPROVED: Status → "Approved"
|
||||
@@ -767,7 +1139,11 @@ Update `production/session-state/active.md` with:
|
||||
- Task: [system-name] GDD
|
||||
- Status: Complete (or In Review if design-review was run)
|
||||
- File: design/gdd/[system-name].md
|
||||
- Sections: All 8 written
|
||||
- Sections: [list the sections actually authored, by name] — **never a fixed
|
||||
count**; §5a forbids verifying against `/8`, and the same reasoning applies to
|
||||
recording it. Below `full` a correctly-authored GDD has fewer than 8 sections,
|
||||
and writing "All 8 written" into session state makes the next reader believe
|
||||
a complete GDD is incomplete
|
||||
- Next: [suggest next system from design order]
|
||||
|
||||
### 5f: Suggest Next Steps
|
||||
@@ -788,7 +1164,27 @@ Use `AskUserQuestion`:
|
||||
This skill delegates to specialist agents for domain expertise. The main session
|
||||
orchestrates the overall flow; agents provide expert content.
|
||||
|
||||
| System Category | Primary Agent | Supporting Agent(s) |
|
||||
**Rows here are finer-grained than the nine `Category` values on purpose** — the
|
||||
right specialist for combat is not the right specialist for pathfinding, and both
|
||||
are `Gameplay`. Resolve in two steps: take the system's `Category` from
|
||||
`systems-index.md`, then pick the row within it that matches what the system
|
||||
actually does. Every category has at least one row, so nothing falls through.
|
||||
|
||||
| `Category` | Rows below to choose from |
|
||||
|---|---|
|
||||
| `Gameplay` | Combat/damage/health · AI/pathfinding/behavior · Animation/character movement · Character systems · Camera/input/controls |
|
||||
| `Core` | Foundation/Infrastructure · Camera/input/controls |
|
||||
| `Persistence` | Foundation/Infrastructure |
|
||||
| `Economy` | Economy/loot/crafting |
|
||||
| `Progression` | Progression/XP/skills |
|
||||
| `UI` | UI systems · Visual effects (when the system is HUD-adjacent VFX) |
|
||||
| `Audio` | Audio systems |
|
||||
| `Narrative` | Dialogue/quests/lore |
|
||||
| `Meta` | Foundation/Infrastructure (analytics, tutorial plumbing) · UI systems (accessibility options screens) |
|
||||
|
||||
If two rows fit, spawn the union of their Primary agents and say why.
|
||||
|
||||
| System type | Primary Agent | Supporting Agent(s) |
|
||||
|----------------|---------------|---------------------|
|
||||
| **Foundation/Infrastructure** (event bus, save/load, scene mgmt, service locator) | `systems-designer` | `gameplay-programmer` (feasibility), `engine-programmer` (engine integration) |
|
||||
| Combat, damage, health | `game-designer` | `systems-designer` (formulas), `ai-programmer` (enemy AI), `art-director` (hit feedback visual direction, VFX intent) |
|
||||
@@ -804,7 +1200,7 @@ orchestrates the overall flow; agents provide expert content.
|
||||
| Visual effects, particles, shaders | `game-designer` | `art-director` (VFX visual direction), `technical-artist` (performance budget, shader complexity), `systems-designer` (trigger/state integration) |
|
||||
| Character systems (stats, archetypes) | `game-designer` | `art-director` (character visual archetype), `narrative-director` (character arc alignment), `systems-designer` (stat formulas) |
|
||||
|
||||
**When delegating via Task tool**:
|
||||
**When delegating via the `Agent` tool**:
|
||||
- Provide: system name, game concept summary, dependency GDD excerpts, the specific
|
||||
section being worked on, and what question needs expert input
|
||||
- The agent returns analysis/proposals to the main session
|
||||
@@ -831,6 +1227,11 @@ disruption.
|
||||
|
||||
## Collaborative Protocol
|
||||
|
||||
**In `collaborative` mode (the default).** For `guided` and `autonomous`
|
||||
modes, see the per-mode rules in `.claude/docs/automation-modes.md` — the
|
||||
"Never" lines below describe what collaborative mode requires, not what
|
||||
applies universally.
|
||||
|
||||
This skill follows the collaborative design principle at every step:
|
||||
|
||||
1. **Question -> Options -> Decision -> Draft -> Approval** for every section
|
||||
@@ -838,7 +1239,10 @@ This skill follows the collaborative design principle at every step:
|
||||
- Phase 2: "Ready to start, or need more context?"
|
||||
- Phase 3: "May I create the skeleton?"
|
||||
- Phase 4 (each section): Design questions, approach options, draft approval
|
||||
- Phase 5: "Run design review? Update systems index? What's next?"
|
||||
- Phase 5: "May I update the entity registry? May I update the systems
|
||||
index? What's next?" — **not** "Run design review?": §5c forbids offering
|
||||
`/design-review` inline, because the reviewing agent must not inherit this
|
||||
session's design history. Phase 5c presents the hand-off; it never asks.
|
||||
3. **"May I write to [filepath]?"** before the skeleton and before each section write
|
||||
4. **Incremental writing**: Each section is written to file immediately after approval
|
||||
5. **Session state updates**: After every section write
|
||||
|
||||
Reference in New Issue
Block a user