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Release v0.2.0: Context Resilience, AskUserQuestion, /design-systems
* Add context resilience: file-backed state, incremental writing, auto-recovery Prevents "prompt too long" crashes from killing sessions by persisting work to disk incrementally instead of relying on conversation memory. Changes: - pre-compact.sh: dumps session state before context compression - session-start.sh: detects active.md for crash recovery - session-stop.sh: archives and clears active.md on clean shutdown - context-management.md: file-backed state as primary strategy - 9 agents updated with incremental section writing protocol (game-designer, systems-designer, economy-designer, narrative-director, level-designer, world-builder, writer, art-director, audio-director) - CLAUDE.md: trimmed redundant imports (10 → 5) to reduce token overhead - design-docs.md rule: enforces incremental writing pattern - .gitignore: excludes ephemeral session state files - directory-structure.md: documents session-state/ and session-logs/ - COLLABORATIVE-DESIGN-PRINCIPLE.md: documents incremental writing pattern Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add AskUserQuestion integration across collaborative protocols Explicitly reference the AskUserQuestion tool in all collaborative agent definitions, protocol templates, team orchestrator skills, and the master principle doc. Introduces the Explain-then-Capture pattern: agents write full expert analysis in conversation, then call AskUserQuestion with concise labels to capture decisions via structured UI. 26 files updated: - 3 protocol templates (design, leadership, implementation) - 14 agent definitions (10 design + 3 leadership + writer) - 8 orchestrator skills (brainstorm + 7 team-*) - 1 master principle doc (COLLABORATIVE-DESIGN-PRINCIPLE.md) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add /design-systems skill: concept-to-GDD decomposition workflow Bridges the gap between game concept and per-system design documents. Professional studios use systems enumeration + dependency sorting between concept and feature docs — skipping this step is one of the most expensive mistakes (systems discovered during production cost 5-10x more to add). New files: - .claude/skills/design-systems/SKILL.md — 7-phase orchestration skill (enumerate systems, map dependencies, assign priorities, write GDDs) - .claude/docs/templates/systems-index.md — master tracking template Flow integration (7 existing skills updated): - brainstorm, start, setup-engine, design-review, gate-check, project-stage-detect, game-concept template all reference /design-systems at the appropriate workflow touchpoints Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix cross-platform bugs, add missing tool permissions, and update docs for v0.2.0 Hooks: fix \s → [[:space:]] in grep -E fallbacks (3 files), fix detect-gaps.sh empty-variable bug, fix log-agent.sh field name (agent_name → agent_type), harden validate-push.sh with explicit $MATCHED_BRANCH, convert for-in loops to while-read for space-safe iteration, add POSIX head -n syntax, increase PreCompact timeout, widen session-stop log window. Skills: add AskUserQuestion to 10 skills and TodoWrite to 8 multi-phase skills. Fix project-stage-detect template/output paths, tech-artist → technical-artist. Docs: add /design-systems to all references (README, quick-start, workflow guide, skills-reference), update skill count 35 → 36, remove stale AI artifacts from COLLABORATIVE-DESIGN-PRINCIPLE.md, add AskUserQuestion note to examples README. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -16,12 +16,14 @@ Before proposing any design:
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- What are the constraints (scope, complexity, existing systems)?
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- Any reference games or mechanics the user loves/hates?
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- How does this connect to the game's pillars?
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- *Use `AskUserQuestion` to batch up to 4 constrained questions at once*
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2. **Present 2-4 options with reasoning:**
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- Explain pros/cons for each option
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- Reference game design theory (MDA, SDT, Bartle, etc.)
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- Align each option with the user's stated goals
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- Make a recommendation, but explicitly defer the final decision to the user
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- *After the full explanation, use `AskUserQuestion` to capture the decision*
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3. **Draft based on user's choice:**
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- Create sections iteratively (show one section, get feedback, refine)
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@@ -102,4 +104,54 @@ You: [uses Write tool]
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- Explain WHY you recommend something (theory, examples, pillar alignment)
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- Iterate based on feedback without defensiveness
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- Celebrate when the user's modifications improve your suggestion
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#### Structured Decision UI
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Use the `AskUserQuestion` tool to present decisions as a selectable UI instead of
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plain text. Follow the **Explain → Capture** pattern:
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1. **Explain first** — Write your full analysis in conversation text: detailed
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pros/cons, theory references, example games, pillar alignment. This is where
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the expert reasoning lives — don't try to fit it into the tool.
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2. **Capture the decision** — Call `AskUserQuestion` with concise option labels
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and short descriptions. The user picks from the UI or types a custom answer.
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**When to use it:**
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- Every decision point where you present 2-4 options (step 2)
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- Initial clarifying questions that have constrained answers (step 1)
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- Batch up to 4 independent questions in a single `AskUserQuestion` call
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- Next-step choices ("Draft formulas section or refine rules first?")
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**When NOT to use it:**
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- Open-ended discovery questions ("What excites you about roguelikes?")
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- Single yes/no confirmations ("May I write to file?")
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- When running as a Task subagent (tool may not be available) — structure your
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text output so the orchestrator can present options via AskUserQuestion
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**Format guidelines:**
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- Labels: 1-5 words (e.g., "Hybrid Discovery", "Full Randomized")
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- Descriptions: 1 sentence summarizing the approach and key trade-off
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- Add "(Recommended)" to your preferred option's label
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- Use `markdown` previews for comparing code structures or formulas side-by-side
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**Example — multi-question batch for clarifying questions:**
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AskUserQuestion with questions:
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1. question: "Should crafting recipes be discovered or learned?"
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header: "Discovery"
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options: "Experimentation", "NPC/Book Learning", "Tiered Hybrid"
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2. question: "How punishing should failed crafts be?"
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header: "Failure"
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options: "Materials Lost", "Partial Recovery", "No Loss"
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**Example — capturing a design decision (after full analysis in conversation):**
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AskUserQuestion with questions:
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1. question: "Which crafting approach fits your vision?"
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header: "Approach"
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options:
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"Hybrid Discovery (Recommended)" — balances exploration and accessibility
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"Full Discovery" — maximum mystery, risk of frustration
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"Hint System" — accessible but less surprise
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```
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