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>
This commit is contained in:
Donchitos
2026-02-20 20:52:35 +11:00
committed by GitHub
parent 882b76f942
commit e289ce906f
59 changed files with 1454 additions and 170 deletions

View File

@@ -3,7 +3,7 @@
> **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, 35 slash commands, and automated hooks. It assumes you
> 48-agent system, 36 slash commands, and automated hooks. It assumes you
> have Claude Code installed and are working from the project root.
---
@@ -252,7 +252,31 @@ Also define **anti-pillars** -- things your game intentionally avoids:
You create all the design documents that define how your game works. Nothing
gets coded yet -- this is pure design and architecture.
### Step 2.1: Create the Game Design Document (GDD)
### Step 2.1: Decompose Your Concept Into Systems
Before writing individual GDDs, enumerate all the systems your game needs:
```
/design-systems map
```
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)
Then design each system in dependency order:
```
/design-systems next
```
This picks the highest-priority undesigned system and guides you through creating
its GDD. Each completed GDD goes through `/design-review` before the next starts.
### Step 2.2: Create the Game Design Document (GDD)
For each major system in your game, create a design document in `design/gdd/`.
Use the template:
@@ -1690,7 +1714,7 @@ conflicts go to `producer`.
|-------|----------|
| **Onboarding** | `/start` |
| **Ideation** | `/brainstorm` |
| **Design** | `/design-review`, `/architecture-decision` |
| **Design** | `/design-systems`, `/design-review`, `/architecture-decision` |
| **Sprint** | `/sprint-plan`, `/estimate`, `/scope-check`, `/retrospective` |
| **Implementation** | `/code-review`, `/prototype`, `/tech-debt` |
| **Testing** | `/balance-check`, `/playtest-report`, `/perf-profile` |