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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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@@ -3,7 +3,7 @@
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> **How to go from zero to a shipped game using the Agent Architecture.**
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>
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> This guide walks you through every phase of game development using the
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> 48-agent system, 35 slash commands, and automated hooks. It assumes you
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> 48-agent system, 36 slash commands, and automated hooks. It assumes you
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> have Claude Code installed and are working from the project root.
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---
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@@ -252,7 +252,31 @@ Also define **anti-pillars** -- things your game intentionally avoids:
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You create all the design documents that define how your game works. Nothing
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gets coded yet -- this is pure design and architecture.
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### Step 2.1: Create the Game Design Document (GDD)
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### Step 2.1: Decompose Your Concept Into Systems
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Before writing individual GDDs, enumerate all the systems your game needs:
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```
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/design-systems map
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```
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This creates `design/gdd/systems-index.md` — a master tracking document that:
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- Lists every system your game needs (combat, movement, UI, etc.)
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- Maps dependencies between systems
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- Assigns priority tiers (MVP, Vertical Slice, Alpha, Full Vision)
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- Determines design order (Foundation → Core → Feature → Presentation → Polish)
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Then design each system in dependency order:
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```
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/design-systems next
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```
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This picks the highest-priority undesigned system and guides you through creating
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its GDD. Each completed GDD goes through `/design-review` before the next starts.
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### Step 2.2: Create the Game Design Document (GDD)
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For each major system in your game, create a design document in `design/gdd/`.
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Use the template:
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@@ -1690,7 +1714,7 @@ conflicts go to `producer`.
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|-------|----------|
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| **Onboarding** | `/start` |
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| **Ideation** | `/brainstorm` |
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| **Design** | `/design-review`, `/architecture-decision` |
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| **Design** | `/design-systems`, `/design-review`, `/architecture-decision` |
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| **Sprint** | `/sprint-plan`, `/estimate`, `/scope-check`, `/retrospective` |
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| **Implementation** | `/code-review`, `/prototype`, `/tech-debt` |
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| **Testing** | `/balance-check`, `/playtest-report`, `/perf-profile` |
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