# /design-system — Phase 2: Gather Context > Part of `/design-system`. `SKILL.md` names when to read this file; the settings it > resolved and the rules under its later headings still apply here. ## 2. Gather Context (Read Phase) **In this file:** - 2a: Required Reads - 2b: Dependency Reads - 2c: Optional Reads - 2d: Present Context Summary - 2e: Technical Feasibility Pre-Check Read all relevant context **before** asking the user anything. This is the skill's primary advantage over ad-hoc design — it arrives informed. ### 2a: Required Reads > **At `minimal`** (design-system is voluntary at this tier): read > `design/game-brief.md` in place of the game concept, and **skip the systems-index > read** — neither `game-concept.md` nor `systems-index.md` exists at `minimal`. > Author from the brief's relevant MVP feature and its core loop. > > **This callout keys on the PROJECT tier, not this system's effective tier.** > The two differ whenever `workflow_overrides.system_overrides` bumps one system > above a `minimal` project — the configuration `.claude/docs/settings-guidance.md` > advertises as the reason the override exists ("bump one deep system"). Those two > files are absent because the *project* is `minimal`; raising *this system* to > `standard` or `full` does not create them. So on a `minimal` project, take this > branch **even for an overridden system**, and read the brief. > > The effective tier still governs everything downstream — the required section > set (§1), the skeleton (§3), the section cycle (§4) and §5a. Only the > required-*reads* branch here follows the project tier. > > **Then derive `Category`, `Layer` and `Priority` from the brief, once, here.** > Six later steps are keyed on the systems index you just skipped — §2e's engine > domain, Section A's and Section B's recommended options, the Visual/Audio > REQUIRED table, §6 specialist routing, and §5-pre's Quick reference — and none > of them has an absent-index branch. An overridden system reaches all six at > `standard` or `full`, so "skip the index" leaves them with no input at all. > Derive from the brief instead: > > - **`Category`** — one of the nine in `templates/systems-index.md` > (`Core · Gameplay · Progression · Economy · Persistence · UI · Audio · > Narrative · Meta`), chosen from what the brief says the system *does*. > - **`Layer`** — `Foundation` if other systems depend on it, else `Feature`. > - **`Priority`** — `MVP` if the brief's build order lists it, else `Post-MVP`. > > Carry all three for the rest of the run and treat them as the index's answer. > **Mark them inferred** in §5-pre's Quick reference (*"Category: Gameplay > (inferred from the brief — no systems index at this tier)"*) so a later reader > does not mistake a derivation for an indexed fact. Do **not** write a systems > index to hold them: `/map-systems` owns that file (§5d). > > Read literally without this rule, an overridden system resolves to `full`, falls > through to the fail-fast reads below, and aborts with *"No game concept found. > Run `/brainstorm` first"* — killing the escape hatch on step one of the very > configuration it was built for. - **Game concept**: Read `design/gdd/game-concept.md` — fail if missing: > "No game concept found. Run `/brainstorm` first." - **Systems index**: Read `design/gdd/systems-index.md` — fail if missing: > "No systems index found. Run `/map-systems` first to map your systems." - **Target system**: Find the system in the index. If not listed, warn: > "[system-name] is not in the systems index. Would you like to add it, or > design it as an off-index system?" - **Entity registry**: If `design/registry/entities.yaml` exists, grep it for the entries this system owns and the entries that reference it: ``` Grep pattern="source: design/gdd/[system-name].md" path="design/registry/entities.yaml" output_mode="content" -A 6 Grep pattern="design/gdd/[system-name].md" path="design/registry/entities.yaml" output_mode="content" -B 8 ``` `referenced_by:` is a block list (the key and its paths are on separate lines), so match the path with `-B 8` context to see the owning entry; a `referenced_by.*[system-name]` one-liner never matches it. Hold these in context as **known facts** — values that other GDDs have already established and this GDD must not contradict. - **Reflexion log**: Read `docs/consistency-failures.md` if it exists. Extract entries whose Domain matches this system's category. These are recurring conflict patterns — present them under "Past failure patterns" in the Phase 2d context summary so the user knows where mistakes have occurred before in this domain. ### 2b: Dependency Reads From the systems index, identify: - **Upstream dependencies**: Systems this one depends on (decisions this system must respect). - **Downstream dependents**: Systems that depend on this one (expectations this system must satisfy). For each dependency GDD that exists, read **only the four sections that carry the cross-system contract** — not the whole GDD: ``` Grep pattern="^## ([0-9]+\. )?(Dependencies|Formulas|Edge Cases|Tuning Knobs)" glob="design/gdd/[dep].md" output_mode="content" -A 20 ``` - Key interfaces and data flow (from Dependencies) - Formulas that reference this system's outputs - Edge cases that assume this system's behavior - Tuning knobs that feed into this system Much of this is already in `entities.yaml` (loaded in 2a) — the registry's `formula_map`/`constant_map` carry the owned values with their `source:`. Use the registry first; the section grep fills what it does not hold. ### 2c: Optional Reads - **Game pillars**: Read `design/gdd/game-pillars.md` if it exists - **Existing GDD**: Read `design/gdd/[system-name].md` if it exists (resume, don't restart from scratch) - **Related systems**: do **not** glob-and-read `design/gdd/*.md` hunting for "thematically related" systems — there is no deterministic proxy for that and it is the read the registry exists to replace. `entities.yaml` (2a) already holds the cross-system facts a related GDD would supply. If a specific overlap is known, treat it as a dependency above and section-grep it; otherwise rely on the registry. ### 2d: Present Context Summary Before starting design work, present a brief summary to the user: > **Designing: [System Name]** > - Priority: [from index] | Layer: [from index] > - Depends on: [list, noting which have GDDs vs. undesigned] > - Depended on by: [list, noting which have GDDs vs. undesigned] > - Existing decisions to respect: [key constraints from dependency GDDs] > - Pillar alignment: [which pillar(s) this system primarily serves] > - **Known cross-system facts (from registry):** > - [entity_name]: [attribute]=[value], [attribute]=[value] (owned by [source GDD]) > - [item_name]: [attribute]=[value], [attribute]=[value] (owned by [source GDD]) > - [formula_name]: variables=[list], output=[min–max] (owned by [source GDD]) > - [constant_name]: [value] [unit] (owned by [source GDD]) > *(These values are locked — if this GDD needs different values, surface > the conflict before writing. Do not silently use different numbers.)* > > If no registry entries are relevant: omit the "Known cross-system facts" section. If any upstream dependencies are undesigned, warn: > "[dependency] doesn't have a GDD yet. We'll need to make assumptions about > its interface. Consider designing it first, or we can define the expected > contract and flag it as provisional." ### 2e: Technical Feasibility Pre-Check Before asking the user to begin designing, load engine context and surface any constraints or knowledge gaps that will shape the design. **Step 1 — Determine the engine domain for this system:** Map the system's category (from systems-index.md) to an engine domain: Keyed on the `Category` column of `systems-index.md`. All nine categories `templates/systems-index.md` defines appear here; where a category spans several engine domains, pick the row matching what the system actually does and say which you picked. | `Category` | Engine Domain | |-----------|--------------| | `Gameplay` | **Physics** for combat / collision / movement; **Navigation** for AI and pathfinding; **Scripting** for rule-only systems with no engine surface | | `Core` | **Core** — scene management, state, resource loading; **Input** for controls and keybinding | | `UI` | UI | | `Audio` | Audio | | `Narrative` | Scripting — dialogue, quests, cutscenes | | `Progression` | Scripting — save-adjacent rule logic, no dedicated domain | | `Economy` | Scripting — data and rule logic, no dedicated domain | | `Persistence` | Core — save/load, settings, serialization | | `Meta` | Core — analytics, tutorials, accessibility plumbing | > Animation, Rendering and Networking are engine domains with no category of > their own: a system needing them will be `Gameplay` or `Core`. Name the domain > you read the reference for, whichever row you came in on. **Step 2 — Read engine context (if available):** - 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) - If engine is configured, read `docs/engine-reference/[engine]/VERSION.md` - Read `docs/engine-reference/[engine]/modules/[domain].md` if it exists. **If it does not exist, say so by name** — *"no engine reference for `[domain]` under `docs/engine-reference/[engine]/modules/`; feasibility not checked against the pinned engine"* — and carry that into §5-pre. A silent skip here is indistinguishable from a feasibility check that ran and found nothing wrong, which is the failure `.claude/rules/skill-authoring.md` obligation 3 exists to stop. > **This is not a rare branch.** The domain table above names `Scripting` and > `Core` for five of the nine categories (`Narrative`, `Progression`, `Economy` > → Scripting; `Persistence`, `Meta` → Core), plus a sub-row each under > `Gameplay` and `Core`. The Godot reference ships `animation, audio, input, > navigation, networking, physics, rendering, ui` — **there is no > `scripting.md` and no `core.md`**. So the majority of non-`Gameplay` systems > hit the absent branch every time, and `if it exists` turned that into > silence. Either the reference gains those two files or the check reports it; > until the former, do the latter. - Read `docs/engine-reference/[engine]/breaking-changes.md` for domain-relevant entries - Find the domain-matching ADRs without reading every ADR to learn the field you filter on — grep the Domain field first, then read only the matches: ``` Grep pattern="\*\*Domain\*\*" glob="docs/architecture/adr-*.md" output_mode="content" ``` Read only the ADRs whose Domain matches this system's category (its `## Decision` and `## Engine Compatibility` sections); skip the rest. **Step 3 — Present the Feasibility Brief:** If engine reference docs exist, present before starting design: ``` ## Technical Feasibility Brief: [System Name] Engine: [name + version] Domain: [domain] ### Known Engine Capabilities (verified for [version]) - [capability relevant to this system] - [capability 2] ### Engine Constraints That Will Shape This Design - [constraint from engine-reference or existing ADR] ### Knowledge Gaps (verify before committing to these) - [post-cutoff feature this design might rely on — mark HIGH/MEDIUM risk] ### Existing ADRs That Constrain This System - ADR-XXXX: [decision summary] — means [implication for this GDD] (or "None yet") ``` If no engine reference docs exist (engine not yet configured), show a short note: > "No engine configured yet — skipping technical feasibility check. Run > `/setup-engine` before moving to architecture if you haven't already." **Step 4 — Ask before proceeding:** Use `AskUserQuestion`: - "Any constraints to add before we begin, or shall we proceed with these noted?" - Options: "Proceed with these noted", "Add a constraint first", "I need to check the engine docs — pause here" --- Use `AskUserQuestion`: - "Ready to start designing [system-name]?" - Options: "Yes, let's go", "Show me more context first", "Design a dependency first" ---