Files
Donchitos 984023ddac Release v1.0.0 — concept-prototype/vertical-slice split, workflow restructure, polish (#50)
* Add /vertical-slice skill, prototype overhaul, and workflow integration

- Add /vertical-slice skill for pre-production validation (Phase 4 gate)
- Overhaul /prototype skill with two-mode design: concept prototype (Phase 1)
  vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS
- Update prototyper agent to own both prototype and vertical-slice workflows
- Add prototype-report.md and vertical-slice-report.md output templates
- Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map,
  and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline
- Remove orphaned empty quick-prototype/ directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* sync v1 counts + polish

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts

- /asset-spec: new Phase 0b entity & screen inventory when no argument and no
  existing inventory — reads GDDs/art-bible, proposes categorized list, writes
  design/assets/entity-inventory.md collaboratively
- /asset-spec: entity/character target falls back to inline user description
  when no source doc exists, rather than failing
- /gate-check: vertical slice changed from blocking to CONCERNS-only when
  absent; built-but-broken slice still fails; adds entity inventory as gate artifact
- /ux-design: convert inline approval prompts to AskUserQuestion for structured
  option capture at key authoring decision points
- workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec
  min_count raised to 3; vertical-slice and prototype marked required: false with
  updated descriptions
- .gitignore: exclude marrow/ eval tooling directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Add missing AskUserQuestion widgets to 7 skills

Audit found 11 decision points across 7 skills where structured option
prompts were missing — using plain text, auto-selection, or no gate at all.

Skills patched:
- create-epics: per-epic approval + producer CONCERNS verdict
- sprint-plan: producer CONCERNS verdict with scope/timeline options
- milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement
- retrospective: existing-retro handling converted from plain text [A]/[B]
- quick-design: classification confirmation + draft approve/revise/redirect
- tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture
- regression-suite: no-arg mode selection instead of silent auto-detect
- hotfix: severity confirmation gate before workflow begins

Also added AskUserQuestion to allowed-tools headers for retrospective,
quick-design, tech-debt, regression-suite, and hotfix.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields

- WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73),
  add 6 missing skills to Appendix B, fix Creative category count (2→4),
  replace 3 non-existent agent names with correct ue-*/unity-* specialists,
  add missing godot-csharp/gdextension specialists to hierarchy,
  fix production/stories/ paths → production/epics/
- coordination-rules.md: replace "not yet used" with opt-in env var note
- quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic"
- skill-flow-diagrams.md: remove duplicate legacy UX pipeline section
- All 62 skills missing model: field now have explicit model: sonnet

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: comprehensive skill audit — consistency, UX, and flow gaps

Two-pass audit fixing ~35 bugs across 41 files.

Pre-production flow:
- Brainstorm next-steps split into Path A (design-first) and Path B
  (prototype-first) — eliminates "prototype after architecture" confusion
- /architecture-review added to pre-production flow in brainstorm and
  create-architecture handoffs
- gate-check traceability check corrected to requirements-traceability.md
- dev-story TR registry error now points to /architecture-review (not /create-epics)
- start now writes production/stage.txt on first onboarding

AskUserQuestion gaps filled:
- balance-check, code-review, hotfix, day-one-patch, consistency-check
  all gain closing widgets and/or missing allowed-tools declarations
- hotfix git branch creation now requires user confirmation
- sprint-plan review-mode setup moved to Phase 0 (before gates run)
- team-combat gains architecture→implementation approval gate
- design-review APPROVED path consolidated from 3 widgets to 1 multiSelect

All 9 team-* skills:
- Phase 0 review-mode resolution added (solo/lean/full now respected)
- team-audio output path fixed (design/gdd/ → design/audio/)
- team-level final doc compilation delegated to level-designer subagent
- team-narrative localization-lead added to composition list
- team-qa sprint path fixed (flat files, not directories)
- team-release NO-GO override captures written justification
- team-live-ops Cancel verdict now explicitly BLOCKED

Other fixes:
- Art bible path standardized to design/art/art-bible.md (3 wrong refs)
- AD-PHASE-GATE added to lean-mode skip list in director-gates.md
- design-system duplicate 5d heading fixed; skeleton decline path added;
  mandatory agent spawns now respect review mode
- story-readiness acceptance criteria thresholds now type-aware
- create-stories gains multi-ADR and no-ADR handling guidance
- consistency-check creates docs/consistency-failures.md on first run
- retrospective frontmatter bash injection replaced with explicit Bash call
- smoke-check ls -t gains PowerShell fallback
- Conventional Commits format documented in coding-standards.md
- gate-check: ADR acceptance gate, QA plan check, chain-of-verification
  tool-action requirement all added

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: expose --review flag in argument-hints for all team-* skills

All 9 team-* skills already implement Phase 0 review-mode resolution
internally (full/lean/solo), but none advertised [--review full|lean|solo]
in their argument-hint. Users had no way to discover the per-run override.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add SECURITY.md with coordinated disclosure policy

Defines scope, reporting process (GitHub private vulnerability reporting),
contributor security guidelines for hooks/skills/agents, and 90-day
coordinated disclosure timeline.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add CONTRIBUTING.md with framework contribution guidelines

Covers what PRs are welcome, skill/hook/agent technical requirements,
the collaborative principle, testing expectations, commit format,
and platform compatibility requirements.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md

Documents the 17 commits since the beta tag: new /vertical-slice gate,
entity inventory flow in /map-systems, AskUserQuestion widgets across
7 skills, --review flag exposure on team-* skills, bug fixes
(#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 20:15:08 +10:00

5.5 KiB

Systems Index: [Game Title]

Status: [Draft / Under Review / Approved] Created: [Date] Last Updated: [Date] Source Concept: design/gdd/game-concept.md


Overview

[One paragraph explaining the game's mechanical scope. What kind of systems does this game need? Reference the core loop and game pillars. This should help any team member understand the "big picture" of what needs to be designed and built.]


Systems Enumeration

# System Name Category Priority Status Design Doc Depends On
1 [e.g., Player Controller] Core MVP [Not Started / In Design / In Review / Approved / Implemented] [design/gdd/player-controller.md or "—"] [e.g., Input System, Physics]
2 [e.g., Camera System] Core MVP Not Started Player Controller

[Add a row for every identified system. Use the categories and priority tiers defined below. Mark systems that were inferred (not explicitly in the concept doc) with "(inferred)" in the system name.]


Categories

Category Description Typical Systems
Core Foundation systems everything depends on Player controller, input, physics, camera, scene management, state machine
Gameplay The systems that make the game fun Combat, AI, stealth, movement abilities, interaction
Progression How the player grows over time XP/leveling, skill trees, unlocks, achievements, reputation
Economy Resource creation and consumption Currency, loot, crafting, shops, item database, drop tables
Persistence Save state and continuity Save/load, settings, cloud sync, profile management
UI Player-facing information displays HUD, menus, inventory screen, dialogue UI, map, notifications
Audio Sound and music systems Music manager, SFX bus, ambient audio, adaptive music, voice
Narrative Story and dialogue delivery Dialogue system, quest tracking, cutscenes, journal, lore entries
Meta Systems outside the core game loop Analytics, tutorials/onboarding, accessibility options, photo mode

[Not every game needs every category. Remove categories that don't apply. Add custom categories if needed.]


Priority Tiers

Tier Definition Target Milestone Design Urgency
MVP Required for the core loop to function. Without these, you can't test "is this fun?" First playable prototype Design FIRST
Vertical Slice Required for one complete, polished area. Demonstrates the full experience. Vertical slice / demo Design SECOND
Alpha All features present in rough form. Complete mechanical scope, placeholder content OK. Alpha milestone Design THIRD
Full Vision Polish, edge cases, nice-to-haves, and content-complete features. Beta / Release Design as needed

Dependency Map

[Systems sorted by dependency order — design and build from top to bottom. Systems at the top are foundations; systems at the bottom are wrappers.]

Foundation Layer (no dependencies)

  1. [System] — [one-line rationale for why this is foundational]

Core Layer (depends on foundation)

  1. [System] — depends on: [list]

Feature Layer (depends on core)

  1. [System] — depends on: [list]

Presentation Layer (depends on features)

  1. [System] — depends on: [list]

Polish Layer (depends on everything)

  1. [System] — depends on: [list]

[Combining dependency sort and priority tiers. Design these systems in this order. Each system's GDD should be completed and reviewed before starting the next, though independent systems at the same layer can be designed in parallel.]

Order System Priority Layer Agent(s) Est. Effort
1 [First system to design] MVP Foundation game-designer [S/M/L]
2 [Second system] MVP Foundation game-designer [S/M/L]

[Effort estimates: S = 1 session, M = 2-3 sessions, L = 4+ sessions. A "session" is one focused design conversation producing a complete GDD.]


Circular Dependencies

[List any circular dependency chains found during analysis. These require special architectural attention — either break the cycle with an interface, or design the systems simultaneously.]

  • [None found] OR
  • [System A <-> System B: Description of the circular relationship and proposed resolution]

High-Risk Systems

[Systems that are technically unproven, design-uncertain, or scope-dangerous. These should be prototyped early regardless of priority tier.]

System Risk Type Risk Description Mitigation
[System] [Technical / Design / Scope] [What could go wrong] [Prototype, research, or scope fallback]

Progress Tracker

Metric Count
Total systems identified [N]
Design docs started [N]
Design docs reviewed [N]
Design docs approved [N]
MVP systems designed [N/total MVP]
Vertical Slice systems designed [N/total VS]

Next Steps

  • Review and approve this systems enumeration
  • Design MVP-tier systems first (use /design-system [system-name])
  • Run /design-review on each completed GDD
  • Run /gate-check pre-production when MVP systems are designed
  • Validate the highest-risk systems with /vertical-slice before committing to Production