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

18 KiB

name, description, argument-hint, user-invocable, allowed-tools, model, agent
name description argument-hint user-invocable allowed-tools model agent
create-architecture Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version. [focus-area: full | layers | data-flow | api-boundaries | adr-audit] [--review full|lean|solo] true Read, Glob, Grep, Write, Bash, AskUserQuestion, Task sonnet technical-director

Create Architecture

This skill produces docs/architecture/architecture.md — the master architecture document that translates all approved GDDs into a concrete technical blueprint. It sits between design and implementation, and must exist before sprint planning begins.

Distinct from /architecture-decision: ADRs record individual point decisions. This skill creates the whole-system blueprint that gives ADRs their context.

Resolve the review mode (once, store for all gate spawns this run):

  1. If --review [full|lean|solo] was passed → use that
  2. Else read production/review-mode.txt → use that value
  3. Else → default to lean

See .claude/docs/director-gates.md for the full check pattern.

Argument modes:

  • No argument / full: Full guided walkthrough — all sections, start to finish
  • layers: Focus on the system layer diagram only
  • data-flow: Focus on data flow between modules only
  • api-boundaries: Focus on API boundary definitions only
  • adr-audit: Audit existing ADRs for engine compatibility gaps only

Phase 0: Load All Context

Before anything else, load the full project context in this order:

0a. Engine Context (Critical)

Read the engine reference library completely:

  1. docs/engine-reference/[engine]/VERSION.md → Extract: engine name, version, LLM cutoff, post-cutoff risk levels
  2. docs/engine-reference/[engine]/breaking-changes.md → Extract: all HIGH and MEDIUM risk changes
  3. docs/engine-reference/[engine]/deprecated-apis.md → Extract: APIs to avoid
  4. docs/engine-reference/[engine]/current-best-practices.md → Extract: post-cutoff best practices that differ from training data
  5. All files in docs/engine-reference/[engine]/modules/ → Extract: current API patterns per domain

If no engine is configured, stop and prompt:

"No engine is configured. Run /setup-engine first. Architecture cannot be written without knowing which engine and version you are targeting."

0b. Design Context + Technical Requirements Extraction

Read all approved design documents and extract technical requirements from each:

  1. design/gdd/game-concept.md — game pillars, genre, core loop
  2. design/gdd/systems-index.md — all systems, dependencies, priority tiers
  3. .claude/docs/technical-preferences.md — naming conventions, performance budgets, allowed libraries, forbidden patterns
  4. Every GDD in design/gdd/ — for each, extract technical requirements:
    • Data structures implied by the game rules
    • Performance constraints stated or implied
    • Engine capabilities the system requires
    • Cross-system communication patterns (what talks to what, how)
    • State that must persist (save/load implications)
    • Threading or timing requirements

Build a Technical Requirements Baseline — a flat list of all extracted requirements across all GDDs, numbered TR-[gdd-slug]-[NNN]. This is the complete set of what the architecture must cover. Present it as:

## Technical Requirements Baseline
Extracted from [N] GDDs | [X] total requirements

| Req ID | GDD | System | Requirement | Domain |
|--------|-----|--------|-------------|--------|
| TR-combat-001 | combat.md | Combat | Hitbox detection per-frame | Physics |
| TR-combat-002 | combat.md | Combat | Combo state machine | Core |
| TR-inventory-001 | inventory.md | Inventory | Item persistence | Save/Load |

This baseline feeds into every subsequent phase. No GDD requirement should be left without an architectural decision to support it by the end of this session.

0c. Existing Architecture Decisions

Read all files in docs/architecture/ to understand what has already been decided. List any ADRs found and their domains.

0d. Generate Knowledge Gap Inventory

Before proceeding, display a structured summary:

## Engine Knowledge Gap Inventory
Engine: [name + version]
LLM Training Covers: up to approximately [version]
Post-Cutoff Versions: [list]

### HIGH RISK Domains (must verify against engine reference before deciding)
- [Domain]: [Key changes]

### MEDIUM RISK Domains (verify key APIs)
- [Domain]: [Key changes]

### LOW RISK Domains (in training data, likely reliable)
- [Domain]: [no significant post-cutoff changes]

### Systems from GDD that touch HIGH/MEDIUM risk domains:
- [GDD system name] → [domain] → [risk level]

Use AskUserQuestion:

  • Prompt: "One or more engine domains are HIGH RISK — the LLM's knowledge may be unreliable for these areas. Architectural recommendations in these domains should be cross-referenced with the engine docs before being acted on. How would you like to proceed?"
  • Options:
    • [A] Proceed — flag HIGH RISK domains throughout the output
    • [B] Let me check the engine reference first — pause here
    • [C] Show me which domains are HIGH RISK and why

Phase 1: System Layer Mapping

Map every system from systems-index.md into an architecture layer. The standard game architecture layers are:

┌─────────────────────────────────────────────┐
│  PRESENTATION LAYER                         │  ← UI, HUD, menus, VFX, audio
├─────────────────────────────────────────────┤
│  FEATURE LAYER                              │  ← gameplay systems, AI, quests
├─────────────────────────────────────────────┤
│  CORE LAYER                                 │  ← physics, input, combat, movement
├─────────────────────────────────────────────┤
│  FOUNDATION LAYER                           │  ← engine integration, save/load,
│                                             │    scene management, event bus
├─────────────────────────────────────────────┤
│  PLATFORM LAYER                             │  ← OS, hardware, engine API surface
└─────────────────────────────────────────────┘

For each GDD system, ask:

  • Which layer does it belong to?
  • What are its module boundaries?
  • What does it own exclusively? (data, state, behaviour)

Present the proposed layer assignment and ask for approval before proceeding to the next section. Write the approved layer map immediately to the skeleton file.

Engine awareness check: For each system assigned to the Core and Foundation layers, flag if it touches a HIGH or MEDIUM risk engine domain. Show the relevant engine reference excerpt inline.


Phase 2: Module Ownership Map

For each module defined in Phase 1, define ownership:

  • Owns: what data and state this module is solely responsible for
  • Exposes: what other modules may read or call
  • Consumes: what it reads from other modules
  • Engine APIs used: which specific engine classes/nodes/signals this module calls directly (with version and risk level noted)

Format as a table per layer, then as an ASCII dependency diagram.

Engine awareness check: For every engine API listed, verify against the relevant module reference doc. If an API is post-cutoff, flag it:

⚠️  [ClassName.method()] — Godot 4.6 (post-cutoff, HIGH risk)
    Verified against: docs/engine-reference/godot/modules/[domain].md
    Behaviour confirmed: [yes / NEEDS VERIFICATION]

Get user approval on the ownership map before writing.


Phase 3: Data Flow

Define how data moves between modules during key game scenarios. Cover at minimum:

  1. Frame update path: Input → Core systems → State → Rendering
  2. Event/signal path: How systems communicate without tight coupling
  3. Save/load path: What state is serialised, which module owns serialisation
  4. Initialisation order: Which modules must boot before others

Use ASCII sequence diagrams where helpful. For each data flow:

  • Name the data being transferred
  • Identify the producer and consumer
  • State whether this is synchronous call, signal/event, or shared state
  • Flag any data flows that cross thread boundaries

Get user approval per scenario before writing.


Phase 4: API Boundaries

Define the public contracts between modules. For each boundary:

  • What is the interface a module exposes to the rest of the system?
  • What are the entry points (functions/signals/properties)?
  • What invariants must callers respect?
  • What must the module guarantee to callers?

Write in pseudocode or the project's actual language (from technical preferences). These become the contracts programmers implement against.

Engine awareness check: If any interface uses engine-specific types (e.g. Node, Resource, Signal in Godot), flag the version and verify the type exists and has not changed signature in the target engine version.


Phase 5: ADR Audit + Traceability Check

Review all existing ADRs from Phase 0c against both the architecture built in Phases 1-4 AND the Technical Requirements Baseline from Phase 0b.

ADR Quality Check

For each ADR:

  • Does it have an Engine Compatibility section?
  • Is the engine version recorded?
  • Are post-cutoff APIs flagged?
  • Does it have a "GDD Requirements Addressed" section?
  • Does it conflict with the layer/ownership decisions made in this session?
  • Is it still valid for the pinned engine version?
ADR Engine Compat Version GDD Linkage Conflicts Valid
ADR-0001: [title] / / / None/[conflict] /⚠️

Traceability Coverage Check

Map every requirement from the Technical Requirements Baseline to existing ADRs. For each requirement, check if any ADR's "GDD Requirements Addressed" section or decision text covers it:

Req ID Requirement ADR Coverage Status
TR-combat-001 Hitbox detection per-frame ADR-0003
TR-combat-002 Combo state machine GAP

Count: X covered, Y gaps. For each gap, it becomes a Required New ADR.

Required New ADRs

List all decisions made during this architecture session (Phases 1-4) that do not yet have a corresponding ADR, PLUS all uncovered Technical Requirements. Group by layer — Foundation first:

Foundation Layer (must create before any coding):

  • /architecture-decision [title] → covers: TR-[id], TR-[id]

Core Layer:

  • /architecture-decision [title] → covers: TR-[id]

Phase 6: Missing ADR List

Based on the full architecture, produce a complete list of ADRs that should exist but don't yet. Group by priority:

Must have before coding starts (Foundation & Core decisions):

  • [e.g. "Scene management and scene loading strategy"]
  • [e.g. "Event bus vs direct signal architecture"]

Should have before the relevant system is built:

  • [e.g. "Inventory serialisation format"]

Can defer to implementation:

  • [e.g. "Specific shader technique for water"]

Phase 7: Write the Master Architecture Document

Once all sections are approved, write the complete document to docs/architecture/architecture.md.

Display a one-paragraph summary of what the document will contain (layers, modules, data flows, ADR gaps). Then use AskUserQuestion:

  • "All sections approved. May I write the master architecture document?"
    • [A] Yes — write to docs/architecture/architecture.md now
    • [B] Show me the full draft inline first, then ask again
    • [C] Not yet — I have more changes to discuss

The document structure:

# [Game Name] — Master Architecture

## Document Status
- Version: [N]
- Last Updated: [date]
- Engine: [name + version]
- GDDs Covered: [list]
- ADRs Referenced: [list]

## Engine Knowledge Gap Summary
[Condensed from Phase 0d inventory — HIGH/MEDIUM risk domains and their implications]

## System Layer Map
[From Phase 1]

## Module Ownership
[From Phase 2]

## Data Flow
[From Phase 3]

## API Boundaries
[From Phase 4]

## ADR Audit
[From Phase 5]

## Required ADRs
[From Phase 6]

## Architecture Principles
[3-5 key principles that govern all technical decisions for this project,
derived from the game concept, GDDs, and technical preferences]

## Open Questions
[Decisions deferred — must be resolved before the relevant layer is built]

Phase 7b: Technical Director Sign-Off + Lead Programmer Feasibility Review

After writing the master architecture document, perform an explicit sign-off before handoff.

Step 1 — Technical Director self-review (this skill runs as technical-director):

Apply gate TD-ARCHITECTURE (.claude/docs/director-gates.md) as a self-review. Check all four criteria from that gate definition against the completed document.

Review mode check — apply before spawning LP-FEASIBILITY:

  • solo → skip. Note: "LP-FEASIBILITY skipped — Solo mode." Proceed to Phase 8 handoff.
  • lean → skip (not a PHASE-GATE). Note: "LP-FEASIBILITY skipped — Lean mode." Proceed to Phase 8 handoff.
  • full → spawn as normal.

Step 2 — Spawn lead-programmer via Task using gate LP-FEASIBILITY (.claude/docs/director-gates.md):

Pass: architecture document path, technical requirements baseline summary, ADR list.

Step 3 — Present both assessments to the user:

Show the Technical Director assessment and Lead Programmer verdict side by side.

Use AskUserQuestion — "Technical Director and Lead Programmer have reviewed the architecture. How would you like to proceed?" Options: Accept — proceed to handoff / Revise flagged items first / Discuss specific concerns

Step 4 — Record sign-off in the architecture document:

Update the Document Status section:

- Technical Director Sign-Off: [date] — APPROVED / APPROVED WITH CONDITIONS
- Lead Programmer Feasibility: FEASIBLE / CONCERNS ACCEPTED / REVISED

Show the proposed Document Status block inline, then use AskUserQuestion:

  • "May I update the Document Status section with the sign-off results?"
    • [A] Yes — apply to docs/architecture/architecture.md
    • [B] Not yet — I want to revisit the concerns first

Phase 8: Handoff

Step 1 — Update session state: Write a summary to production/session-state/active.md covering: artifact written, TD/LP sign-off verdicts, any blockers, required ADRs remaining, and next step.

Step 2 — Output the handoff using exactly this template (no freeform prose, no rephrasing of section titles):


Architecture Complete

docs/architecture/architecture.md v1.0 — [TD verdict: APPROVED / APPROVED WITH CONCERNS / CONCERNS]. [One sentence on what the architecture covers.]


Run These ADRs Next

1. /architecture-decision "[Title]" → ADR-[XXXX] [One sentence: what it defines and what it unblocks.]

2. /architecture-decision "[Title]" → ADR-[XXXX] [One sentence.]

3. /architecture-decision "[Title]" → ADR-[XXXX] [One sentence.]

List top 3 from Phase 6 in priority order. If fewer than 3 remain, list only what's outstanding.


Gate-Check Readiness

Required before /gate-check [stage]:

  • Accept ADRs: [list Proposed ADR IDs that must be Accepted]
  • Write ADRs: [list ADR IDs that must still be written]
  • Run /test-setup — scaffolds tests/unit/, tests/integration/, CI workflow, and an example test file
  • Run /ux-design — creates design/ux/interaction-patterns.md and design/accessibility-requirements.md

Run /gate-check [stage] when all boxes are checked.

If nothing is blocking, write instead:

No blockers — run /gate-check [stage] now.


Open Questions to Watch

ID Summary Priority Resolution Path
QQ-XX [short description] High / Medium / Low [ADR or system that resolves it]

Omit this section entirely if there are no open QQs.


(End of handoff. Do not add trailing commentary after the closing rule.)


Collaborative Protocol

This skill follows the collaborative design principle at every phase:

  1. Load context silently — do not narrate file reads
  2. Present findings — show the knowledge gap inventory and layer proposals
  3. Ask before deciding — present options for each architectural choice
  4. Draft before approval — show the content inline before asking to write it. Never ask approval for a section the user has not yet seen.
  5. Use AskUserQuestion for write approvals — plain text "May I?" is not sufficient. Use the structured tool with labeled options [A]/[B]/[C] (write now / show full draft first / not yet). For multi-file changesets, list every file and what changes, then ask once grouped — not separate plain-text asks per file.
  6. Incremental writing — write each approved section immediately; do not accumulate everything and write at the end. This survives session crashes.

Never make a binding architectural decision without user input. If the user is unsure, present 2-4 options with pros/cons before asking them to decide.


  • Run /architecture-decision [title] for each required ADR listed in Phase 6 — Foundation layer ADRs first
  • Run /architecture-review — bootstraps the Requirements Traceability Matrix and TR registry from the ADRs just written. Required before the Pre-Production gate.
  • Run /test-setup to scaffold tests/unit/, tests/integration/, CI workflow, and an example test (required for gate-check)
  • Run /ux-design to initialize design/ux/interaction-patterns.md and design/accessibility-requirements.md (required for gate-check)
  • Run /create-control-manifest once the required ADRs are written to produce the layer rules manifest
  • Run /gate-check pre-production when all required ADRs, /test-setup, and /ux-design are complete