mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-10-16 10:17:06 +00:00
Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
245 lines
12 KiB
Markdown
245 lines
12 KiB
Markdown
# /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"
|
||
|
||
---
|