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

285 lines
9.3 KiB
Markdown

---
name: soak-test
description: "Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases."
argument-hint: "[duration: 30m | 1h | 2h | 4h] [focus: memory | stability | balance | all]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write
model: sonnet
---
# Soak Test
A soak test (also called an endurance test) is an extended play session run
with specific observation goals. Unlike a smoke check (broad critical path,
~10 min) or a single-feature playtest (~30 min), a soak test runs for **30
minutes to several hours** to surface:
- **Memory leaks** — gradual heap growth that only appears after scene transitions
- **Performance drift** — frame time degradation that worsens over time
- **State accumulation bugs** — issues that only appear after N repetitions
of a mechanic (inventory full, score overflow, AI state corruption)
- **Fun fatigue** — mechanics that feel good in a first session but grow
repetitive over extended play
- **Content exhaustion** — the point where players run out of novel content
**This skill generates the observation protocol and analysis harness — the
human does the actual playing.**
**Output:** `production/qa/soak-test-[date]-[duration].md`
**When to run:**
- Polish phase — before `/gate-check release`
- After fixing a memory or stability issue (regression soak)
- When extended play has not been formally tracked
---
## 1. Parse Arguments
**Duration** (default: `1h`):
- `30m` — short soak; suitable for testing a single mechanic or scene
- `1h` — standard soak; covers most common leak categories
- `2h` — extended soak; recommended for first full Polish soak
- `4h` — deep soak; required for games with long session design (RPGs, sims)
**Focus** (default: `all`):
- `memory` — focus on heap size, object count, leak patterns
- `stability` — focus on crash/freeze/hang detection
- `balance` — focus on fun fatigue, content exhaustion, difficulty perception
- `all` — all of the above
---
## 2. Load Context
Read:
- `.claude/docs/technical-preferences.md` — engine (for engine-specific memory
monitoring guidance), performance budgets (memory ceiling, target FPS)
- `design/gdd/game-concept.md` — intended session length (for comparison against
soak duration), core loop description
- Most recent file in `production/playtests/` — prior playtest findings
(to avoid re-documenting known issues)
- Most recent file in `production/qa/qa-plan-*.md` — current sprint test coverage
(to understand what has been formally tested vs. what the soak covers)
Note any performance budget targets from technical-preferences.md:
- Memory ceiling: [N MB, or "not set"]
- Target FPS: [N, or "not set"]
- Frame budget: [N ms, or "not set"]
---
## 3. Define Observation Checkpoints
Based on duration, generate timed checkpoints:
**30m soak**: T+0, T+10, T+20, T+30
**1h soak**: T+0, T+15, T+30, T+45, T+60
**2h soak**: T+0, T+20, T+40, T+60, T+80, T+100, T+120
**4h soak**: T+0, T+30, T+60, T+90, T+120, T+180, T+240
At each checkpoint, the observer records the observation items defined in
Phase 4.
---
## 4. Generate the Soak Test Protocol
### Memory / Stability observation items (if focus = memory or all)
Engine-specific monitoring guidance:
**Godot 4:**
- Open Debugger → Monitors tab; track `Memory → Static Memory` and
`Object Count → Objects` across checkpoints
- Record: Static Memory (KB), Object Count, Orphan Nodes count
- Alert threshold: Memory growth > 20% from T+0 after the first 15 minutes
(some growth on load is expected; sustained growth indicates a leak)
- Note: `Performance.get_monitor(Performance.MEMORY_STATIC)` returns bytes
in Godot 4.6
**Unity:**
- Open Memory Profiler (Window → Analysis → Memory Profiler)
- Record: Total Reserved Memory (MB), GC Allocated (MB), Object Count at each checkpoint
- Alert threshold: GC Allocated growing monotonically across 3+ checkpoints
**Unreal Engine:**
- Use `stat memory` console command at each checkpoint
- Record: Physical Memory Used (MB), Physical Memory Available
- Alert threshold: Physical Memory Used growth > 50MB over the full soak
### Stability observation items (if focus = stability or all)
At each checkpoint, note:
- [ ] No crash, hang, or freeze occurred since last checkpoint
- [ ] Frame rate still within target budget ([target FPS] fps)
- [ ] Audio still playing correctly (no desync or silence)
- [ ] All HUD elements still rendering correctly
- [ ] Input responding as expected (no input loss or lag spike)
### Balance / fatigue observation items (if focus = balance or all)
Collect subjective observations at each checkpoint:
- [ ] Core mechanic still feels rewarding (Y/N)
- [ ] Perceived difficulty level: [too easy / appropriate / too hard]
- [ ] Any "I've seen this before" moments since last checkpoint? (novel content exhaustion)
- [ ] Any moment of frustration since last checkpoint? Note cause.
- [ ] Any moment of peak engagement since last checkpoint? Note cause.
---
## 5. Generate the Protocol Document
```markdown
# Soak Test Protocol
> **Date**: [date]
> **Duration**: [duration]
> **Focus**: [memory | stability | balance | all]
> **Engine**: [engine]
> **Generated by**: /soak-test
---
## Pre-Session Setup
Before starting the soak:
- [ ] Game is running from a **fresh launch** (not resumed from a prior session)
- [ ] All background applications closed (minimise OS memory interference)
- [ ] Performance monitoring tool open and recording:
- **Godot**: Debugger → Monitors tab → Memory section visible
- **Unity**: Memory Profiler window open
- **Unreal**: `stat memory` ready in console
- [ ] Soak target confirmed: [session design intent from game concept]
- [ ] Prior known issues to watch for: [from most recent playtest / qa-plan]
---
## Baseline (T+0) — Record Before Playing
| Metric | Baseline Value |
|--------|---------------|
| Memory / Heap | [record before first frame of gameplay] |
| Object Count | [record] |
| FPS (first 30 seconds) | [record] |
| [Engine-specific metric] | [record] |
---
## Checkpoint Log
### T+[N] minutes
**Memory / Stability** *(if applicable)*:
| Metric | Value | Δ from Baseline | Alert? |
|--------|-------|-----------------|--------|
| Memory / Heap | | | |
| Object Count | | | |
| FPS | | | |
| Crashes / Hangs | | | |
**Stability checks**:
- [ ] No crash or hang since last checkpoint
- [ ] Frame rate within budget ([N] fps target)
- [ ] Audio correct
- [ ] HUD rendering correctly
- [ ] Input responding correctly
**Balance / Fatigue** *(if applicable)*:
- Core mechanic still rewarding: Y / N
- Difficulty perception: too easy / appropriate / too hard
- Notable moments: [note any peak engagement or frustration]
- Content exhaustion signs: Y / N — [describe]
**Free observations**:
*(Note anything unexpected observed since the last checkpoint)*
---
[Repeat Checkpoint Log section for each timed checkpoint]
---
## Post-Session Analysis
### Memory Trend
| Checkpoint | Memory | Δ/hr extrapolated |
|------------|--------|-------------------|
| T+0 | | |
| [T+N] | | |
**Leak detected?** Y / N
**Estimated time to OOM at current rate**: [N hours / not applicable]
### Stability Summary
Total crashes: [N]
Total hangs: [N]
Worst FPS observed: [N] fps at [checkpoint]
Performance degradation: stable / mild / severe
### Balance / Fatigue Summary
Fun curve: [engaged throughout / fatigue onset at T+N / repetitive from start]
Content exhaustion point: [never / at T+N / early]
Difficulty arc: [appropriate / too easy throughout / difficulty spike at T+N]
### Issues Found
| ID | Severity | Checkpoint | Description |
|----|----------|------------|-------------|
| SOAK-001 | S[1-4] | T+[N] | [description] |
---
## Verdict: PASS / PASS WITH CONCERNS / FAIL
**PASS**: No leaks detected, stability maintained, fun factor consistent
**PASS WITH CONCERNS**: Minor drift or fatigue noted; addressable in Polish
**FAIL**: Memory leak confirmed, stability breach, or severe fun fatigue
---
## Sign-Off
- **Tester**: [name] — [date]
- **QA Lead review**: [name] — [date]
```
---
## 6. Write Output
Present the protocol summary in conversation, then ask:
"May I write this soak test protocol to
`production/qa/soak-test-[date]-[duration].md`?"
Write only after approval.
After writing:
"Protocol written. To run the soak:
1. Open the file and follow the Pre-Session Setup checklist
2. Record each checkpoint as you play
3. Complete the Post-Session Analysis section when done
4. File bugs from 'Issues Found' to `production/qa/bugs/`
5. Run `/bug-triage sprint` after the session to integrate any S1/S2 issues
If the verdict is FAIL, run `/smoke-check` again after fixing the issues."
---
## Collaborative Protocol
- **This skill generates a protocol — humans run it** — never attempt to
run a soak test automatically. The observations require a human observer.
- **Duration should match the game's session design** — a 5-minute game
doesn't need a 4h soak; a city-builder might. Use judgment and ask if unclear.
- **First soak should be `all` focus** — narrow focus (memory-only) is for
regression soaks after a specific fix, not the first pass
- **Ask before writing** — always confirm before creating the protocol file