Files
Claude-Code-Game-Studios/.claude/skills/start/SKILL.md
Donchitos 167fb6c5f2 Fix skill bugs: session state init, agent field cleanup, /start path, /sprint-plan phases
- Remove invalid `agent: Explore` frontmatter from read-only skills (asset-audit, design-review, project-stage-detect, reverse-document)
- Fix design-system and map-systems to create session-state/active.md if it does not exist before updating
- Fix gate-check to remove reference to non-existent bmad-bmm-check skill
- Expand /start recommended paths into phased roadmap (Concept → Architecture → Production)
- Restructure /sprint-plan into numbered phases with clearer next-steps section

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-28 13:52:33 +11:00

187 lines
8.7 KiB
Markdown

---
name: start
description: "First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions."
argument-hint: "[no arguments]"
user-invocable: true
allowed-tools: Read, Glob, Grep, AskUserQuestion
---
# Guided Onboarding
This skill is read-only — it reports findings but writes no files.
This skill is the entry point for new users. It does NOT assume you have a game idea, an engine preference, or any prior experience. It asks first, then routes you to the right workflow.
---
## Phase 1: Detect Project State
Before asking anything, silently gather context so you can tailor your guidance. Do NOT show these results unprompted — they inform your recommendations, not the conversation opener.
Check:
- **Engine configured?** Read `.claude/docs/technical-preferences.md`. If the Engine field contains `[TO BE CONFIGURED]`, the engine is not set.
- **Game concept exists?** Check for `design/gdd/game-concept.md`.
- **Source code exists?** Glob for source files in `src/` (`*.gd`, `*.cs`, `*.cpp`, `*.h`, `*.rs`, `*.py`, `*.js`, `*.ts`).
- **Prototypes exist?** Check for subdirectories in `prototypes/`.
- **Design docs exist?** Count markdown files in `design/gdd/`.
- **Production artifacts?** Check for files in `production/sprints/` or `production/milestones/`.
Store these findings internally to validate the user's self-assessment and tailor recommendations.
---
## Phase 2: Ask Where the User Is
This is the first thing the user sees. Present these 4 options clearly:
> **Welcome to Claude Code Game Studios!**
>
> Before I suggest anything, I'd like to understand where you're starting from.
> Where are you at with your game idea right now?
>
> **A) No idea yet** — I don't have a game concept at all. I want to explore and figure out what to make.
>
> **B) Vague idea** — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete.
>
> **C) Clear concept** — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.
>
> **D) Existing work** — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.
Wait for the user's answer. Do not proceed until they respond.
---
## Phase 3: Route Based on Answer
#### If A: No idea yet
The user needs creative exploration before anything else.
1. Acknowledge that starting from zero is completely fine
2. Briefly explain what `/brainstorm` does (guided ideation using professional frameworks — MDA, player psychology, verb-first design)
3. Recommend running `/brainstorm open` as the next step
4. Show the recommended path:
**Concept phase:**
- `/brainstorm` — discover your game concept
- `/setup-engine` — configure the engine (brainstorm will recommend one)
- `/map-systems` — decompose the concept into systems
- `/design-system` — author a GDD for each MVP system
- `/review-all-gdds` — cross-system consistency check
- `/gate-check` — validate readiness before architecture work
**Architecture phase:**
- `/architecture-decision` — record key technical decisions (one per system)
- `/create-control-manifest` — compile decisions into an actionable rules sheet
- `/architecture-review` — validate architecture coverage
**Production phase:**
- `/create-epics` — map systems to epics
- `/create-stories` — break epics into implementable stories
- `/sprint-plan` — plan the first sprint
#### If B: Vague idea
1. Ask them to share their vague idea — even a few words is enough
2. Validate the idea as a starting point (don't judge or redirect)
3. Recommend running `/brainstorm [their hint]` to develop it
4. Show the recommended path:
**Concept phase:**
- `/brainstorm [hint]` — develop the idea into a full concept
- `/setup-engine` — configure the engine
- `/map-systems` — decompose the concept into systems
- `/design-system` — author a GDD for each MVP system
- `/review-all-gdds` — cross-system consistency check
- `/gate-check` — validate readiness before architecture work
**Architecture phase:**
- `/architecture-decision` — record key technical decisions (one per system)
- `/create-control-manifest` — compile decisions into an actionable rules sheet
- `/architecture-review` — validate architecture coverage
**Production phase:**
- `/create-epics` — map systems to epics
- `/create-stories` — break epics into implementable stories
- `/sprint-plan` — plan the first sprint
#### If C: Clear concept
1. Ask 2-3 follow-up questions:
- What's the genre and core mechanic? (one sentence)
- Do they have an engine preference, or need help choosing?
- What's the rough scope? (jam game, small project, large project)
2. Offer two paths:
- **Formalize first**: Run `/brainstorm` to structure the concept into a proper game concept document
- **Jump to engine setup**: Go straight to `/setup-engine` and write the GDD manually afterward
3. Show the recommended path:
**Concept phase:**
- `/brainstorm` or `/setup-engine` (their pick)
- `/design-review` — validate the concept doc
- `/map-systems` — decompose the concept into individual systems
- `/design-system` — author a GDD for each MVP system
- `/review-all-gdds` — cross-system consistency check
- `/gate-check` — validate readiness before architecture work
**Architecture phase:**
- `/architecture-decision` — record key technical decisions (one per system)
- `/create-control-manifest` — compile decisions into an actionable rules sheet
- `/architecture-review` — validate architecture coverage
**Production phase:**
- `/create-epics` — map systems to epics
- `/create-stories` — break epics into implementable stories
- `/sprint-plan` — plan the first sprint
#### If D: Existing work
1. Share what you found in Phase 1:
- "I can see you have [X source files / Y design docs / Z prototypes]..."
- "Your engine is [configured as X / not yet configured]..."
2. **Sub-case D1 — Early stage** (engine not configured or only a game concept exists):
- Recommend `/setup-engine` first if engine not configured
- Then `/project-stage-detect` for a gap inventory
**Sub-case D2 — GDDs, ADRs, or stories already exist:**
- Explain: "Having files isn't the same as the template's skills being able to use them. GDDs might be missing required sections. `/adopt` checks this specifically."
- Recommend:
1. `/project-stage-detect` — understand what phase and what's missing entirely
2. `/adopt` — audit whether existing artifacts are in the right internal format
3. Show the recommended path for D2:
- `/project-stage-detect` — phase detection + existence gaps
- `/adopt` — format compliance audit + migration plan
- `/setup-engine` — if engine not configured
- `/design-system retrofit [path]` — fill missing GDD sections
- `/architecture-decision retrofit [path]` — add missing ADR sections
- `/architecture-review` — bootstrap the TR requirement registry
- `/gate-check` — validate readiness for next phase
---
## Phase 4: Confirm Before Proceeding
After presenting the recommended path, ask the user which step they'd like to take first. Never auto-run the next skill.
> "Would you like to start with [recommended first step], or would you prefer to do something else first?"
---
## Phase 5: Hand Off
When the user chooses their next step, let them invoke the skill themselves or offer to run it for them. The `/start` skill's job is done once the user has a clear next action.
Verdict: **COMPLETE** — user oriented and handed off to next step.
---
## Edge Cases
- **User picks D but project is empty**: Gently redirect — "It looks like the project is a fresh template with no artifacts yet. Would Path A or B be a better fit?"
- **User picks A but project has code**: Mention what you found — "I noticed there's already code in `src/`. Did you mean to pick D (existing work)?"
- **User is returning (engine configured, concept exists)**: Skip onboarding entirely — "It looks like you're already set up! Your engine is [X] and you have a game concept at `design/gdd/game-concept.md`. Want to pick up where you left off? Try `/sprint-plan` or just tell me what you'd like to work on."
- **User doesn't fit any option**: Let them describe their situation in their own words and adapt.
---
## Collaborative Protocol
1. **Ask first** — never assume the user's state or intent
2. **Present options** — give clear paths, not mandates
3. **User decides** — they pick the direction
4. **No auto-execution** — recommend the next skill, don't run it without asking
5. **Adapt** — if the user's situation doesn't fit a template, listen and adjust