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* Add UPGRADING.md migration guide and link from README Covers v0.1→v0.2 upgrade with three strategies (git merge, cherry-pick, manual copy), file safety categories, and post-upgrade verification steps. Structured to support future version sections. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Rename /design-systems to /map-systems + /design-system and fix all references Split the monolithic /design-systems skill into two focused skills: - /map-systems: systems decomposition and index creation - /design-system: guided section-by-section GDD authoring Updated all cross-references across 14 files: README, UPGRADING, WORKFLOW-GUIDE, quick-start, skills-reference, game-concept template, systems-index template, brainstorm, design-review, gate-check, project-stage-detect, setup-engine, and start skills. Fixed skill counts from 36 to 37 everywhere. Added /map-systems and /design-system to quick-start Paths A and B workflows. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix cross-reference gaps, broken hooks, and stale workflow chains - Fix log-agent.sh parsing agent_type instead of agent_name (always logged "unknown") - Fix GDD status lifecycle: design-system now writes Approved/Designed/In Review - Clean up settings.local.json vestigial Bash grants from development - Delete orphaned docs marked for removal in UPGRADING.md - Add /design-system to next-steps in /start, /brainstorm, /setup-engine - Fix WORKFLOW-GUIDE: add /map-systems + /design-system to Appendix C Workflow 1 - Fix invalid /map-systems map argument in WORKFLOW-GUIDE Step 2.1 - Update map-systems frontmatter to document [system-name] argument - Update commit hook to validate all 8 required GDD sections (was 5) - Update README template count 28 → 29, add 5 missing templates to quick-start Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add custom status line with 7-stage production pipeline Introduces a status line showing context %, model name, and production stage at a glance. Aligns gate-check and project-stage-detect to a unified 7-stage model (Concept → Systems Design → Technical Setup → Pre-Production → Production → Polish → Release). Stage is determined by explicit override (production/stage.txt) or auto-detected from project artifacts. Epic/Feature/Task breadcrumb appears conditionally in Production+ stages via a structured STATUS block in active.md. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add v0.2→v0.3 upgrade guide and PR validation test suite - UPGRADING.md: add v0.2.0→v0.3.0 section documenting breaking rename of /design-systems→/map-systems, new /design-system skill, statusline.sh, gate-check stage advancement, and safe-to-overwrite file list Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
1863 lines
60 KiB
Markdown
1863 lines
60 KiB
Markdown
# Claude Code Game Studios -- Complete Workflow Guide
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> **How to go from zero to a shipped game using the Agent Architecture.**
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>
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> This guide walks you through every phase of game development using the
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> 48-agent system, 37 slash commands, and automated hooks. It assumes you
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> have Claude Code installed and are working from the project root.
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---
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## Table of Contents
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1. [Phase 0: Setup & Configuration](#phase-0-setup--configuration)
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2. [Phase 1: Ideation & Concept](#phase-1-ideation--concept)
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3. [Phase 2: Pre-Production & Design](#phase-2-pre-production--design)
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4. [Phase 3: Prototyping & Validation](#phase-3-prototyping--validation)
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5. [Phase 4: Production Sprint Workflow](#phase-4-production-sprint-workflow)
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6. [Phase 5: Implementation Deep-Dive](#phase-5-implementation-deep-dive)
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7. [Phase 6: Testing & Quality Assurance](#phase-6-testing--quality-assurance)
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8. [Phase 7: Polish & Optimization](#phase-7-polish--optimization)
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9. [Phase 8: Localization & Accessibility](#phase-8-localization--accessibility)
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10. [Phase 9: Release & Launch](#phase-9-release--launch)
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11. [Phase 10: Post-Launch & Live Ops](#phase-10-post-launch--live-ops)
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12. [Appendix A: Agent Quick-Reference](#appendix-a-agent-quick-reference)
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13. [Appendix B: Slash Command Quick-Reference](#appendix-b-slash-command-quick-reference)
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14. [Appendix C: Common Workflows](#appendix-c-common-workflows)
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---
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## Phase 0: Setup & Configuration
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### What You Need
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Before you start, make sure you have:
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- **Claude Code** installed and working
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- **Git** with Git Bash (Windows) or standard terminal (Mac/Linux)
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- **jq** (optional but recommended -- hooks fall back to `grep` if missing)
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- **Python 3** (optional -- some hooks use it for JSON validation)
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### Step 0.1: Clone and Configure
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Clone the repository and open it in your editor:
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```bash
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git clone <repo-url> my-game
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cd my-game
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```
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### Step 0.2: Run /start (Recommended for New Users)
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If you're new to the project or don't yet know what game you're building:
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```
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/start
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```
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This guided onboarding asks where you are (no idea, vague idea, clear concept,
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existing work) and routes you to the right phase. Skip this if you already have
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a game concept and engine decision.
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### Step 0.3: Choose Your Engine
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Run `/setup-engine` in Claude Code. This is the single most important
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configuration step -- it tells every agent what engine, language, and toolchain
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you're using:
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```bash
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/setup-engine godot 4.6
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```
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Or run `/setup-engine` with no arguments to get an interactive recommendation
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based on your game's needs (2D/3D, platforms, team size, language preferences).
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**What `/setup-engine` does:**
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- Pins the engine and version in `CLAUDE.md`
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- Populates `.claude/docs/technical-preferences.md` with naming conventions,
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performance budgets, and engine-specific defaults
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- Detects knowledge gaps (engine version newer than LLM training data) and
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fetches current docs from the web so agents suggest correct APIs
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- Creates version-pinned reference docs in `docs/engine-reference/`
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**Why this matters:** Once you set the engine, the system knows which
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engine-specialist agents to use. If you pick Godot, agents like
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`godot-specialist`, `godot-gdscript-specialist`, and `godot-shader-specialist`
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become your go-to experts. The Unity and Unreal specialists remain available
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but won't be primary.
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> **Manual alternative:** You can also edit the Technology Stack section in
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> `CLAUDE.md` directly if you prefer.
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### Step 0.3: Verify Hooks Are Working
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Start a new Claude Code session. You should see output from the
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`session-start.sh` hook:
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```
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=== Claude Code Game Studios -- Session Context ===
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Branch: main
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Recent commits:
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abc1234 Initial commit
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===================================
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```
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If you see this, hooks are working. If not, check `.claude/settings.json` to
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make sure the hook paths are correct for your OS.
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### Step 0.4: Create Your Directory Structure
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The directories listed in `CLAUDE.md` don't all exist yet. Create them as
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needed -- the system expects this layout:
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```
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src/ # Game source code
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core/ # Engine/framework code
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gameplay/ # Gameplay systems
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ai/ # AI systems
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networking/ # Multiplayer code
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ui/ # UI code
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tools/ # Dev tools
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assets/ # Game assets
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art/ # Sprites, models, textures
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audio/ # Music, SFX
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vfx/ # Particle effects
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shaders/ # Shader files
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data/ # JSON config/balance data
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design/ # Design documents
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gdd/ # Game design documents
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narrative/ # Story, lore, dialogue
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levels/ # Level design documents
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balance/ # Balance spreadsheets and data
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docs/ # Technical documentation
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architecture/ # Architecture Decision Records
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api/ # API documentation
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postmortems/ # Post-mortems
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tests/ # Test suites
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prototypes/ # Throwaway prototypes
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production/ # Sprint plans, milestones, releases
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sprints/
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milestones/
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releases/
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```
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> **Tip:** You don't need all of these on day one. Create directories as you
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> reach the phase that needs them. The important thing is to follow this
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> structure when you do create them, because the **rules system** enforces
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> standards based on file paths. Code in `src/gameplay/` gets gameplay rules,
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> code in `src/ai/` gets AI rules, and so on.
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---
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## Phase 1: Ideation & Concept
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### What Happens in This Phase
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You go from "no idea" or "vague idea" to a structured game concept document.
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This is where you figure out **what** you're making.
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> **Tip:** If you ran `/start` in Phase 0 and chose Path A or B, you're already
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> here. `/start` routes you to `/brainstorm` automatically.
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### Step 1.1: Brainstorm With `/brainstorm`
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This is your starting point if you skipped `/start`. Run the brainstorm skill:
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```
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/brainstorm
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```
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Or with a genre hint:
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```
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/brainstorm roguelike deckbuilder
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```
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**What happens:** The brainstorm skill guides you through a collaborative 6-phase
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ideation process using professional studio techniques:
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Agent: "Let's explore game concepts. What genre or theme interests you? (Optional,
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or leave blank for open exploration)"
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User: "Roguelike deckbuilder"
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Agent: "I've generated 10 concept seeds combining roguelike and deckbuilder mechanics.
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Here are the top 3:
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**Concept A: Spell Compiler** - Code-themed deckbuilder where cards are functions
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**Concept B: Memory Palace** - Psychological thriller where cards are memories
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**Concept C: Ecosystem Builder** - Nature theme where cards are species
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Which concept(s) would you like me to develop with MDA analysis?"
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User: "Concept B sounds unique"
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Agent: [Performs MDA Analysis, Player Motivation mapping, Audience Targeting, Verb-First
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Design for Concept B, showing work at each stage and asking for feedback]
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"Here's the complete analysis. Should I formalize this into a structured
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concept document?"
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User: "Yes"
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Agent: [Creates structured concept document with top ideas, target audience,
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core mechanics, and emotional goals]
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### Step 1.2: Document the Winning Concept
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Take the brainstorm output and formalize it. Use the **game concept template**:
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```
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Ask Claude to create a game concept document using the template at
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.claude/docs/templates/game-concept.md
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```
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This template includes:
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- Elevator pitch (one sentence)
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- Core fantasy (what the player imagines themselves doing)
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- MDA breakdown
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- Target audience (Bartle types, demographics)
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- Core loop diagram
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- Unique selling proposition
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- Comparable titles and differentiation
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### Step 1.3: Define Your Game Pillars
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Before you go further, lock in your **game pillars** -- the 3-5 non-negotiable
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design values that guide every decision. Use the template:
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```
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Ask Claude to create a game pillars document using the template at
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.claude/docs/templates/game-pillars.md
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```
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Example pillars:
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- **Meaningful Choices**: Every decision changes something permanently
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- **Emergent Storytelling**: Systems create unique narratives, not scripts
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- **Accessible Depth**: Easy to start, deep to master
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Also define **anti-pillars** -- things your game intentionally avoids:
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- We do NOT pursue: photorealism, competitive balance, linear narrative
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> **When you're happy with your concept and pillars, you're ready for
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> Pre-Production.**
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---
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## Phase 2: Pre-Production & Design
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### What Happens in This Phase
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You create all the design documents that define how your game works. Nothing
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gets coded yet -- this is pure design and architecture.
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### Step 2.1: Decompose Your Concept Into Systems
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Before writing individual GDDs, enumerate all the systems your game needs:
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```
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/map-systems
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```
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This creates `design/gdd/systems-index.md` — a master tracking document that:
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- Lists every system your game needs (combat, movement, UI, etc.)
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- Maps dependencies between systems
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- Assigns priority tiers (MVP, Vertical Slice, Alpha, Full Vision)
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- Determines design order (Foundation → Core → Feature → Presentation → Polish)
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Then design each system in dependency order:
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```
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/map-systems next
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```
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This picks the highest-priority undesigned system and hands off to `/design-system`,
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which guides you through creating its GDD section by section. Each completed GDD
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goes through `/design-review` before the next starts.
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You can also write a specific system's GDD directly:
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```
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/design-system combat-system
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```
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### Step 2.2: Create the Game Design Document (GDD)
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For each major system in your game, create a design document in `design/gdd/`.
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Use the template:
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```
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Ask Claude to create a GDD using the template at
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.claude/docs/templates/game-design-document.md
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```
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**The `design-docs` rule** (`.claude/rules/design-docs.md`) requires every GDD
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to have these 8 sections:
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| # | Section | What Goes Here |
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|---|---------|---------------|
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| 1 | **Overview** | One-paragraph summary of the system |
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| 2 | **Player Fantasy** | What the player imagines/feels when using this system |
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| 3 | **Detailed Rules** | Unambiguous mechanical rules -- if two designers read this, they'd build the same thing |
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| 4 | **Formulas** | Every calculation, with variable definitions and ranges |
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| 5 | **Edge Cases** | What happens in weird situations? Explicitly resolved. |
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| 6 | **Dependencies** | What other systems this connects to (bidirectional) |
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| 7 | **Tuning Knobs** | Which values designers can safely change, with safe ranges |
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| 8 | **Acceptance Criteria** | How do you test that this works? Specific, measurable. |
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**Example GDD files you might create:**
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- `design/gdd/core-loop.md` -- The fundamental play loop
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- `design/gdd/combat-system.md` -- How combat works
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- `design/gdd/progression-system.md` -- How the player advances
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- `design/gdd/inventory-system.md` -- Item management
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- `design/gdd/ability-system.md` -- Player abilities and skills
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### Step 2.2: Use the Game Designer Agent for Complex Mechanics
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For systems that need deep mechanical thinking, delegate to `game-designer`:
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```
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Ask the game-designer agent to design a crafting system that supports
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emergent recipes (players discover combinations) with a skill progression
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tied to experimentation. The system should feel rewarding without being
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grindy. Target audience is Explorers and Achievers.
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```
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**What happens:** The `game-designer` agent collaborates with you to create the design:
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Agent: "I'll help design the crafting system. First, some questions:
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- Should recipes be discovered through experimentation or taught explicitly?
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- How punishing should failed crafting attempts be?
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- Target audience - primarily Explorers or Achievers?"
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User: "Discovered through experimentation. Moderate punishment - waste ingredients
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but gain partial skill XP. Target Explorers primarily."
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Agent: "Based on that, here are three mechanical approaches:
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**Option A: Pure Discovery** - No hints, full freedom
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Pros: Maximum exploration reward
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Cons: High frustration risk, may need wiki
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**Option B: Hint System** - Visual cues when ingredients are compatible
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Pros: Guided exploration, less frustration
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Cons: Less satisfying 'eureka' moments
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**Option C: Hybrid** - Free experimentation + optional journal hints unlocked by skill
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Pros: Supports both playstyles, progressive scaffolding
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Cons: More complex to implement
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I recommend Option C because it respects Explorers while providing safety nets,
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and the journal hints can be gated behind skill progression for Achievers.
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Which approach fits your vision?"
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User: "Option C sounds perfect"
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Agent: [Drafts GDD sections iteratively - Overview, Player Fantasy, Detailed Rules,
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Formulas, Edge Cases - showing each and incorporating feedback]
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"I need detailed formula work for success rates and skill progression curves.
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Let me consult the systems-designer for the math."
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Agent: [After consultation] "Complete draft ready with formulas validated by
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systems-designer. The economy-designer flagged that ingredient costs
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need balancing - I've incorporated their recommendations.
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May I write this to design/gdd/crafting-system.md?"
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User: "Yes"
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Agent: [Writes file]
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### Step 2.3: Design Review
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Before any design doc goes to programmers, run a review:
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```
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/design-review design/gdd/crafting-system.md
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```
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**What happens:** The skill checks the document against the 8-section
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standard, verifying:
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- Are all sections present and complete?
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- Are formulas unambiguous with defined variables?
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- Are edge cases explicitly resolved (not "TBD")?
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- Do dependencies list both directions?
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- Are acceptance criteria testable?
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Fix any issues flagged before proceeding.
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### Step 2.4: Create Narrative Design (if applicable)
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If your game has story, lore, or dialogue, this is when you build it:
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1. **World-building** -- Use `world-builder` to define factions, history,
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geography, and rules of your world
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2. **Story structure** -- Use `narrative-director` to design story arcs,
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character arcs, and narrative beats
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3. **Character sheets** -- Use the `narrative-character-sheet.md` template
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for each major character
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The `narrative` rule (`.claude/rules/narrative.md`) enforces:
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- Lore consistency across documents
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- Canon levels (Core Canon vs Flavor vs Apocrypha)
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- Character voice profiles
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- World rule documentation
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### Step 2.5: Technical Architecture
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Before coding starts, make key technical decisions:
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```
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/architecture-decision "State Machine vs Behavior Tree for NPC AI"
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```
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**What happens:** The skill guides you through creating an Architecture Decision Record:
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Agent: "I'll help document this architectural decision. First, let me understand
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the context. What's driving this decision right now?"
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User: "We need to choose between state machine and behavior tree for NPC AI.
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We have 50+ enemy types planned."
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Agent: "Given 50+ enemy types, here's my analysis:
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**Option A: Finite State Machine**
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Pros: Simple, debuggable, less overhead
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Cons: Becomes unwieldy with complex behaviors, hard to reuse logic
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**Option B: Behavior Tree**
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Pros: Highly reusable, scales well, visual debugging
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Cons: Steeper learning curve, slightly more overhead
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**Option C: Utility AI**
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Pros: Emergent behaviors, dynamic decision-making
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Cons: Harder to debug, needs careful tuning
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For 50+ types, I recommend Behavior Trees - the reusability and
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scalability outweigh the learning curve.
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Should I create an ADR documenting this decision?"
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User: "Yes, go with Behavior Trees"
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Agent: [Creates ADR in docs/architecture/ with context, decision drivers,
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all options with pros/cons, chosen option with rationale, and consequences]
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**For complex architectural decisions, use the `technical-director` agent:**
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```
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Ask the technical-director agent to evaluate whether we should use an
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ECS architecture or a traditional component system for our gameplay
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entities, considering our team size (solo) and engine choice (Godot 4).
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```
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Agent: "Let me analyze the ECS vs traditional component decision for your context:
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[Performs detailed analysis considering Godot 4's scene system, solo dev
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workflow, learning curve, debugging tools, performance needs]
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**Recommendation: Traditional Godot node-based components**
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Reasoning: [Detailed rationale]
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Shall I create an ADR documenting this decision with full analysis?"
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User: "Yes"
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Agent: [Creates comprehensive ADR]
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### Step 2.6: Milestone Planning
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Define your project milestones using the template:
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```
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Ask Claude to create a milestone definition using the template at
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.claude/docs/templates/milestone-definition.md
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```
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Typical indie milestones:
|
|
1. **Vertical Slice** -- One level, fully playable, representative quality
|
|
2. **Alpha** -- All core systems functional, placeholder art OK
|
|
3. **Beta** -- Content complete, all features in, polishing begins
|
|
4. **Release Candidate** -- Bug fixes only, ready for launch
|
|
5. **Gold** -- Ship it
|
|
|
|
> **When all your design documents are reviewed and your architecture is
|
|
> decided, you're ready to start building.**
|
|
|
|
---
|
|
|
|
## Phase 3: Prototyping & Validation
|
|
|
|
### What Happens in This Phase
|
|
|
|
Before committing to full production, you validate risky or uncertain
|
|
mechanics with throwaway prototypes. This saves weeks of wasted production
|
|
effort.
|
|
|
|
### Step 3.1: Identify What Needs Prototyping
|
|
|
|
Not everything needs a prototype. Prototype when:
|
|
- A mechanic is novel and you're not sure it's fun
|
|
- A technical approach is risky and you're not sure it's feasible
|
|
- Two design options both seem viable and you need to feel the difference
|
|
|
|
### Step 3.2: Run the Prototype Skill
|
|
|
|
```
|
|
/prototype "grappling hook movement with momentum"
|
|
```
|
|
|
|
**What happens:** The skill collaborates with you to set up the prototype:
|
|
|
|
Agent: "Let's prototype the grappling hook movement. First, let me clarify the
|
|
hypothesis we're testing:
|
|
|
|
- Are we testing if momentum-based grappling feels good?
|
|
- Or testing technical feasibility of the physics?
|
|
- Or comparing different control schemes?
|
|
|
|
What's the core question this prototype needs to answer?"
|
|
|
|
User: "Testing if momentum transfer feels satisfying and creates skill expression"
|
|
|
|
Agent: "Got it. Here's my proposed setup:
|
|
|
|
**Hypothesis**: Grappling hook with momentum transfer will feel satisfying
|
|
and create emergent movement options through skill-based physics manipulation
|
|
|
|
**Success Criteria**:
|
|
- Player can chain 3+ grapple points fluidly without losing momentum
|
|
- Momentum feels predictable enough to plan, expressive enough to surprise
|
|
- Players discover unintended movement tricks within 5 minutes
|
|
|
|
**Prototype Scope** (1-2 hours max):
|
|
- Basic grapple point attachment
|
|
- Momentum calculation and transfer
|
|
- Simple test level with various grapple configurations
|
|
- No art, UI, or sounds - pure mechanics
|
|
|
|
Does this match what you want to validate?"
|
|
|
|
User: "Perfect, but add one more criteria: can we swing around corners"
|
|
|
|
Agent: "Updated success criteria to include corner swinging. Should I create
|
|
prototypes/grappling-hook/ and implement this?"
|
|
|
|
User: "Yes"
|
|
|
|
Agent: [Creates directory structure, README with hypothesis/criteria/status,
|
|
delegates to prototyper agent for minimal implementation]
|
|
|
|
**Key rule:** The `prototype-code` rule (`.claude/rules/prototype-code.md`)
|
|
intentionally relaxes coding standards for prototypes - hardcoded values OK,
|
|
no tests required, but README with hypothesis and findings is mandatory.
|
|
|
|
### Step 3.3: Evaluate the Prototype
|
|
|
|
Play/test the prototype and answer:
|
|
- Does the hypothesis hold? Is it fun / feasible / better?
|
|
- What surprised you?
|
|
- What would change for production?
|
|
|
|
Update the prototype README with findings and a **verdict**: Ship It, Rework,
|
|
or Kill It.
|
|
|
|
### Step 3.4: Run a Playtest Report
|
|
|
|
If you had others test the prototype:
|
|
|
|
```
|
|
/playtest-report
|
|
```
|
|
|
|
This generates a structured report template covering:
|
|
- Tester demographics and context
|
|
- Task completion rates
|
|
- Confusion points and friction
|
|
- Moments of delight
|
|
- Quantitative ratings
|
|
- Prioritized takeaways
|
|
|
|
> **When your prototypes have validated (or invalidated) your riskiest
|
|
> assumptions, you're ready for production.**
|
|
|
|
---
|
|
|
|
## Phase 4: Production Sprint Workflow
|
|
|
|
### What Happens in This Phase
|
|
|
|
This is the core production loop. You work in sprints (typically 1-2 weeks),
|
|
implementing features, fixing bugs, and tracking progress. This phase repeats
|
|
until your game is content-complete.
|
|
|
|
### Step 4.1: Create Your First Sprint
|
|
|
|
```
|
|
/sprint-plan new
|
|
```
|
|
|
|
**What happens:** The skill delegates to `producer` to collaborate on sprint planning:
|
|
|
|
Agent: "Let's plan your sprint. First, what's your primary goal for this sprint?
|
|
(One sentence that defines success)"
|
|
|
|
User: "Implement core combat system with basic attacks and health"
|
|
|
|
Agent: "How much time do you have available this sprint? (hours or days)"
|
|
|
|
User: "20 hours over 2 weeks"
|
|
|
|
Agent: "Based on 'core combat system' I'm breaking this into tasks. Here's my
|
|
proposed structure:
|
|
|
|
**Must Have** (sprint fails without these):
|
|
- Damage calculation system (design/gdd/combat-system.md formulas)
|
|
- Health component with damage handling
|
|
- Basic attack input and execution
|
|
- Unit tests for damage calculation
|
|
|
|
**Should Have** (important but can slip):
|
|
- Hit reactions and feedback VFX
|
|
- Death state handling
|
|
- Combat stat data files
|
|
|
|
**Nice to Have** (if time permits):
|
|
- Attack combo system
|
|
- Damage numbers UI
|
|
|
|
**Risks I see**:
|
|
- No combat design doc exists yet (blocker - need to create first)
|
|
- VFX requires technical-artist involvement
|
|
|
|
Does this task breakdown match your vision? Any tasks to add/remove/reprioritize?"
|
|
|
|
User: "Move combo system to Should Have - it's important for feel"
|
|
|
|
Agent: "Updated. Should I create production/sprints/sprint-01.md with this plan?"
|
|
|
|
User: "Yes"
|
|
|
|
Agent: [Creates sprint plan with goal, categorized tasks, 20hr capacity estimate,
|
|
risk register, and dependencies]
|
|
|
|
### Step 4.2: The Daily Work Loop
|
|
|
|
Each session follows this pattern:
|
|
|
|
```
|
|
1. Start a Claude Code session
|
|
(session-start hook shows branch, sprint status, recent commits)
|
|
|
|
2. Pick a task from the sprint plan
|
|
("I'm working on the combat damage calculation system")
|
|
|
|
3. Claude identifies the right agent(s) to help
|
|
- game-designer if the design needs work
|
|
- gameplay-programmer for implementation
|
|
- systems-designer for formula details
|
|
|
|
4. Implement the feature (see Phase 5 for details)
|
|
|
|
5. Write tests (verification-driven development)
|
|
|
|
6. Commit your work
|
|
(validate-commit hook checks for design doc references,
|
|
valid JSON data, no hardcoded values)
|
|
|
|
7. Repeat until the session's context is getting full (~65-70%)
|
|
|
|
8. /clear to start fresh, or compact to continue
|
|
```
|
|
|
|
### Step 4.3: Sprint Tracking
|
|
|
|
Check on sprint progress anytime:
|
|
|
|
```
|
|
/sprint-plan status
|
|
```
|
|
|
|
If scope is growing:
|
|
|
|
```
|
|
/scope-check production/sprints/sprint-03.md
|
|
```
|
|
|
|
This compares current scope against the original plan and flags:
|
|
- Tasks added since sprint start
|
|
- Scope increase percentage
|
|
- Recommendations for what to cut
|
|
|
|
### Step 4.4: Sprint Review & Retrospective
|
|
|
|
At the end of a sprint:
|
|
|
|
```
|
|
/retrospective
|
|
```
|
|
|
|
This analyzes:
|
|
- What was planned vs. what was completed
|
|
- Velocity (tasks/points completed)
|
|
- What went well
|
|
- What went poorly
|
|
- Blockers encountered
|
|
- Actionable improvements for next sprint
|
|
|
|
Then plan the next sprint:
|
|
|
|
```
|
|
/sprint-plan new
|
|
```
|
|
|
|
The new sprint incorporates carry-over tasks, retrospective learnings, and
|
|
updated priorities.
|
|
|
|
### Step 4.5: Milestone Reviews
|
|
|
|
At milestone checkpoints:
|
|
|
|
```
|
|
/milestone-review "alpha"
|
|
```
|
|
|
|
This produces a comprehensive report:
|
|
- Feature completeness percentage
|
|
- Quality metrics (bug counts, test coverage)
|
|
- Risk assessment
|
|
- Go/no-go recommendation
|
|
- Action items to reach the milestone
|
|
|
|
---
|
|
|
|
## Phase 5: Implementation Deep-Dive
|
|
|
|
### What Happens in This Phase
|
|
|
|
This is where code gets written. The agent system ensures code quality through
|
|
path-specific rules, automated hooks, and structured delegation.
|
|
|
|
### Step 5.1: Single-System Implementation
|
|
|
|
For a single gameplay system (e.g., "implement the damage calculation"):
|
|
|
|
```
|
|
Ask the gameplay-programmer agent to implement the damage calculation
|
|
system as specified in design/gdd/combat-system.md. The formulas are in
|
|
section 4. Use the project's data-driven approach with config files in
|
|
assets/data/.
|
|
```
|
|
|
|
**What happens:** The `gameplay-programmer` agent collaborates on implementation:
|
|
|
|
Agent: "I've read design/gdd/combat-system.md. Before implementing, I need to
|
|
clarify a few details:
|
|
|
|
Section 4 shows the damage formula: `base_damage * (1 + attack_stat * 0.1) * type_modifier`
|
|
|
|
Questions:
|
|
- Should attack_stat be clamped to a max value?
|
|
- Where should type_modifiers live - per weapon or per damage type?
|
|
- Do you want damage rounding (floor/ceil/round)?
|
|
|
|
Also, I don't see a design doc for the health component yet. Should I
|
|
create a minimal one or do you want to design that separately?"
|
|
|
|
User: "Clamp attack_stat to 0-100. Type modifiers per damage type. Round down.
|
|
Create minimal health doc - just current/max HP and damage handling."
|
|
|
|
Agent: "Got it. Here's my implementation approach:
|
|
|
|
**Files to create**:
|
|
- src/gameplay/combat/damage_calculator.gd (core formula logic)
|
|
- src/gameplay/combat/health_component.gd (HP tracking)
|
|
- assets/data/combat_damage.json (base damage values, type modifiers)
|
|
- design/gdd/health-system.md (minimal doc)
|
|
|
|
**Architecture**:
|
|
- DamageCalculator as stateless utility (testable)
|
|
- HealthComponent as node component (signals for damage/death)
|
|
- All values from config file (gameplay-code rule)
|
|
|
|
May I proceed with implementation?"
|
|
|
|
User: "Yes"
|
|
|
|
Agent: [Implements with automatic rule enforcement - data-driven values, delta time
|
|
independence, signal-based communication, dependency injection for testing]
|
|
|
|
"Implementation complete. Files created:
|
|
- src/gameplay/combat/damage_calculator.gd
|
|
- src/gameplay/combat/health_component.gd
|
|
- assets/data/combat_damage.json (validated JSON structure)
|
|
- design/gdd/health-system.md
|
|
|
|
Ready for testing. Should I draft unit tests?"
|
|
|
|
User: "Yes"
|
|
|
|
Agent: [Writes tests]
|
|
|
|
### Step 5.2: Multi-System Feature (Team Orchestration)
|
|
|
|
For features that span multiple domains, use a team skill:
|
|
|
|
```
|
|
/team-combat "healing ability with HoT (heal-over-time) and cleanse"
|
|
```
|
|
|
|
**What happens:** The team skill orchestrates collaborative 6-phase development:
|
|
|
|
**Phase 1 - Design**:
|
|
Agent (game-designer): "I'll design the healing ability. Questions:
|
|
- Should HoT stack or refresh duration?
|
|
- What debuffs should cleanse remove - all, or specific categories?
|
|
- Mana cost scaling with heal amount?"
|
|
|
|
User: [Answers questions]
|
|
|
|
Agent: [Creates design doc, shows draft] "Design ready. Approve to proceed to architecture?"
|
|
|
|
User: "Approved"
|
|
|
|
**Phase 2 - Architecture**:
|
|
Agent (gameplay-programmer): "Here's my proposed code structure:
|
|
- HealAbility class extending BaseAbility
|
|
- HoT as separate buff component (reusable)
|
|
- Cleanse as utility function (may be used elsewhere)
|
|
|
|
This work or want changes?"
|
|
|
|
User: "Approved"
|
|
|
|
**Phase 3 - Parallel Implementation**:
|
|
Agent (coordinator): "Starting parallel implementation:
|
|
- gameplay-programmer: HealAbility + HoT buff code
|
|
- ai-programmer: AI logic for when NPCs should use heal
|
|
- technical-artist: HoT VFX particle spec
|
|
- sound-designer: Heal cast and HoT tick SFX spec
|
|
|
|
I'll check back when all are complete."
|
|
|
|
[Each specialist asks clarifying questions and shows their work before finalizing]
|
|
|
|
**Phase 4 - Integration**:
|
|
Agent (gameplay-programmer): "All components ready. Integrating now..."
|
|
[Shows integrated result] "Working in test scene. Ready for validation?"
|
|
|
|
**Phase 5 - Validation**:
|
|
Agent (qa-tester): "Testing against acceptance criteria from design doc..."
|
|
[Reports results] "2 edge cases found: [details]. Should we fix or defer?"
|
|
|
|
User: "Fix the critical one, defer the other"
|
|
|
|
**Phase 6 - Report**:
|
|
Agent (coordinator): "Feature complete. Status:
|
|
✓ Design, architecture, implementation, integration done
|
|
✓ Critical bugs fixed
|
|
- 1 minor edge case deferred to backlog
|
|
Ready to merge."
|
|
|
|
Other team skills work similarly:
|
|
- `/team-narrative` -- Story content from structure to written dialogue
|
|
- `/team-ui` -- UI feature from wireframe to polished implementation
|
|
- `/team-level` -- Level from layout to fully dressed with encounters
|
|
- `/team-audio` -- Audio from direction to implemented events
|
|
|
|
### Step 5.3: AI Systems
|
|
|
|
For NPC behavior, pathfinding, or decision-making:
|
|
|
|
```
|
|
Ask the ai-programmer agent to implement a patrol/investigate/chase
|
|
behavior tree for enemy NPCs as specified in design/gdd/enemy-ai.md.
|
|
```
|
|
|
|
**What happens:** The `ai-programmer` agent asks clarifying questions before implementing:
|
|
|
|
Agent: "I've read design/gdd/enemy-ai.md. Before building the behavior tree, I need
|
|
to clarify some behaviors:
|
|
|
|
- During patrol, should NPCs stop at waypoints or continuous loop?
|
|
- For investigate state: how long should they search before returning to patrol?
|
|
- Chase transition: should they chase immediately on sight or require 'confirmation time'?
|
|
- What happens if player breaks line-of-sight during chase?
|
|
|
|
Also, I see performance budget is 2ms/frame for all AI. How many NPCs will
|
|
be active simultaneously (worst case)?"
|
|
|
|
User: "Stop at waypoints for 2 seconds. Search for 8 seconds. Immediate chase on sight.
|
|
Break LOS = return to last known position, search there, then investigate.
|
|
Max 15 NPCs active."
|
|
|
|
Agent: "Got it. That gives me ~0.13ms per NPC. I'll use a hierarchical behavior tree
|
|
with shared pathfinding queries to stay under budget.
|
|
|
|
My approach:
|
|
- Root selector: Chase > Investigate > Patrol
|
|
- All timing/ranges from assets/data/enemy_ai.json (data-driven per ai-code rule)
|
|
- Debug visualization showing current state + detection radius
|
|
- Telegraph attacks with 0.5s windup (visible to player)
|
|
|
|
Approve this approach?"
|
|
|
|
User: "Yes"
|
|
|
|
Agent: [Implements with rule enforcement: 2ms budget, data-driven params, debug viz,
|
|
telegraphed intentions]
|
|
|
|
"Implementation complete. Tested with 20 NPCs - running at 1.8ms/frame.
|
|
Debug visualization shows state colors (green=patrol, yellow=investigate,
|
|
red=chase). Ready for review?"
|
|
|
|
The `ai-code` rule automatically enforces performance budgets, data-driven parameters,
|
|
debug visualization, and player-fair behavior.
|
|
|
|
### Step 5.4: Engine-Specific Work
|
|
|
|
When you need engine-specific expertise:
|
|
|
|
```
|
|
# For Godot:
|
|
Ask the godot-specialist agent to review our scene tree architecture
|
|
and suggest improvements for performance and maintainability.
|
|
|
|
# For a specific subsystem:
|
|
Ask the godot-gdscript-specialist to refactor our signal architecture
|
|
to reduce coupling between the combat and UI systems.
|
|
```
|
|
|
|
Engine specialists know:
|
|
- Engine-specific patterns and anti-patterns
|
|
- Performance optimization techniques for that engine
|
|
- Proper use of engine subsystems (Godot signals, Unity Addressables, UE GAS)
|
|
- When to use native extensions vs scripting
|
|
|
|
### Step 5.5: Architecture Decision Records
|
|
|
|
When you face a significant technical choice during implementation:
|
|
|
|
```
|
|
/architecture-decision "Event Bus vs Direct Signals for System Communication"
|
|
```
|
|
|
|
This documents the decision so future-you (or future contributors) understand
|
|
*why* things were built this way.
|
|
|
|
### Step 5.6: Code Review
|
|
|
|
After implementing a feature:
|
|
|
|
```
|
|
/code-review src/gameplay/combat/damage_calculator.gd
|
|
```
|
|
|
|
**What happens:** The skill performs collaborative architectural review:
|
|
|
|
Agent: "Reviewing src/gameplay/combat/damage_calculator.gd...
|
|
|
|
**Architectural Compliance**:
|
|
✓ Matches ADR-003 (stateless utility pattern)
|
|
✓ Data-driven values (gameplay-code rule)
|
|
✗ Issue: Direct reference to HealthComponent - breaks dependency injection
|
|
|
|
**SOLID Principles**:
|
|
✓ Single Responsibility - only calculates damage
|
|
✗ Dependency Inversion - tightly coupled to HealthComponent type
|
|
|
|
**Testability**:
|
|
✗ Hard to mock HealthComponent dependency
|
|
|
|
**Performance**:
|
|
✓ No allocations in hot path
|
|
⚠ Warning: Type lookup in dictionary every call - consider caching
|
|
|
|
**Recommendations**:
|
|
1. HIGH: Add interface for HealthComponent to enable mocking
|
|
2. MEDIUM: Cache type modifier lookups
|
|
3. LOW: Add null checks for edge cases
|
|
|
|
Should I show you how to fix issue #1 (dependency injection)?"
|
|
|
|
User: "Yes, show me"
|
|
|
|
Agent: [Shows refactored code with interface]
|
|
|
|
"This change lets you pass any object with take_damage(), making it testable.
|
|
Approve this refactor?"
|
|
|
|
User: "Approved"
|
|
|
|
Agent: [Applies changes] "Code review complete. All high-priority issues resolved."
|
|
|
|
---
|
|
|
|
## Phase 6: Testing & Quality Assurance
|
|
|
|
### What Happens in This Phase
|
|
|
|
Testing runs throughout production, not just at the end. The system supports
|
|
test-driven development with automated enforcement.
|
|
|
|
### Step 6.1: Write Tests First (Verification-Driven Development)
|
|
|
|
The project enforces **verification-driven development**: write tests before
|
|
or alongside implementation, not after.
|
|
|
|
The `test-standards` rule (`.claude/rules/test-standards.md`) enforces:
|
|
- Test naming: `test_[system]_[scenario]_[expected_result]`
|
|
- Structure: Arrange / Act / Assert
|
|
- No external state dependencies
|
|
- Tests clean up after themselves
|
|
- Each test file mirrors the source file it tests
|
|
|
|
```
|
|
Ask the qa-tester agent to write test cases for the damage calculation
|
|
system based on the acceptance criteria in design/gdd/combat-system.md.
|
|
```
|
|
|
|
**What happens:** The `qa-tester` agent collaborates on test case creation:
|
|
|
|
Agent: "I've read the acceptance criteria from design/gdd/combat-system.md. Before
|
|
writing tests, let me confirm the test scope:
|
|
|
|
From the acceptance criteria, I see:
|
|
- Base damage formula must produce expected values
|
|
- Type modifiers apply correctly
|
|
- Edge case: attack_stat clamped at 0-100
|
|
- Edge case: negative damage becomes 0
|
|
|
|
Questions:
|
|
- Should I include integration tests with HealthComponent or just unit tests?
|
|
- Do you want performance tests (e.g., 1000 calculations < Xms)?
|
|
- Any specific edge cases beyond those in the doc?"
|
|
|
|
User: "Unit tests only for now. Add performance test - target 10,000 calcs < 1ms.
|
|
Also test what happens with invalid damage types."
|
|
|
|
Agent: "Got it. Here's my test plan:
|
|
|
|
**Unit Tests**:
|
|
- test_damage_basic_calculation (base formula, known values)
|
|
- test_damage_type_modifiers (each modifier from config)
|
|
- test_damage_attack_stat_clamping (below 0, above 100)
|
|
- test_damage_negative_becomes_zero
|
|
- test_damage_invalid_type (undefined type in config)
|
|
- test_damage_rounding (verify floor behavior)
|
|
|
|
**Performance Test**:
|
|
- test_damage_performance_10k_calculations
|
|
|
|
Approve this test suite?"
|
|
|
|
User: "Yes"
|
|
|
|
Agent: [Writes tests following test-standards rule: proper naming, Arrange/Act/Assert
|
|
structure, no external dependencies, cleanup]
|
|
|
|
"Test suite complete. All 7 tests written. Ready to run?"
|
|
|
|
### Step 6.2: Bug Reporting
|
|
|
|
When you find a bug:
|
|
|
|
```
|
|
/bug-report "Healing spell applies damage instead of healing when
|
|
target has a shield buff active"
|
|
```
|
|
|
|
This creates a structured bug report with:
|
|
- Severity (Critical / Major / Minor / Cosmetic)
|
|
- Priority (P0-P4)
|
|
- Steps to reproduce
|
|
- Expected vs actual behavior
|
|
- System/component affected
|
|
- Related design doc
|
|
|
|
### Step 6.3: Test Planning
|
|
|
|
For milestone validation:
|
|
|
|
```
|
|
Ask the qa-lead agent to create a test plan for the Alpha milestone,
|
|
covering combat, progression, and UI systems.
|
|
```
|
|
|
|
**What happens:** The `qa-lead` agent collaborates on comprehensive test planning:
|
|
|
|
Agent: "I'll create a test plan for the Alpha milestone. First, let me understand
|
|
the scope:
|
|
|
|
From the milestone definition, I see these systems are in scope:
|
|
- Combat system
|
|
- Progression system
|
|
- UI systems
|
|
|
|
Questions:
|
|
- What platforms are we testing? (Windows, Linux, Mac, mobile?)
|
|
- What's our target performance? (60fps? 30fps?)
|
|
- Any known risky areas that need extra test coverage?
|
|
- Timeline - when does testing need to complete?"
|
|
|
|
User: "Windows and Linux. Target 60fps. Combat AI is risky - lots of edge cases.
|
|
Testing deadline is end of next week."
|
|
|
|
Agent: "Got it. Here's my proposed test plan structure:
|
|
|
|
**Functional Tests** (3 days):
|
|
- Combat: Damage calculation, status effects, death states, AI behavior
|
|
- Progression: XP gain, level-up, skill unlocks, stat increases
|
|
- UI: Menus, HUD, inventory, settings
|
|
|
|
**Edge Case Tests** (1 day):
|
|
- Combat AI: Line-of-sight breaks, pathfinding failures, stuck states
|
|
- Boundary conditions: Max level, inventory full, negative damage
|
|
|
|
**Regression Suite** (1 day):
|
|
- Re-run all previous milestone tests
|
|
|
|
**Performance Benchmarks** (1 day):
|
|
- 60fps with 15 enemies, complex VFX
|
|
- Memory under 2GB
|
|
- Load times under 5s
|
|
|
|
**Platform Tests** (1 day):
|
|
- Windows 10/11
|
|
- Ubuntu 22.04 LTS
|
|
|
|
This fits the timeline. Approve or adjust?"
|
|
|
|
User: "Approved"
|
|
|
|
Agent: [Creates detailed test plan using test-plan.md template]
|
|
|
|
### Step 6.4: Balance Testing
|
|
|
|
After implementing economy or progression systems:
|
|
|
|
```
|
|
/balance-check assets/data/combat_damage.json
|
|
```
|
|
|
|
This analyzes your balance data for:
|
|
- Statistical outliers
|
|
- Broken progression curves
|
|
- Degenerate strategies (one option dominates all others)
|
|
- Economy imbalances (inflation, deflation, exploits)
|
|
|
|
---
|
|
|
|
## Phase 7: Polish & Optimization
|
|
|
|
### What Happens in This Phase
|
|
|
|
Your game is feature-complete. Now you make it *good*. This phase focuses on
|
|
performance, visual polish, audio, and feel.
|
|
|
|
### Step 7.1: Performance Profiling
|
|
|
|
```
|
|
/perf-profile
|
|
```
|
|
|
|
**What happens:** The skill guides you through structured performance profiling:
|
|
|
|
Agent: "Starting performance profiling. First, let's establish your targets:
|
|
- Target FPS?
|
|
- Target memory limit?
|
|
- Target platform(s)?"
|
|
|
|
User: "60fps on mid-range PC. Under 2GB RAM. Windows/Linux."
|
|
|
|
Agent: "Running profiler on current build...
|
|
|
|
**Current Performance**:
|
|
- Average FPS: 48
|
|
- Frame time: 20.8ms (target: 16.6ms for 60fps)
|
|
- Memory: 2.4GB (400MB over target)
|
|
|
|
**Bottlenecks Identified** (ranked by impact):
|
|
1. Combat AI: 8.2ms/frame (49% of frame time) - HIGH PRIORITY
|
|
2. Particle VFX: 3.1ms/frame (18% of frame time) - MEDIUM
|
|
3. UI rendering: 2.8ms/frame (17% of frame time) - MEDIUM
|
|
4. Physics: 1.9ms/frame (11% of frame time) - LOW
|
|
|
|
**Memory Issues**:
|
|
1. Texture atlas not compressed: +280MB - HIGH PRIORITY
|
|
2. Audio buffers not streaming: +120MB - HIGH PRIORITY
|
|
|
|
**Recommendations**:
|
|
1. Combat AI: Implement hierarchical behavior tree, reduce per-frame checks
|
|
2. Textures: Enable GPU compression
|
|
3. Audio: Stream longer sounds instead of loading all
|
|
|
|
Should I generate detailed optimization tasks for the top 3 issues?"
|
|
|
|
User: "Yes"
|
|
|
|
Agent: [Generates actionable optimization tasks with code locations and expected gains]
|
|
|
|
**For deeper analysis, use the `performance-analyst` agent:**
|
|
|
|
```
|
|
Ask the performance-analyst agent to analyze our combat system for
|
|
frame time spikes. We're seeing hitches when 10+ enemies are active.
|
|
```
|
|
|
|
Agent: "I'll analyze the combat system performance. Let me profile with varying
|
|
enemy counts...
|
|
|
|
**Analysis Results**:
|
|
- 5 enemies: 58fps stable
|
|
- 10 enemies: 52fps with occasional drops to 45fps
|
|
- 15 enemies: 38fps with spikes down to 22fps
|
|
|
|
**Root Cause**: Behavior tree re-evaluates entire tree every frame for
|
|
every NPC. With 15 NPCs, that's 15 full tree traversals = 8.2ms.
|
|
|
|
**Solution Options**:
|
|
1. Stagger updates: Only update 5 NPCs per frame (rotation)
|
|
2. Cache tree results: Re-evaluate only on state change
|
|
3. Simplify tree: Reduce node count from 12 to 6
|
|
|
|
I recommend Option 2 + 3: Cache results AND simplify the tree.
|
|
Expected gain: 8.2ms -> 1.5ms (6.7ms saved = +40fps)
|
|
|
|
Should I show you the refactored behavior tree?"
|
|
|
|
User: "Yes"
|
|
|
|
Agent: [Shows optimized implementation]
|
|
|
|
### Step 7.2: Visual Polish
|
|
|
|
Use the team polish skill for comprehensive polishing:
|
|
|
|
```
|
|
/team-polish "combat system"
|
|
```
|
|
|
|
**What happens:** The team polish skill coordinates collaborative polish passes:
|
|
|
|
Agent (coordinator): "Starting polish pass for combat system. Let me assess
|
|
current state and identify polish priorities...
|
|
|
|
**Current State Analysis**:
|
|
- Performance: 48fps (needs optimization)
|
|
- Visual feedback: Hit effects present but underwhelming
|
|
- Audio: SFX in place but mixing needs work
|
|
- Feel: Input response good, but impacts lack weight
|
|
|
|
I'll coordinate 4 specialists in parallel. First, let me get your polish
|
|
priorities - rank these:
|
|
- Performance (hitting 60fps)
|
|
- Visual impact (VFX, shaders, feedback)
|
|
- Audio polish (mixing, spatial, punch)
|
|
- Feel/juice (screen shake, hitstop, particles)"
|
|
|
|
User: "Performance #1, then visual impact, then feel, then audio"
|
|
|
|
**Phase 1 - Performance** (performance-analyst):
|
|
Agent: "Running combat performance optimization..."
|
|
[Implements optimizations from previous profiling]
|
|
"Now at 62fps stable. Performance target met."
|
|
|
|
**Phase 2 - Visual Impact** (technical-artist):
|
|
Agent: "Analyzing visual feedback. I see hit VFX but they're generic. Questions:
|
|
- Should different damage types have distinct visual feedback?
|
|
- Do you want critical hits to be visually distinct?
|
|
- Screen shake on hits - subtle or pronounced?"
|
|
|
|
User: "Distinct per damage type. Crits should pop. Subtle screen shake."
|
|
|
|
Agent: [Creates polished VFX specifications and shader improvements]
|
|
"VFX polish complete. Want to see a comparison video?"
|
|
|
|
**Phase 3 - Feel** (technical-artist + gameplay-programmer):
|
|
Agent: "Adding hitstop (frame freeze) on impacts, particle bursts on crits,
|
|
subtle camera shake. Testing feel..."
|
|
"Hitstop feels good at 100ms for normal hits, 200ms for crits. Approve?"
|
|
|
|
User: "Approved"
|
|
|
|
**Phase 4 - Validation** (qa-tester):
|
|
Agent: "Running regression tests on all combat polish changes..."
|
|
"All tests pass. No bugs introduced."
|
|
|
|
Agent (coordinator): "Polish pass complete:
|
|
✓ Performance: 48fps -> 62fps
|
|
✓ Visual: Enhanced VFX, type-specific effects, crit feedback
|
|
✓ Feel: Hitstop, particles, camera shake
|
|
✓ Tests: All passing
|
|
Ready to merge."
|
|
|
|
### Step 7.3: Audio Implementation
|
|
|
|
```
|
|
/team-audio "combat audio"
|
|
```
|
|
|
|
**What happens:** The team audio skill coordinates the full collaborative audio pipeline:
|
|
|
|
**Phase 1 - Audio Direction** (audio-director):
|
|
Agent: "Let's define the audio direction for combat. What's the emotional goal?
|
|
- Brutal and visceral?
|
|
- Tactical and precise?
|
|
- Magical and fantastical?
|
|
- Fast and arcade-like?"
|
|
|
|
User: "Tactical and precise with some weight to impacts"
|
|
|
|
Agent: "Got it. Here's my audio direction for combat:
|
|
|
|
**Audio Pillars**:
|
|
- Clarity: Every action has distinct, recognizable sound
|
|
- Spatial awareness: Enemy positions clear from audio alone
|
|
- Feedback: Successful actions feel satisfying
|
|
- Atmosphere: Tension maintained without fatigue
|
|
|
|
**Priorities**:
|
|
1. Weapon sounds must be punchy but not fatiguing
|
|
2. Footsteps critical for spatial awareness
|
|
3. Enemy attack telegraphs via audio cues
|
|
4. Hit confirmation with satisfying impact sounds
|
|
|
|
Approve this direction?"
|
|
|
|
User: "Approved"
|
|
|
|
**Phase 2 - SFX Specification** (sound-designer):
|
|
Agent: "Based on the audio direction, here's my SFX event list:
|
|
|
|
**Player Actions**:
|
|
- weapon_swing_light, weapon_swing_heavy (distinct whoosh)
|
|
- footstep_walk, footstep_run (material-aware)
|
|
- ability_cast_start, ability_cast_release
|
|
|
|
**Impacts**:
|
|
- hit_flesh_light, hit_flesh_heavy (with pitch variation)
|
|
- hit_armor_deflect (metallic ping)
|
|
- critical_hit (special layered impact)
|
|
|
|
**Enemy Audio**:
|
|
- enemy_attack_windup (0.5s telegraph)
|
|
- enemy_footstep (louder than player for spatial awareness)
|
|
|
|
Each sound has variation pool (3-5 variants) to avoid repetition.
|
|
Missing anything critical?"
|
|
|
|
User: "Add dodge/roll sound"
|
|
|
|
Agent: "Added dodge_roll event. Complete SFX spec ready."
|
|
|
|
**Phase 3 - Audio Implementation** (technical-artist):
|
|
Agent: "Implementing audio system with:
|
|
- Event-based triggers (no hardcoded audio calls)
|
|
- 3D spatial audio with distance attenuation
|
|
- Priority system (critical sounds never cut off)
|
|
- Dynamic mixing (combat music layer + SFX balance)
|
|
|
|
Questions:
|
|
- Max simultaneous sounds limit? (recommend 32)
|
|
- Distance attenuation curve - linear or logarithmic?"
|
|
|
|
User: "32 sounds max. Logarithmic attenuation."
|
|
|
|
Agent: [Implements audio middleware integration]
|
|
|
|
**Phase 4 - Integration** (gameplay-programmer):
|
|
Agent: "Wiring audio events to gameplay code...
|
|
- Weapon swings: Connected to animation events
|
|
- Footsteps: Tied to movement speed and surface type
|
|
- Impacts: Hooked to damage events
|
|
- Enemy telegraphs: 0.5s before attack execution
|
|
|
|
Ready for audio playtest."
|
|
|
|
Agent (coordinator): "Combat audio pipeline complete. Test in-game and provide feedback
|
|
on balance, clarity, and feel."
|
|
|
|
### Step 7.4: Technical Debt
|
|
|
|
Before release, assess your tech debt:
|
|
|
|
```
|
|
/tech-debt
|
|
```
|
|
|
|
This scans the codebase for:
|
|
- TODO/FIXME/HACK comments
|
|
- Code duplication
|
|
- Overly complex functions
|
|
- Missing tests
|
|
- Outdated dependencies
|
|
|
|
Each debt item gets categorized and prioritized. You decide what to fix
|
|
before release vs. what to defer.
|
|
|
|
---
|
|
|
|
## Phase 8: Localization & Accessibility
|
|
|
|
### Step 8.1: Localization Scan
|
|
|
|
```
|
|
/localize src/
|
|
```
|
|
|
|
This scans for:
|
|
- Hardcoded strings that should be externalized
|
|
- String concatenation that breaks translation
|
|
- Text that doesn't account for expansion (German text is ~30% longer)
|
|
- Missing locale files
|
|
|
|
### Step 8.2: Accessibility Review
|
|
|
|
```
|
|
Ask the accessibility-specialist agent to audit our UI system for
|
|
WCAG compliance, colorblind support, and input remapping.
|
|
```
|
|
|
|
The `ui-code` rule already enforces some accessibility:
|
|
- Localization-ready strings (no hardcoded text)
|
|
- Keyboard and gamepad input support
|
|
- Text scaling support
|
|
- Colorblind-friendly design
|
|
|
|
The `accessibility-specialist` goes deeper:
|
|
- Screen reader compatibility
|
|
- Key remapping completeness
|
|
- Subtitle and caption support
|
|
- Motion sensitivity options
|
|
- Difficulty/assist options
|
|
|
|
---
|
|
|
|
## Phase 9: Release & Launch
|
|
|
|
### What Happens in This Phase
|
|
|
|
Your game is polished, tested, and ready. Now you ship it.
|
|
|
|
### Step 9.1: Release Checklist
|
|
|
|
```
|
|
/release-checklist v1.0.0
|
|
```
|
|
|
|
This generates a comprehensive pre-release checklist covering:
|
|
- Build verification (all platforms compile and run)
|
|
- Certification requirements (platform-specific)
|
|
- Store metadata (descriptions, screenshots, trailers)
|
|
- Legal compliance (EULA, privacy policy, ratings)
|
|
- Save game compatibility
|
|
- Analytics and telemetry verification
|
|
|
|
### Step 9.2: Launch Readiness (Full Validation)
|
|
|
|
```
|
|
/launch-checklist
|
|
```
|
|
|
|
This is the nuclear option -- a complete cross-department validation:
|
|
|
|
| Department | What's Checked |
|
|
|-----------|---------------|
|
|
| **Engineering** | Build stability, crash rates, memory leaks, load times |
|
|
| **Design** | Feature completeness, tutorial flow, difficulty curve |
|
|
| **Art** | Asset quality, missing textures, LOD levels |
|
|
| **Audio** | Missing sounds, mixing levels, spatial audio |
|
|
| **QA** | Open bug count by severity, regression suite pass rate |
|
|
| **Narrative** | Dialogue completeness, lore consistency, typos |
|
|
| **Localization** | All strings translated, no truncation, locale testing |
|
|
| **Accessibility** | Compliance checklist, assistive feature testing |
|
|
| **Store** | Metadata complete, screenshots approved, pricing set |
|
|
| **Marketing** | Press kit ready, launch trailer, social media scheduled |
|
|
| **Community** | Patch notes draft, FAQ prepared, support channels ready |
|
|
| **Infrastructure** | Servers scaled, CDN configured, monitoring active |
|
|
| **Legal** | EULA finalized, privacy policy, COPPA/GDPR compliance |
|
|
|
|
Each item gets a **Go / No-Go** status. All must be Go to ship.
|
|
|
|
### Step 9.3: Generate Player-Facing Content
|
|
|
|
```
|
|
/patch-notes v1.0.0
|
|
```
|
|
|
|
Generates player-friendly patch notes from git history and internal data.
|
|
Translates developer language ("refactored state machine") into player
|
|
language ("improved enemy behavior responsiveness").
|
|
|
|
```
|
|
/changelog v1.0.0
|
|
```
|
|
|
|
Generates an internal changelog (more technical, for the team).
|
|
|
|
### Step 9.4: Coordinate the Release
|
|
|
|
```
|
|
/team-release
|
|
```
|
|
|
|
**What happens:** The team release skill coordinates all departments for launch:
|
|
|
|
**Phase 1 - Pre-Release Validation** (release-manager):
|
|
Agent: "Starting release coordination for v1.0.0. First, status check across
|
|
all departments...
|
|
|
|
Reviewing launch checklist results:
|
|
✓ Engineering: All green
|
|
✓ QA: 2 minor bugs open (non-blocking)
|
|
✓ Art/Audio: Complete
|
|
✓ Localization: Complete
|
|
⚠ Store: Screenshots pending approval
|
|
✗ Marketing: Launch trailer not finalized
|
|
|
|
Two blockers identified. Timeline impact?"
|
|
|
|
User: "Screenshots approved this morning. Trailer done by end of day."
|
|
|
|
Agent: "Got it. Updated timeline: Release tomorrow pending trailer completion.
|
|
Should I proceed with build preparation?"
|
|
|
|
User: "Yes"
|
|
|
|
**Phase 2 - Build Management** (release-manager):
|
|
Agent: "Creating release build v1.0.0...
|
|
- Windows build: ✓ Complete, tested, 2.1GB
|
|
- Linux build: ✓ Complete, tested, 2.3GB
|
|
- Checksums generated
|
|
- Version manifest created
|
|
- Update server configured
|
|
|
|
All builds ready for deployment."
|
|
|
|
**Phase 3 - Final QA Sign-Off** (qa-lead):
|
|
Agent: "Running final regression suite on release builds...
|
|
- All critical tests: ✓ Pass
|
|
- All high-priority tests: ✓ Pass
|
|
- Platform-specific tests: ✓ Pass
|
|
|
|
QA signs off for release. No blocking issues."
|
|
|
|
**Phase 4 - Deployment Preparation** (devops-engineer):
|
|
Agent: "CI/CD pipeline ready. Deployment plan:
|
|
1. Upload builds to CDN (12:00 UTC)
|
|
2. Update store listings (12:30 UTC)
|
|
3. Enable download access (13:00 UTC - launch time)
|
|
4. Monitor server load and error rates
|
|
|
|
Rollback plan ready if critical issues detected.
|
|
Approve deployment schedule?"
|
|
|
|
User: "Approved"
|
|
|
|
**Phase 5 - Go/No-Go Decision** (producer):
|
|
Agent: "Final go/no-go check:
|
|
✓ All builds validated
|
|
✓ QA sign-off complete
|
|
✓ Store metadata approved
|
|
✓ Launch trailer complete (confirmed)
|
|
✓ Marketing materials ready
|
|
✓ Support team briefed
|
|
✓ Deployment plan approved
|
|
|
|
All systems GO. Recommend proceeding with launch at 13:00 UTC tomorrow.
|
|
Final approval?"
|
|
|
|
User: "GO for launch"
|
|
|
|
Agent: "Launch approved. Deployment begins 12:00 UTC tomorrow. I'll monitor and
|
|
report status updates."
|
|
|
|
### Step 9.5: Ship
|
|
|
|
The `validate-push` hook will warn you when pushing to `main` or `develop`.
|
|
This is intentional -- release pushes should be deliberate:
|
|
|
|
```
|
|
git tag v1.0.0
|
|
git push origin main --tags
|
|
```
|
|
|
|
---
|
|
|
|
## Phase 10: Post-Launch & Live Ops
|
|
|
|
### Step 10.1: Hotfix Workflow
|
|
|
|
When a critical bug appears in production:
|
|
|
|
```
|
|
/hotfix "Players losing save data when inventory exceeds 99 items"
|
|
```
|
|
|
|
This bypasses normal sprint processes with a full audit trail:
|
|
1. Creates a hotfix branch
|
|
2. Tracks approvals
|
|
3. Implements the fix
|
|
4. Ensures the fix is backported to the development branch
|
|
5. Documents the incident
|
|
|
|
### Step 10.2: Post-Mortem
|
|
|
|
After launch dust settles:
|
|
|
|
```
|
|
Ask Claude to create a post-mortem using the template at
|
|
.claude/docs/templates/post-mortem.md
|
|
```
|
|
|
|
This covers:
|
|
- What went well
|
|
- What went poorly
|
|
- What was surprising
|
|
- Key metrics (sales, reviews, crash rates)
|
|
- Lessons for the next project
|
|
|
|
### Step 10.3: Live Operations (if applicable)
|
|
|
|
For games with ongoing content:
|
|
|
|
```
|
|
Ask the live-ops-designer agent to design a seasonal content cadence
|
|
with battle pass, weekly events, and monthly content drops. Target
|
|
retention for the 30-60-90 day cohorts.
|
|
```
|
|
|
|
The `live-ops-designer` handles:
|
|
- Season/event calendar
|
|
- Battle pass design
|
|
- Content cadence planning
|
|
- Retention mechanics
|
|
- Live economy tuning
|
|
- Engagement analytics
|
|
|
|
### Step 10.4: Community Management
|
|
|
|
```
|
|
Ask the community-manager agent to draft patch notes for v1.0.1,
|
|
respond to the top 5 community complaints from the feedback channel,
|
|
and prepare a "known issues" post.
|
|
```
|
|
|
|
---
|
|
|
|
## Appendix A: Agent Quick-Reference
|
|
|
|
### "I need to do X -- which agent do I use?"
|
|
|
|
| I need to... | Agent | Tier |
|
|
|-------------|-------|------|
|
|
| Come up with a game idea | `/brainstorm` skill | -- |
|
|
| Design a game mechanic | `game-designer` | 2 |
|
|
| Design specific formulas/numbers | `systems-designer` | 3 |
|
|
| Design a game level | `level-designer` | 3 |
|
|
| Design loot tables / economy | `economy-designer` | 3 |
|
|
| Build world lore | `world-builder` | 3 |
|
|
| Write dialogue | `writer` | 3 |
|
|
| Plan the story | `narrative-director` | 2 |
|
|
| Plan a sprint | `producer` | 1 |
|
|
| Make a creative decision | `creative-director` | 1 |
|
|
| Make a technical decision | `technical-director` | 1 |
|
|
| Implement gameplay code | `gameplay-programmer` | 3 |
|
|
| Implement core engine systems | `engine-programmer` | 3 |
|
|
| Implement AI behavior | `ai-programmer` | 3 |
|
|
| Implement multiplayer | `network-programmer` | 3 |
|
|
| Implement UI | `ui-programmer` | 3 |
|
|
| Build dev tools | `tools-programmer` | 3 |
|
|
| Review code architecture | `lead-programmer` | 2 |
|
|
| Create shaders / VFX | `technical-artist` | 3 |
|
|
| Define visual style | `art-director` | 2 |
|
|
| Define audio style | `audio-director` | 2 |
|
|
| Design sound effects | `sound-designer` | 3 |
|
|
| Design UX flows | `ux-designer` | 3 |
|
|
| Write test cases | `qa-tester` | 3 |
|
|
| Plan test strategy | `qa-lead` | 2 |
|
|
| Profile performance | `performance-analyst` | 3 |
|
|
| Set up CI/CD | `devops-engineer` | 3 |
|
|
| Design analytics | `analytics-engineer` | 3 |
|
|
| Check accessibility | `accessibility-specialist` | 3 |
|
|
| Plan live operations | `live-ops-designer` | 3 |
|
|
| Manage a release | `release-manager` | 2 |
|
|
| Manage localization | `localization-lead` | 2 |
|
|
| Prototype quickly | `prototyper` | 3 |
|
|
| Audit security | `security-engineer` | 3 |
|
|
| Communicate with players | `community-manager` | 3 |
|
|
| Godot-specific help | `godot-specialist` | 3 |
|
|
| Unity-specific help | `unity-specialist` | 3 |
|
|
| Unreal-specific help | `unreal-specialist` | 3 |
|
|
|
|
### Agent Hierarchy
|
|
|
|
```
|
|
creative-director / technical-director / producer
|
|
|
|
|
---------------------------------------------------------------
|
|
| | | | | |
|
|
game-designer lead-prog art-dir audio-dir narr-dir qa-lead release-mgr
|
|
| | | | | |
|
|
specialists programmers tech-art snd-design writer qa-tester devops
|
|
```
|
|
|
|
**Escalation rule:** If two agents disagree, go up. Design conflicts go to
|
|
`creative-director`. Technical conflicts go to `technical-director`. Scope
|
|
conflicts go to `producer`.
|
|
|
|
---
|
|
|
|
## Appendix B: Slash Command Quick-Reference
|
|
|
|
### By Workflow Stage
|
|
|
|
| Stage | Commands |
|
|
|-------|----------|
|
|
| **Onboarding** | `/start` |
|
|
| **Ideation** | `/brainstorm` |
|
|
| **Design** | `/map-systems`, `/design-system`, `/design-review`, `/architecture-decision` |
|
|
| **Sprint** | `/sprint-plan`, `/estimate`, `/scope-check`, `/retrospective` |
|
|
| **Implementation** | `/code-review`, `/prototype`, `/tech-debt` |
|
|
| **Testing** | `/balance-check`, `/playtest-report`, `/perf-profile` |
|
|
| **Assets** | `/asset-audit`, `/localize` |
|
|
| **Release** | `/release-checklist`, `/launch-checklist`, `/changelog`, `/patch-notes`, `/hotfix` |
|
|
| **Production** | `/milestone-review`, `/onboard` |
|
|
| **Teams** | `/team-combat`, `/team-narrative`, `/team-ui`, `/team-release`, `/team-polish`, `/team-audio`, `/team-level` |
|
|
|
|
---
|
|
|
|
## Appendix C: Common Workflows
|
|
|
|
### Workflow 1: "I just started and have no game idea"
|
|
|
|
```
|
|
1. /start (asks where you are, routes you to the right workflow)
|
|
— or /brainstorm if you prefer to jump straight to ideation
|
|
2. Pick the best concept from the brainstorm output
|
|
3. Create a game concept doc (templates/game-concept.md)
|
|
4. Define game pillars (templates/game-pillars.md)
|
|
5. /design-review on your concept doc
|
|
6. /map-systems to decompose concept into systems with dependencies and priorities
|
|
7. /design-system to author per-system GDDs (guided, section-by-section)
|
|
```
|
|
|
|
### Workflow 2: "I have a design and want to start coding"
|
|
|
|
```
|
|
1. /design-review on each GDD to make sure they're solid
|
|
2. /architecture-decision for your first major tech choice
|
|
3. /sprint-plan new to plan your first sprint
|
|
4. Start implementing with gameplay-programmer / engine-programmer
|
|
5. /code-review after each major feature
|
|
6. Write tests alongside code
|
|
7. Commit frequently (hooks validate automatically)
|
|
```
|
|
|
|
### Workflow 3: "I need to add a complex feature"
|
|
|
|
```
|
|
1. Create/update the GDD for the feature in design/gdd/
|
|
2. /design-review to validate the design
|
|
3. /estimate to understand effort and risk
|
|
4. Use the appropriate /team-* skill:
|
|
- /team-combat for combat features
|
|
- /team-narrative for story content
|
|
- /team-ui for UI features
|
|
- /team-level for new levels/areas
|
|
- /team-audio for audio work
|
|
5. /code-review the implementation
|
|
6. /balance-check if it affects game balance
|
|
```
|
|
|
|
### Workflow 4: "Something broke in production"
|
|
|
|
```
|
|
1. /hotfix "description of the issue"
|
|
2. Fix is implemented on hotfix branch
|
|
3. /code-review the fix
|
|
4. Run tests
|
|
5. /release-checklist for hotfix build
|
|
6. Deploy and backport
|
|
```
|
|
|
|
### Workflow 5: "I'm approaching a milestone"
|
|
|
|
```
|
|
1. /milestone-review to check progress
|
|
2. /scope-check to see if scope has crept
|
|
3. /tech-debt to assess debt before milestone
|
|
4. /perf-profile to check performance targets
|
|
5. /team-polish for final polish pass
|
|
6. /release-checklist when ready to ship
|
|
```
|
|
|
|
### Workflow 6: "Starting a new sprint"
|
|
|
|
```
|
|
1. /retrospective to review the last sprint
|
|
2. /sprint-plan new to create the next sprint
|
|
3. /scope-check to ensure scope is manageable
|
|
4. Start working through sprint tasks
|
|
5. /sprint-plan status to check progress mid-sprint
|
|
```
|
|
|
|
### Workflow 7: "Shipping the game"
|
|
|
|
```
|
|
1. /milestone-review for final milestone
|
|
2. /tech-debt to decide what's acceptable at launch
|
|
3. /localize for final localization pass
|
|
4. Accessibility audit via accessibility-specialist
|
|
5. /launch-checklist for full cross-department validation
|
|
6. /team-release to coordinate the release
|
|
7. /patch-notes and /changelog for player communications
|
|
8. Ship!
|
|
9. /hotfix if anything breaks post-launch
|
|
10. Post-mortem after launch stabilizes
|
|
```
|
|
|
|
---
|
|
|
|
## Tips for Getting the Most Out of the System
|
|
|
|
1. **Always start with design, then implement.** The agent system is built
|
|
around the assumption that a design document exists before code is written.
|
|
Agents reference GDDs constantly.
|
|
|
|
2. **Use team skills for cross-cutting features.** Don't try to manually
|
|
coordinate 4 agents yourself -- let `/team-combat`, `/team-narrative`,
|
|
etc. handle the orchestration.
|
|
|
|
3. **Trust the rules system.** When a rule flags something in your code, fix
|
|
it. The rules encode hard-won game development wisdom (data-driven values,
|
|
delta time, accessibility, etc.).
|
|
|
|
4. **Compact proactively.** At ~65-70% context usage, compact or `/clear`.
|
|
The pre-compact hook saves your progress. Don't wait until you're at the
|
|
limit.
|
|
|
|
5. **Use the right tier of agent.** Don't ask `creative-director` to write a
|
|
shader. Don't ask `qa-tester` to make design decisions. The hierarchy
|
|
exists for a reason.
|
|
|
|
6. **Run `/design-review` before handing designs to programmers.** This
|
|
catches incomplete specs early, saving rework.
|
|
|
|
7. **Run `/code-review` after every major feature.** Catch architectural
|
|
issues before they propagate.
|
|
|
|
8. **Prototype risky mechanics first.** A day of prototyping can save a week
|
|
of production on a mechanic that doesn't work.
|
|
|
|
9. **Keep your sprint plans honest.** Use `/scope-check` regularly. Scope
|
|
creep is the #1 killer of indie games.
|
|
|
|
10. **Document decisions with ADRs.** Future-you will thank present-you for
|
|
recording *why* things were built the way they were.
|