Files
Claude-Code-Game-Studios/.claude/skills/start/SKILL.md
Donchitos 7d08e396e3 Release v0.3.0: /design-system, /map-systems, status line, UPGRADING guide (#2)
* 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>
2026-03-09 12:51:21 +11:00

181 lines
7.2 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 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.
---
## Workflow
### 1. Detect Project State (Silent)
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. You will use them to validate the user's
self-assessment and to tailor follow-up recommendations.
---
### 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.
---
### 3. Route Based on Answer
#### If A: No idea yet
The user needs creative exploration before anything else. Engine choice,
technical setup — all of that comes later.
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:
- `/brainstorm` — discover your game concept
- `/setup-engine` — configure the engine (brainstorm will recommend one)
- `/map-systems` — decompose the concept into systems and plan GDD writing order
- `/prototype` — test the core mechanic
- `/sprint-plan` — plan the first sprint
#### If B: Vague idea
The user has a seed but needs help growing it into a concept.
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:
- `/brainstorm [hint]` — develop the idea into a full concept
- `/setup-engine` — configure the engine
- `/map-systems` — decompose the concept into systems and plan GDD writing order
- `/prototype` — test the core mechanic
- `/sprint-plan` — plan the first sprint
#### If C: Clear concept
The user knows what they want to make but hasn't documented it.
1. Ask 2-3 follow-up questions to understand their concept:
- 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. Based on their answers, offer two paths:
- **Formalize first**: Run `/brainstorm` to structure the concept into a
proper game concept document with pillars, MDA analysis, and scope tiers
- **Jump to engine setup**: If they're confident in their concept, go
straight to `/setup-engine` and write the GDD manually afterward
3. Show the recommended path (adapted to their choice):
- `/brainstorm` or `/setup-engine` (their pick)
- `/design-review` — validate the concept doc
- `/map-systems` — decompose the concept into individual systems with dependencies and priorities
- `/design-system` — author per-system GDDs (guided, section-by-section)
- `/architecture-decision` — make first technical decisions
- `/sprint-plan` — plan the first sprint
#### If D: Existing work
The user has artifacts already. Figure out what exists and what's missing.
1. Share what you found in Step 1 (now it's relevant):
- "I can see you have [X source files / Y design docs / Z prototypes]..."
- "Your engine is [configured as X / not yet configured]..."
2. Recommend running `/project-stage-detect` for a full analysis
3. If the engine isn't configured, note that `/setup-engine` should come first
4. Show the recommended path:
- `/project-stage-detect` — full gap analysis
- `/setup-engine` — if not configured
- `/design-system` — if systems index exists but GDDs are incomplete
- `/gate-check` — validate readiness for next phase
- `/sprint-plan` — organize the work
---
### 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?"
---
### 5. Hand Off
When the user chooses their next step, let them invoke the skill themselves
or offer to run it for them. Either way, the `/start` skill's job is done
once the user has a clear next action.
---
## 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)? Or
would you like to start fresh with a new concept?"
- **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. The 4 options are starting points, not a prison.
---
## Collaborative Protocol
This skill follows the collaborative design principle:
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