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* Add /vertical-slice skill, prototype overhaul, and workflow integration - Add /vertical-slice skill for pre-production validation (Phase 4 gate) - Overhaul /prototype skill with two-mode design: concept prototype (Phase 1) vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS - Update prototyper agent to own both prototype and vertical-slice workflows - Add prototype-report.md and vertical-slice-report.md output templates - Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map, and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline - Remove orphaned empty quick-prototype/ directory Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * sync v1 counts + polish Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts - /asset-spec: new Phase 0b entity & screen inventory when no argument and no existing inventory — reads GDDs/art-bible, proposes categorized list, writes design/assets/entity-inventory.md collaboratively - /asset-spec: entity/character target falls back to inline user description when no source doc exists, rather than failing - /gate-check: vertical slice changed from blocking to CONCERNS-only when absent; built-but-broken slice still fails; adds entity inventory as gate artifact - /ux-design: convert inline approval prompts to AskUserQuestion for structured option capture at key authoring decision points - workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec min_count raised to 3; vertical-slice and prototype marked required: false with updated descriptions - .gitignore: exclude marrow/ eval tooling directory Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * Add missing AskUserQuestion widgets to 7 skills Audit found 11 decision points across 7 skills where structured option prompts were missing — using plain text, auto-selection, or no gate at all. Skills patched: - create-epics: per-epic approval + producer CONCERNS verdict - sprint-plan: producer CONCERNS verdict with scope/timeline options - milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement - retrospective: existing-retro handling converted from plain text [A]/[B] - quick-design: classification confirmation + draft approve/revise/redirect - tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture - regression-suite: no-arg mode selection instead of silent auto-detect - hotfix: severity confirmation gate before workflow begins Also added AskUserQuestion to allowed-tools headers for retrospective, quick-design, tech-debt, regression-suite, and hotfix. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields - WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73), add 6 missing skills to Appendix B, fix Creative category count (2→4), replace 3 non-existent agent names with correct ue-*/unity-* specialists, add missing godot-csharp/gdextension specialists to hierarchy, fix production/stories/ paths → production/epics/ - coordination-rules.md: replace "not yet used" with opt-in env var note - quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic" - skill-flow-diagrams.md: remove duplicate legacy UX pipeline section - All 62 skills missing model: field now have explicit model: sonnet Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: comprehensive skill audit — consistency, UX, and flow gaps Two-pass audit fixing ~35 bugs across 41 files. Pre-production flow: - Brainstorm next-steps split into Path A (design-first) and Path B (prototype-first) — eliminates "prototype after architecture" confusion - /architecture-review added to pre-production flow in brainstorm and create-architecture handoffs - gate-check traceability check corrected to requirements-traceability.md - dev-story TR registry error now points to /architecture-review (not /create-epics) - start now writes production/stage.txt on first onboarding AskUserQuestion gaps filled: - balance-check, code-review, hotfix, day-one-patch, consistency-check all gain closing widgets and/or missing allowed-tools declarations - hotfix git branch creation now requires user confirmation - sprint-plan review-mode setup moved to Phase 0 (before gates run) - team-combat gains architecture→implementation approval gate - design-review APPROVED path consolidated from 3 widgets to 1 multiSelect All 9 team-* skills: - Phase 0 review-mode resolution added (solo/lean/full now respected) - team-audio output path fixed (design/gdd/ → design/audio/) - team-level final doc compilation delegated to level-designer subagent - team-narrative localization-lead added to composition list - team-qa sprint path fixed (flat files, not directories) - team-release NO-GO override captures written justification - team-live-ops Cancel verdict now explicitly BLOCKED Other fixes: - Art bible path standardized to design/art/art-bible.md (3 wrong refs) - AD-PHASE-GATE added to lean-mode skip list in director-gates.md - design-system duplicate 5d heading fixed; skeleton decline path added; mandatory agent spawns now respect review mode - story-readiness acceptance criteria thresholds now type-aware - create-stories gains multi-ADR and no-ADR handling guidance - consistency-check creates docs/consistency-failures.md on first run - retrospective frontmatter bash injection replaced with explicit Bash call - smoke-check ls -t gains PowerShell fallback - Conventional Commits format documented in coding-standards.md - gate-check: ADR acceptance gate, QA plan check, chain-of-verification tool-action requirement all added Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: expose --review flag in argument-hints for all team-* skills All 9 team-* skills already implement Phase 0 review-mode resolution internally (full/lean/solo), but none advertised [--review full|lean|solo] in their argument-hint. Users had no way to discover the per-run override. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add SECURITY.md with coordinated disclosure policy Defines scope, reporting process (GitHub private vulnerability reporting), contributor security guidelines for hooks/skills/agents, and 90-day coordinated disclosure timeline. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add CONTRIBUTING.md with framework contribution guidelines Covers what PRs are welcome, skill/hook/agent technical requirements, the collaborative principle, testing expectations, commit format, and platform compatibility requirements. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md Documents the 17 commits since the beta tag: new /vertical-slice gate, entity inventory flow in /map-systems, AskUserQuestion widgets across 7 skills, --review flag exposure on team-* skills, bug fixes (#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
147 lines
5.5 KiB
Markdown
147 lines
5.5 KiB
Markdown
# Systems Index: [Game Title]
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> **Status**: [Draft / Under Review / Approved]
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> **Created**: [Date]
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> **Last Updated**: [Date]
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> **Source Concept**: design/gdd/game-concept.md
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---
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## Overview
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[One paragraph explaining the game's mechanical scope. What kind of systems does
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this game need? Reference the core loop and game pillars. This should help any
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team member understand the "big picture" of what needs to be designed and built.]
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---
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## Systems Enumeration
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| # | System Name | Category | Priority | Status | Design Doc | Depends On |
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|---|-------------|----------|----------|--------|------------|------------|
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| 1 | [e.g., Player Controller] | Core | MVP | [Not Started / In Design / In Review / Approved / Implemented] | [design/gdd/player-controller.md or "—"] | [e.g., Input System, Physics] |
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| 2 | [e.g., Camera System] | Core | MVP | Not Started | — | Player Controller |
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[Add a row for every identified system. Use the categories and priority tiers
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defined below. Mark systems that were inferred (not explicitly in the concept doc)
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with "(inferred)" in the system name.]
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---
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## Categories
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| Category | Description | Typical Systems |
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|----------|-------------|-----------------|
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| **Core** | Foundation systems everything depends on | Player controller, input, physics, camera, scene management, state machine |
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| **Gameplay** | The systems that make the game fun | Combat, AI, stealth, movement abilities, interaction |
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| **Progression** | How the player grows over time | XP/leveling, skill trees, unlocks, achievements, reputation |
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| **Economy** | Resource creation and consumption | Currency, loot, crafting, shops, item database, drop tables |
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| **Persistence** | Save state and continuity | Save/load, settings, cloud sync, profile management |
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| **UI** | Player-facing information displays | HUD, menus, inventory screen, dialogue UI, map, notifications |
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| **Audio** | Sound and music systems | Music manager, SFX bus, ambient audio, adaptive music, voice |
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| **Narrative** | Story and dialogue delivery | Dialogue system, quest tracking, cutscenes, journal, lore entries |
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| **Meta** | Systems outside the core game loop | Analytics, tutorials/onboarding, accessibility options, photo mode |
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[Not every game needs every category. Remove categories that don't apply.
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Add custom categories if needed.]
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---
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## Priority Tiers
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| Tier | Definition | Target Milestone | Design Urgency |
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|------|------------|------------------|----------------|
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| **MVP** | Required for the core loop to function. Without these, you can't test "is this fun?" | First playable prototype | Design FIRST |
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| **Vertical Slice** | Required for one complete, polished area. Demonstrates the full experience. | Vertical slice / demo | Design SECOND |
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| **Alpha** | All features present in rough form. Complete mechanical scope, placeholder content OK. | Alpha milestone | Design THIRD |
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| **Full Vision** | Polish, edge cases, nice-to-haves, and content-complete features. | Beta / Release | Design as needed |
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---
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## Dependency Map
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[Systems sorted by dependency order — design and build from top to bottom.
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Systems at the top are foundations; systems at the bottom are wrappers.]
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### Foundation Layer (no dependencies)
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1. [System] — [one-line rationale for why this is foundational]
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### Core Layer (depends on foundation)
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1. [System] — depends on: [list]
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### Feature Layer (depends on core)
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1. [System] — depends on: [list]
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### Presentation Layer (depends on features)
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1. [System] — depends on: [list]
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### Polish Layer (depends on everything)
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1. [System] — depends on: [list]
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---
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## Recommended Design Order
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[Combining dependency sort and priority tiers. Design these systems in this
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order. Each system's GDD should be completed and reviewed before starting the
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next, though independent systems at the same layer can be designed in parallel.]
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| Order | System | Priority | Layer | Agent(s) | Est. Effort |
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|-------|--------|----------|-------|----------|-------------|
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| 1 | [First system to design] | MVP | Foundation | game-designer | [S/M/L] |
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| 2 | [Second system] | MVP | Foundation | game-designer | [S/M/L] |
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[Effort estimates: S = 1 session, M = 2-3 sessions, L = 4+ sessions.
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A "session" is one focused design conversation producing a complete GDD.]
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---
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## Circular Dependencies
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[List any circular dependency chains found during analysis. These require
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special architectural attention — either break the cycle with an interface,
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or design the systems simultaneously.]
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- [None found] OR
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- [System A <-> System B: Description of the circular relationship and
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proposed resolution]
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---
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## High-Risk Systems
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[Systems that are technically unproven, design-uncertain, or scope-dangerous.
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These should be prototyped early regardless of priority tier.]
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| System | Risk Type | Risk Description | Mitigation |
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|--------|-----------|-----------------|------------|
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| [System] | [Technical / Design / Scope] | [What could go wrong] | [Prototype, research, or scope fallback] |
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---
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## Progress Tracker
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| Metric | Count |
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|--------|-------|
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| Total systems identified | [N] |
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| Design docs started | [N] |
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| Design docs reviewed | [N] |
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| Design docs approved | [N] |
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| MVP systems designed | [N/total MVP] |
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| Vertical Slice systems designed | [N/total VS] |
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---
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## Next Steps
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- [ ] Review and approve this systems enumeration
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- [ ] Design MVP-tier systems first (use `/design-system [system-name]`)
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- [ ] Run `/design-review` on each completed GDD
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- [ ] Run `/gate-check pre-production` when MVP systems are designed
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- [ ] Validate the highest-risk systems with `/vertical-slice` before committing to Production
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