Files
Claude-Code-Game-Studios/tests/skills/_fixtures/incomplete-gdd.md
Donchitos af2b864796 Add /skill-test suite: linter, behavioral specs, and coverage catalog for 52 skills
- New skill: /skill-test (static | spec | audit modes)
  - static: 7-check structural linter per skill file
  - spec: Claude-evaluated behavioral assertions against test specs
  - audit: coverage report across all 52 skills with priority gaps
- New hook: validate-skill-change.sh — advisory reminder to lint after skill edits
- New template: skill-test-spec.md — standard structure for authoring test specs
- New: tests/skills/catalog.yaml — machine-readable coverage index (52 skills)
- New: tests/skills/_fixtures/ — shared fixtures (complete concept, incomplete GDD)
- New: 4 seed test specs for critical gate skills (gate-check, design-review,
  story-readiness, story-done) — 4 cases each
- Modified: settings.json — validate-skill-change.sh added to PostToolUse hook

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 17:05:08 +11:00

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Markdown

# GDD: Light Manipulation System
## Overview
The light manipulation system allows players to interact with bioluminescent
organisms and ancient light conduits to redirect beams of light. Light beams
illuminate dark areas, power ancient mechanisms, and reveal hidden surfaces.
## Player Fantasy
The player should feel like a puzzle archaeologist — discovering the logic of
an alien but internally consistent technology. The "aha" moment when a complex
light path clicks into place should feel earned and satisfying.
## Detailed Rules
- Players can pick up portable light sources (max 3 carried at once)
- Stationary conduits redirect beams at fixed angles (45°/90°/135°/180°)
- Light beams are blocked by solid terrain and most objects
- Living bioluminescent organisms pulse light on a 3-second cycle
- Ancient mirrors rotate freely and redirect any light beam that touches them
- A beam must reach a receptor to activate a mechanism
## Formulas
[SECTION MISSING — not yet authored]
## Edge Cases
[SECTION MISSING — not yet authored]
## Dependencies
- **Oxygen System**: Light sources consume no oxygen but picking them up takes
time (opportunity cost with oxygen drain)
- **Cave Navigation**: Illuminated paths reveal branching routes not visible
in darkness
- Player Inventory System (not yet designed)
## Tuning Knobs
[SECTION MISSING — not yet authored]
## Acceptance Criteria
[SECTION MISSING — not yet authored]
---
*Status: Draft — 4/8 required sections populated*
*Last updated: 2026-03-13*