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## New Skills (9) - /quick-design: lightweight spec path for small changes (bypasses full GDD pipeline) - /story-readiness: validates stories are implementation-ready before pickup - /story-done: end-of-story completion review (criteria verification, deviation check, status update) - /sprint-status: fast 30-line sprint snapshot, read-only - /ux-design: guided section-by-section UX spec authoring (screen/flow/HUD/patterns) - /ux-review: UX spec validation with APPROVED/NEEDS REVISION/MAJOR REVISION verdict - /architecture-review, /create-architecture, /create-control-manifest, /create-epics-stories, /propagate-design-change, /review-all-gdds (pipeline completion) ## New Templates (7) - player-journey.md: 6-phase emotional arc, critical moments, retention hooks - difficulty-curve.md: difficulty axes, onboarding ramp, cross-system interactions - ux-spec.md: per-screen UX spec with states, interaction map, data requirements, events - hud-design.md: whole-game HUD with philosophy, info architecture, element specs - accessibility-requirements.md: project-wide accessibility tier commitment and audit - interaction-pattern-library.md: 26 standard + game-specific patterns with full state specs - architecture-traceability.md: GDD requirements to ADR coverage matrix ## Updated Skills & Templates - gate-check: Vertical Slice hard gate, playtesting strengthened, UX artifacts required - team-ui: full UX pipeline integration (/ux-design + /ux-review + accessibility-specialist) - game-design-document: Game Feel section (input latency, animation frames, impact moments) - implementation-agent-protocol: /story-done as explicit final step of every story - architecture-decision, design-system: pipeline completion updates Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Technical Design: [System Name]
Document Status
- Version: 1.0
- Last Updated: [Date]
- Author: [Agent/Person]
- Reviewer: lead-programmer
- Related ADR: [ADR-XXXX if applicable]
- Related Design Doc: [Link to game design doc this implements]
Engine API Surface
| Field | Value |
|---|---|
| Engine | [e.g. Godot 4.6 / Unity 6 / Unreal Engine 5.4] |
| APIs Depended On | [Specific classes/methods/nodes used, version-pinned — e.g. CharacterBody3D.move_and_slide() (Godot 4.x)] |
| References Consulted | [engine-reference docs read before writing this — e.g. docs/engine-reference/godot/modules/physics.md] |
| Post-Cutoff Features Used | [Features from engine versions beyond LLM training cutoff, or "None"] |
| Unverified Assumptions | [API behaviours assumed but not yet tested against the target version, or "None"] |
| Engine Upgrade Risk | [LOW / MEDIUM / HIGH — how fragile is this design if the engine version changes?] |
Rule: If any Unverified Assumptions are listed, this document cannot be marked as Accepted until those assumptions are validated in the actual engine environment.
Overview
[2-3 sentence summary of what this system does and why it exists]
Requirements
Functional Requirements
Non-Functional Requirements
- Performance: [Budget — e.g., "< 1ms per frame"]
- Memory: [Budget — e.g., "< 50MB at peak"]
- Scalability: [Limits — e.g., "Support up to 1000 entities"]
- Thread Safety: [Requirements]
Architecture
System Diagram
[ASCII diagram showing components and data flow]
Component Breakdown
| Component | Responsibility | Owns |
|---|---|---|
| [Name] | [What it does] | [What data it owns] |
Public API
[Interface/API definition in pseudocode or target language]
Data Structures
[Key data structures with field descriptions]
Data Flow
[Step by step: how data moves through the system during a typical frame]
Implementation Plan
Phase 1: [Core Functionality]
- [Task 1]
- [Task 2]
Phase 2: [Extended Features]
- [Task 3]
- [Task 4]
Phase 3: [Optimization/Polish]
- [Task 5]
Dependencies
| Depends On | For What |
|---|---|
| [System] | [Reason] |
| Depended On By | For What |
|---|---|
| [System] | [Reason] |
Testing Strategy
- Unit Tests: [What to test at unit level]
- Integration Tests: [Cross-system tests needed]
- Performance Tests: [Benchmarks to create]
- Edge Cases: [Specific scenarios to test]
Known Limitations
[What this design intentionally does NOT support and why]
Future Considerations
[What might need to change if requirements evolve — but do NOT build for this now]