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