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* 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>
181 lines
7.2 KiB
Markdown
181 lines
7.2 KiB
Markdown
---
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name: start
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description: "First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions."
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argument-hint: "[no arguments]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, AskUserQuestion
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---
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# Guided Onboarding
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This skill is the entry point for new users. It does NOT assume you have a game
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idea, an engine preference, or any prior experience. It asks first, then routes
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you to the right workflow.
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---
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## Workflow
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### 1. Detect Project State (Silent)
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Before asking anything, silently gather context so you can tailor your guidance.
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Do NOT show these results unprompted — they inform your recommendations, not
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the conversation opener.
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Check:
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- **Engine configured?** Read `.claude/docs/technical-preferences.md`. If the
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Engine field contains `[TO BE CONFIGURED]`, the engine is not set.
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- **Game concept exists?** Check for `design/gdd/game-concept.md`.
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- **Source code exists?** Glob for source files in `src/` (`*.gd`, `*.cs`,
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`*.cpp`, `*.h`, `*.rs`, `*.py`, `*.js`, `*.ts`).
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- **Prototypes exist?** Check for subdirectories in `prototypes/`.
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- **Design docs exist?** Count markdown files in `design/gdd/`.
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- **Production artifacts?** Check for files in `production/sprints/` or
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`production/milestones/`.
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Store these findings internally. You will use them to validate the user's
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self-assessment and to tailor follow-up recommendations.
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---
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### 2. Ask Where the User Is
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This is the first thing the user sees. Present these 4 options clearly:
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> **Welcome to Claude Code Game Studios!**
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>
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> Before I suggest anything, I'd like to understand where you're starting from.
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> Where are you at with your game idea right now?
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>
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> **A) No idea yet** — I don't have a game concept at all. I want to explore
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> and figure out what to make.
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>
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> **B) Vague idea** — I have a rough theme, feeling, or genre in mind
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> (e.g., "something with space" or "a cozy farming game") but nothing concrete.
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>
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> **C) Clear concept** — I know the core idea — genre, basic mechanics, maybe
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> a pitch sentence — but haven't formalized it into documents yet.
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>
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> **D) Existing work** — I already have design docs, prototypes, code, or
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> significant planning done. I want to organize or continue the work.
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Wait for the user's answer. Do not proceed until they respond.
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---
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### 3. Route Based on Answer
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#### If A: No idea yet
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The user needs creative exploration before anything else. Engine choice,
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technical setup — all of that comes later.
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1. Acknowledge that starting from zero is completely fine
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2. Briefly explain what `/brainstorm` does (guided ideation using professional
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frameworks — MDA, player psychology, verb-first design)
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3. Recommend running `/brainstorm open` as the next step
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4. Show the recommended path:
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- `/brainstorm` — discover your game concept
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- `/setup-engine` — configure the engine (brainstorm will recommend one)
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- `/map-systems` — decompose the concept into systems and plan GDD writing order
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- `/prototype` — test the core mechanic
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- `/sprint-plan` — plan the first sprint
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#### If B: Vague idea
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The user has a seed but needs help growing it into a concept.
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1. Ask them to share their vague idea — even a few words is enough
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2. Validate the idea as a starting point (don't judge or redirect)
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3. Recommend running `/brainstorm [their hint]` to develop it
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4. Show the recommended path:
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- `/brainstorm [hint]` — develop the idea into a full concept
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- `/setup-engine` — configure the engine
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- `/map-systems` — decompose the concept into systems and plan GDD writing order
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- `/prototype` — test the core mechanic
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- `/sprint-plan` — plan the first sprint
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#### If C: Clear concept
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The user knows what they want to make but hasn't documented it.
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1. Ask 2-3 follow-up questions to understand their concept:
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- What's the genre and core mechanic? (one sentence)
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- Do they have an engine preference, or need help choosing?
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- What's the rough scope? (jam game, small project, large project)
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2. Based on their answers, offer two paths:
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- **Formalize first**: Run `/brainstorm` to structure the concept into a
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proper game concept document with pillars, MDA analysis, and scope tiers
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- **Jump to engine setup**: If they're confident in their concept, go
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straight to `/setup-engine` and write the GDD manually afterward
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3. Show the recommended path (adapted to their choice):
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- `/brainstorm` or `/setup-engine` (their pick)
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- `/design-review` — validate the concept doc
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- `/map-systems` — decompose the concept into individual systems with dependencies and priorities
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- `/design-system` — author per-system GDDs (guided, section-by-section)
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- `/architecture-decision` — make first technical decisions
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- `/sprint-plan` — plan the first sprint
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#### If D: Existing work
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The user has artifacts already. Figure out what exists and what's missing.
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1. Share what you found in Step 1 (now it's relevant):
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- "I can see you have [X source files / Y design docs / Z prototypes]..."
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- "Your engine is [configured as X / not yet configured]..."
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2. Recommend running `/project-stage-detect` for a full analysis
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3. If the engine isn't configured, note that `/setup-engine` should come first
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4. Show the recommended path:
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- `/project-stage-detect` — full gap analysis
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- `/setup-engine` — if not configured
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- `/design-system` — if systems index exists but GDDs are incomplete
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- `/gate-check` — validate readiness for next phase
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- `/sprint-plan` — organize the work
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---
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### 4. Confirm Before Proceeding
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After presenting the recommended path, ask the user which step they'd like
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to take first. Never auto-run the next skill.
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> "Would you like to start with [recommended first step], or would you prefer
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> to do something else first?"
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---
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### 5. Hand Off
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When the user chooses their next step, let them invoke the skill themselves
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or offer to run it for them. Either way, the `/start` skill's job is done
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once the user has a clear next action.
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---
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## Edge Cases
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- **User picks D but project is empty**: Gently redirect — "It looks like the
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project is a fresh template with no artifacts yet. Would Path A or B be a
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better fit?"
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- **User picks A but project has code**: Mention what you found — "I noticed
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there's already code in `src/`. Did you mean to pick D (existing work)? Or
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would you like to start fresh with a new concept?"
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- **User is returning (engine configured, concept exists)**: Skip onboarding
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entirely — "It looks like you're already set up! Your engine is [X] and you
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have a game concept at `design/gdd/game-concept.md`. Want to pick up where
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you left off? Try `/sprint-plan` or just tell me what you'd like to work on."
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- **User doesn't fit any option**: Let them describe their situation in their
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own words and adapt. The 4 options are starting points, not a prison.
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---
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## Collaborative Protocol
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This skill follows the collaborative design principle:
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1. **Ask first** — never assume the user's state or intent
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2. **Present options** — give clear paths, not mandates
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3. **User decides** — they pick the direction
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4. **No auto-execution** — recommend the next skill, don't run it without asking
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5. **Adapt** — if the user's situation doesn't fit a template, listen and adjust
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