* Add context resilience: file-backed state, incremental writing, auto-recovery Prevents "prompt too long" crashes from killing sessions by persisting work to disk incrementally instead of relying on conversation memory. Changes: - pre-compact.sh: dumps session state before context compression - session-start.sh: detects active.md for crash recovery - session-stop.sh: archives and clears active.md on clean shutdown - context-management.md: file-backed state as primary strategy - 9 agents updated with incremental section writing protocol (game-designer, systems-designer, economy-designer, narrative-director, level-designer, world-builder, writer, art-director, audio-director) - CLAUDE.md: trimmed redundant imports (10 → 5) to reduce token overhead - design-docs.md rule: enforces incremental writing pattern - .gitignore: excludes ephemeral session state files - directory-structure.md: documents session-state/ and session-logs/ - COLLABORATIVE-DESIGN-PRINCIPLE.md: documents incremental writing pattern Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add AskUserQuestion integration across collaborative protocols Explicitly reference the AskUserQuestion tool in all collaborative agent definitions, protocol templates, team orchestrator skills, and the master principle doc. Introduces the Explain-then-Capture pattern: agents write full expert analysis in conversation, then call AskUserQuestion with concise labels to capture decisions via structured UI. 26 files updated: - 3 protocol templates (design, leadership, implementation) - 14 agent definitions (10 design + 3 leadership + writer) - 8 orchestrator skills (brainstorm + 7 team-*) - 1 master principle doc (COLLABORATIVE-DESIGN-PRINCIPLE.md) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add /design-systems skill: concept-to-GDD decomposition workflow Bridges the gap between game concept and per-system design documents. Professional studios use systems enumeration + dependency sorting between concept and feature docs — skipping this step is one of the most expensive mistakes (systems discovered during production cost 5-10x more to add). New files: - .claude/skills/design-systems/SKILL.md — 7-phase orchestration skill (enumerate systems, map dependencies, assign priorities, write GDDs) - .claude/docs/templates/systems-index.md — master tracking template Flow integration (7 existing skills updated): - brainstorm, start, setup-engine, design-review, gate-check, project-stage-detect, game-concept template all reference /design-systems at the appropriate workflow touchpoints Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix cross-platform bugs, add missing tool permissions, and update docs for v0.2.0 Hooks: fix \s → [[:space:]] in grep -E fallbacks (3 files), fix detect-gaps.sh empty-variable bug, fix log-agent.sh field name (agent_name → agent_type), harden validate-push.sh with explicit $MATCHED_BRANCH, convert for-in loops to while-read for space-safe iteration, add POSIX head -n syntax, increase PreCompact timeout, widen session-stop log window. Skills: add AskUserQuestion to 10 skills and TodoWrite to 8 multi-phase skills. Fix project-stage-detect template/output paths, tech-artist → technical-artist. Docs: add /design-systems to all references (README, quick-start, workflow guide, skills-reference), update skill count 35 → 36, remove stale AI artifacts from COLLABORATIVE-DESIGN-PRINCIPLE.md, add AskUserQuestion note to examples README. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
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Systems Index: [Game Title]
Status: [Draft / Under Review / Approved] Created: [Date] Last Updated: [Date] Source Concept: design/gdd/game-concept.md
Overview
[One paragraph explaining the game's mechanical scope. What kind of systems does this game need? Reference the core loop and game pillars. This should help any team member understand the "big picture" of what needs to be designed and built.]
Systems Enumeration
| # | System Name | Category | Priority | Status | Design Doc | Depends On |
|---|---|---|---|---|---|---|
| 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] |
| 2 | [e.g., Camera System] | Core | MVP | Not Started | — | Player Controller |
[Add a row for every identified system. Use the categories and priority tiers defined below. Mark systems that were inferred (not explicitly in the concept doc) with "(inferred)" in the system name.]
Categories
| Category | Description | Typical Systems |
|---|---|---|
| Core | Foundation systems everything depends on | Player controller, input, physics, camera, scene management, state machine |
| Gameplay | The systems that make the game fun | Combat, AI, stealth, movement abilities, interaction |
| Progression | How the player grows over time | XP/leveling, skill trees, unlocks, achievements, reputation |
| Economy | Resource creation and consumption | Currency, loot, crafting, shops, item database, drop tables |
| Persistence | Save state and continuity | Save/load, settings, cloud sync, profile management |
| UI | Player-facing information displays | HUD, menus, inventory screen, dialogue UI, map, notifications |
| Audio | Sound and music systems | Music manager, SFX bus, ambient audio, adaptive music, voice |
| Narrative | Story and dialogue delivery | Dialogue system, quest tracking, cutscenes, journal, lore entries |
| Meta | Systems outside the core game loop | Analytics, tutorials/onboarding, accessibility options, photo mode |
[Not every game needs every category. Remove categories that don't apply. Add custom categories if needed.]
Priority Tiers
| Tier | Definition | Target Milestone | Design Urgency |
|---|---|---|---|
| MVP | Required for the core loop to function. Without these, you can't test "is this fun?" | First playable prototype | Design FIRST |
| Vertical Slice | Required for one complete, polished area. Demonstrates the full experience. | Vertical slice / demo | Design SECOND |
| Alpha | All features present in rough form. Complete mechanical scope, placeholder content OK. | Alpha milestone | Design THIRD |
| Full Vision | Polish, edge cases, nice-to-haves, and content-complete features. | Beta / Release | Design as needed |
Dependency Map
[Systems sorted by dependency order — design and build from top to bottom. Systems at the top are foundations; systems at the bottom are wrappers.]
Foundation Layer (no dependencies)
- [System] — [one-line rationale for why this is foundational]
Core Layer (depends on foundation)
- [System] — depends on: [list]
Feature Layer (depends on core)
- [System] — depends on: [list]
Presentation Layer (depends on features)
- [System] — depends on: [list]
Polish Layer (depends on everything)
- [System] — depends on: [list]
Recommended Design Order
[Combining dependency sort and priority tiers. Design these systems in this order. Each system's GDD should be completed and reviewed before starting the next, though independent systems at the same layer can be designed in parallel.]
| Order | System | Priority | Layer | Agent(s) | Est. Effort |
|---|---|---|---|---|---|
| 1 | [First system to design] | MVP | Foundation | game-designer | [S/M/L] |
| 2 | [Second system] | MVP | Foundation | game-designer | [S/M/L] |
[Effort estimates: S = 1 session, M = 2-3 sessions, L = 4+ sessions. A "session" is one focused design conversation producing a complete GDD.]
Circular Dependencies
[List any circular dependency chains found during analysis. These require special architectural attention — either break the cycle with an interface, or design the systems simultaneously.]
- [None found] OR
- [System A <-> System B: Description of the circular relationship and proposed resolution]
High-Risk Systems
[Systems that are technically unproven, design-uncertain, or scope-dangerous. These should be prototyped early regardless of priority tier.]
| System | Risk Type | Risk Description | Mitigation |
|---|---|---|---|
| [System] | [Technical / Design / Scope] | [What could go wrong] | [Prototype, research, or scope fallback] |
Progress Tracker
| Metric | Count |
|---|---|
| Total systems identified | [N] |
| Design docs started | [N] |
| Design docs reviewed | [N] |
| Design docs approved | [N] |
| MVP systems designed | [N/total MVP] |
| Vertical Slice systems designed | [N/total VS] |
Next Steps
- Review and approve this systems enumeration
- Design MVP-tier systems first (use
/design-systems [system-name]) - Run
/design-reviewon each completed GDD - Run
/gate-check pre-productionwhen MVP systems are designed - Prototype the highest-risk system early (
/prototype [system])