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* 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>
345 lines
13 KiB
Markdown
345 lines
13 KiB
Markdown
---
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name: design-systems
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description: "Decompose a game concept into individual systems, map dependencies, prioritize design order, and guide creation of per-system GDDs."
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argument-hint: "[optional: 'map' to create/update the systems index, system-name to design a specific system, or 'next' for the highest-priority undesigned system]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, TodoWrite
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---
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When this skill is invoked:
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## 1. Parse Arguments
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Three modes:
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- **No argument / `map`**: `/design-systems` or `/design-systems map` — Run the full
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decomposition workflow (Phases 1-5) to create or update the systems index.
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- **System name**: `/design-systems combat` — Jump directly to Phase 6 to design
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a specific system's GDD. Requires the systems index to exist already.
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- **`next`**: `/design-systems next` — Pick the highest-priority undesigned system
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from the index and start designing it (Phase 6).
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---
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## 2. Phase 1: Read Concept (Required Context)
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Read the game concept and any existing design work. This provides the raw material
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for systems decomposition.
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**Required:**
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- Read `design/gdd/game-concept.md` — **fail with a clear message if missing**:
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> "No game concept found at `design/gdd/game-concept.md`. Run `/brainstorm` first
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> to create one, then come back to decompose it into systems."
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**Optional (read if they exist):**
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- Read `design/gdd/game-pillars.md` — pillars constrain priority and scope
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- Read `design/gdd/systems-index.md` — if exists, **resume** from where it left off
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(update, don't recreate from scratch)
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- Glob `design/gdd/*.md` — check which system GDDs already exist
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**If the systems index already exists:**
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- Read it and present current status to the user
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- Use `AskUserQuestion` to ask:
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"The systems index already exists with [N] systems ([M] designed, [K] not started).
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What would you like to do?"
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- Options: "Update the index with new systems", "Design the next undesigned system",
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"Review and revise priorities"
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---
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## 3. Phase 2: Systems Enumeration (Collaborative)
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Extract and identify all systems the game needs. This is the creative core of the
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skill — it requires human judgment because concept docs rarely enumerate every
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system explicitly.
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### Step 2a: Extract Explicit Systems
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Scan the game concept for directly mentioned systems and mechanics:
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- Core Mechanics section (most explicit)
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- Core Loop section (implies what systems drive each loop tier)
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- Technical Considerations section (networking, procedural generation, etc.)
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- MVP Definition section (required features = required systems)
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### Step 2b: Identify Implicit Systems
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For each explicit system, identify the **hidden systems** it implies. Games always
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need more systems than the concept doc mentions. Use this inference pattern:
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- "Inventory" implies: item database, equipment slots, weight/capacity rules,
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inventory UI, item serialization for save/load
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- "Combat" implies: damage calculation, health system, hit detection, status effects,
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enemy AI, combat UI (health bars, damage numbers), death/respawn
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- "Open world" implies: streaming/chunking, LOD system, fast travel, map/minimap,
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point of interest tracking, world state persistence
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- "Multiplayer" implies: networking layer, lobby/matchmaking, state synchronization,
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anti-cheat, network UI (ping, player list)
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- "Crafting" implies: recipe database, ingredient gathering, crafting UI,
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success/failure mechanics, recipe discovery/learning
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- "Dialogue" implies: dialogue tree system, dialogue UI, choice tracking, NPC
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state management, localization hooks
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- "Progression" implies: XP system, level-up mechanics, skill tree, unlock
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tracking, progression UI, progression save data
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Explain in conversation text why each implicit system is needed (with examples).
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### Step 2c: User Review
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Present the enumeration organized by category. For each system, show:
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- Name
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- Category
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- Brief description (1 sentence)
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- Whether it was explicit (from concept) or implicit (inferred)
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Then use `AskUserQuestion` to capture feedback:
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- "Are there systems missing from this list?"
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- "Should any of these be combined or split?"
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- "Are there systems listed that this game does NOT need?"
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Iterate until the user approves the enumeration.
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---
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## 4. Phase 3: Dependency Mapping (Collaborative)
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For each system, determine what it depends on. A system "depends on" another if
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it cannot function without that other system existing first.
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### Step 3a: Map Dependencies
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For each system, list its dependencies. Use these dependency heuristics:
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- **Input/output dependencies**: System A produces data System B needs
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- **Structural dependencies**: System A provides the framework System B plugs into
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- **UI dependencies**: Every gameplay system has a corresponding UI system that
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depends on it (but UI is designed after the gameplay system)
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### Step 3b: Sort by Dependency Order
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Arrange systems into layers:
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1. **Foundation**: Systems with zero dependencies (designed and built first)
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2. **Core**: Systems depending only on Foundation systems
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3. **Feature**: Systems depending on Core systems
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4. **Presentation**: UI and feedback systems that wrap gameplay systems
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5. **Polish**: Meta-systems, tutorials, analytics, accessibility
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### Step 3c: Detect Circular Dependencies
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Check for cycles in the dependency graph. If found:
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- Highlight them to the user
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- Propose resolutions (interface abstraction, simultaneous design, breaking the
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cycle by defining a contract between the two systems)
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### Step 3d: Present to User
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Show the dependency map as a layered list. Highlight:
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- Any circular dependencies
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- Any "bottleneck" systems (many others depend on them — these are high-risk)
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- Any systems with no dependents (leaf nodes — lower risk, can be designed late)
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Use `AskUserQuestion` to ask: "Does this dependency ordering look right? Any
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dependencies I'm missing or that should be removed?"
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---
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## 5. Phase 4: Priority Assignment (Collaborative)
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Assign each system to a priority tier based on what milestone it's needed for.
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### Step 4a: Auto-Assign Based on Concept
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Use these heuristics for initial assignment:
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- **MVP**: Systems mentioned in the concept's "Required for MVP" section, plus their
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Foundation-layer dependencies
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- **Vertical Slice**: Systems needed for a complete experience in one area
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- **Alpha**: All remaining gameplay systems
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- **Full Vision**: Polish, meta, and nice-to-have systems
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### Step 4b: User Review
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Present the priority assignments in a table. For each tier, explain why systems
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were placed there.
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Use `AskUserQuestion` to ask: "Do these priority assignments match your vision?
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Which systems should be higher or lower priority?"
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Explain reasoning in conversation: "I placed [system] in MVP because the core loop
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requires it — without [system], the 30-second loop can't function."
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### Step 4c: Determine Design Order
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Combine dependency sort + priority tier to produce the final design order:
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1. MVP Foundation systems first
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2. MVP Core systems second
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3. MVP Feature systems third
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4. Vertical Slice Foundation/Core systems
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5. ...and so on
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This is the order the team should write GDDs in.
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---
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## 6. Phase 5: Create Systems Index (Write)
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### Step 5a: Draft the Document
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Using the template at `.claude/docs/templates/systems-index.md`, populate the
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systems index with all data from Phases 2-4:
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- Fill the enumeration table
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- Fill the dependency map
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- Fill the recommended design order
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- Fill the high-risk systems
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- Fill progress tracker (all systems "Not Started" initially, unless GDDs already exist)
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### Step 5b: Approval
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Present a summary of the document:
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- Total systems count by category
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- MVP system count
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- First 3 systems in the design order
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- Any high-risk items
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Ask: "May I write the systems index to `design/gdd/systems-index.md`?"
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Wait for approval. Write the file only after "yes."
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### Step 5c: Update Session State
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After writing, update `production/session-state/active.md` with:
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- Task: Systems decomposition
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- Status: Systems index created
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- File: design/gdd/systems-index.md
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- Next: Design individual system GDDs
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---
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## 7. Phase 6: Design Individual Systems (Optional, Iterative)
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This phase is entered when:
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- The user says "yes" to designing systems after creating the index
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- The user invokes `/design-systems [system-name]`
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- The user invokes `/design-systems next`
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### Step 6a: Select the System
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- If a system name was provided, find it in the systems index
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- If `next` was used, pick the highest-priority undesigned system (by design order)
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- If the user just finished the index, ask:
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"Would you like to start designing individual systems now? The first system in
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the design order is [name]. Or would you prefer to stop here and come back later?"
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Use `AskUserQuestion` for: "Start designing [system-name] now, pick a different
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system, or stop here?"
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### Step 6b: Delegate to Agents
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Use the Task tool to delegate GDD writing to the appropriate agent(s):
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**For most gameplay systems:**
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Delegate to `game-designer` with this context in the Task prompt:
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- The system name and description from the systems index
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- The game concept summary (elevator pitch, pillars, core loop)
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- The dependency list (what this system depends on, what depends on it)
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- Any existing related GDDs (read and summarize for context)
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- The GDD template to follow (`.claude/docs/templates/game-design-document.md`)
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- The 8 required sections per coding standards
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- Instruction to follow the collaborative protocol and use incremental file writing
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**For formula-heavy systems (combat, economy, progression):**
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Also delegate to `systems-designer` for detailed mathematical modeling. The
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`game-designer` handles the high-level design; the `systems-designer` fills in
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formulas, interaction matrices, and tuning knobs.
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**For narrative systems (dialogue, quests, lore):**
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Coordinate with `narrative-director` in addition to `game-designer`.
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**For UI systems:**
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Coordinate with `ux-designer` in addition to `game-designer`.
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**For audio systems:**
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Coordinate with `audio-director` and `sound-designer`.
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**For economy systems:**
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Coordinate with `economy-designer`.
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Present the agent's output to the user for review and approval before writing.
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### Step 6c: Write the GDD
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After user approval, write the GDD to `design/gdd/[system-name].md`.
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(The delegated agent handles this, following the collaborative protocol.)
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### Step 6d: Run Design Review
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After the GDD is written, run `/design-review design/gdd/[system-name].md` to
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validate:
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- All 8 required sections are present and complete
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- Formulas are internally consistent
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- Dependencies match what other GDDs expect
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- Edge cases don't contradict other systems
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- Rules are precise enough for a programmer to implement
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If the review finds issues:
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- Present them to the user
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- Fix the identified holes before proceeding to the next system
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- Re-run the review after fixes to confirm resolution
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### Step 6e: Update the Systems Index
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After each GDD passes review:
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- Update the system's Status in the enumeration table (Not Started -> Approved)
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- Update the Design Doc path column
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- Update the Progress Tracker counts
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- Ask: "May I update the systems index at `design/gdd/systems-index.md`?"
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### Step 6f: Loop or Stop
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After each system, use `AskUserQuestion`:
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- "Continue to the next system ([next system name])?"
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- "Pick a different system?"
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- "Stop here for this session?"
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If continuing, return to Step 6a.
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---
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## 8. Phase 7: Suggest Next Steps
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After the systems index is created (or after designing some systems), suggest
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the appropriate next actions:
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- For each undesigned MVP system, recommend the right agent(s):
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- Gameplay mechanics: `game-designer` + `systems-designer`
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- UI systems: `game-designer` + `ux-designer`
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- Audio systems: `audio-director` + `sound-designer`
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- Narrative systems: `game-designer` + `narrative-director`
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- Economy systems: `economy-designer`
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- Level design: `level-designer`
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- "Run `/design-review [path]` on each completed GDD to validate quality"
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- "Run `/gate-check pre-production` to check if you're ready to start building"
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- "Prototype the highest-risk system with `/prototype [system]`"
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- "Plan the first implementation sprint with `/sprint-plan new`"
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---
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## Collaborative Protocol
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This skill follows the collaborative design principle at every phase:
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1. **Question -> Options -> Decision -> Draft -> Approval** at every step
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2. **AskUserQuestion** at every decision point (Explain -> Capture pattern):
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- Phase 2: "Missing systems? Combine or split?"
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- Phase 3: "Dependency ordering correct?"
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- Phase 4: "Priority assignments match your vision?"
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- Phase 5: "May I write the systems index?"
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- Phase 6: "Start designing, pick different, or stop?"
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3. **"May I write to [filepath]?"** before every file write
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4. **Incremental writing**: Update the systems index after each system is designed
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5. **Design review loop**: Every completed GDD passes `/design-review` before the
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next system starts — holes are caught early, not downstream
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6. **Session state updates**: Write to `production/session-state/active.md` after
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each milestone (index created, system designed, priorities changed)
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**Never** auto-generate the full systems list and write it without review.
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**Never** start designing a system without user confirmation.
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**Always** show the enumeration, dependencies, and priorities for user validation.
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