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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>
212 lines
7.7 KiB
Markdown
212 lines
7.7 KiB
Markdown
---
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name: gate-check
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description: "Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts."
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argument-hint: "[target-phase: pre-production | production | alpha | beta | release]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash
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---
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# Phase Gate Validation
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This skill validates whether the project is ready to advance to the next development
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phase. It checks for required artifacts, quality standards, and blockers.
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**Distinct from `/project-stage-detect`**: That skill is diagnostic ("where are we?").
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This skill is prescriptive ("are we ready to advance?" with a formal verdict).
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---
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## 1. Parse Arguments
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- **With argument**: `/gate-check production` — validate readiness for that specific phase
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- **No argument**: Auto-detect current stage using the same heuristics as
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`/project-stage-detect`, then validate the NEXT phase transition
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---
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## 2. Phase Gate Definitions
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### Gate: Concept → Pre-production
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**Required Artifacts:**
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- [ ] `design/gdd/game-concept.md` exists and has content
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- [ ] Game pillars defined (in concept doc or `design/gdd/game-pillars.md`)
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- [ ] Engine chosen (CLAUDE.md Technology Stack is not `[CHOOSE]`)
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- [ ] Technical preferences configured (`.claude/docs/technical-preferences.md` populated)
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**Quality Checks:**
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- [ ] Game concept has been reviewed (`/design-review` verdict not MAJOR REVISION NEEDED)
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- [ ] Core loop is described and understood
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- [ ] Target audience is identified
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---
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### Gate: Pre-production → Production
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**Required Artifacts:**
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- [ ] Systems index exists at `design/gdd/systems-index.md` with at least MVP systems enumerated
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- [ ] At least 1 GDD in `design/gdd/` (beyond game-concept.md and systems-index.md)
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- [ ] At least 1 Architecture Decision Record in `docs/architecture/`
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- [ ] At least 1 prototype in `prototypes/` with a README
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- [ ] Engine reference docs exist in `docs/engine-reference/`
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- [ ] First sprint plan exists in `production/sprints/`
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**Quality Checks:**
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- [ ] GDD(s) pass design review (8 required sections present)
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- [ ] Prototype validates the core loop hypothesis
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- [ ] Architecture decisions cover core systems (rendering, input, state management)
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- [ ] Technical preferences have naming conventions and performance budgets set
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---
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### Gate: Production → Alpha
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**Required Artifacts:**
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- [ ] `src/` has active code organized into subsystems
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- [ ] All core mechanics from GDD are implemented (cross-reference `design/gdd/` with `src/`)
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- [ ] Main gameplay path is playable end-to-end
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- [ ] Test files exist in `tests/`
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- [ ] At least 1 playtest report (or `/playtest-report` has been run)
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**Quality Checks:**
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- [ ] Tests are passing (run test suite via Bash)
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- [ ] No critical/blocker bugs in any bug tracker or known issues
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- [ ] Core loop plays as designed (compare to GDD acceptance criteria)
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- [ ] Performance is within budget (check technical-preferences.md targets)
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---
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### Gate: Alpha → Beta
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**Required Artifacts:**
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- [ ] All features from milestone plan are implemented
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- [ ] Content is complete (all levels, assets, dialogue referenced in design docs exist)
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- [ ] Localization strings are externalized (no hardcoded player-facing text in `src/`)
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- [ ] QA test plan exists
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- [ ] Balance data has been reviewed (`/balance-check` run)
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**Quality Checks:**
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- [ ] All tests passing
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- [ ] Performance targets met (frame rate, memory, load times)
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- [ ] No critical or high-severity bugs
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- [ ] Accessibility basics covered (remapping, text scaling if applicable)
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- [ ] Save/load system works reliably
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---
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### Gate: Beta → Release
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**Required Artifacts:**
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- [ ] Release checklist completed (`/release-checklist` or `/launch-checklist` run)
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- [ ] Store metadata prepared (if applicable)
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- [ ] Changelog / patch notes drafted
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- [ ] Post-launch support plan exists
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**Quality Checks:**
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- [ ] Full QA pass signed off by `qa-lead`
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- [ ] Performance targets met across all target platforms
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- [ ] No known critical, high, or medium-severity bugs
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- [ ] Localization verified for all target languages
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- [ ] Legal requirements met (EULA, privacy policy, age ratings if applicable)
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- [ ] Build compiles and packages cleanly
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---
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## 3. Run the Gate Check
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For each item in the target gate:
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### Artifact Checks
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- Use `Glob` and `Read` to verify files exist and have meaningful content
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- Don't just check existence — verify the file has real content (not just a template header)
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- For code checks, verify directory structure and file counts
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### Quality Checks
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- For test checks: Run the test suite via `Bash` if a test runner is configured
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- For design review checks: `Read` the GDD and check for the 8 required sections
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- For performance checks: `Read` technical-preferences.md and compare against any
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profiling data in `tests/performance/` or recent `/perf-profile` output
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- For localization checks: `Grep` for hardcoded strings in `src/`
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### Cross-Reference Checks
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- Compare `design/gdd/` documents against `src/` implementations
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- Check that every system referenced in architecture docs has corresponding code
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- Verify sprint plans reference real work items
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---
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## 4. Collaborative Assessment
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For items that can't be automatically verified, **ask the user**:
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- "I can't automatically verify that the core loop plays well. Has it been playtested?"
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- "No playtest report found. Has informal testing been done?"
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- "Performance profiling data isn't available. Would you like to run `/perf-profile`?"
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**Never assume PASS for unverifiable items.** Mark them as MANUAL CHECK NEEDED.
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---
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## 5. Output the Verdict
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```
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## Gate Check: [Current Phase] → [Target Phase]
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**Date**: [date]
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**Checked by**: gate-check skill
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### Required Artifacts: [X/Y present]
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- [x] design/gdd/game-concept.md — exists, 2.4KB
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- [ ] docs/architecture/ — MISSING (no ADRs found)
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- [x] production/sprints/ — exists, 1 sprint plan
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### Quality Checks: [X/Y passing]
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- [x] GDD has 8/8 required sections
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- [ ] Tests — FAILED (3 failures in tests/unit/)
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- [?] Core loop playtested — MANUAL CHECK NEEDED
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### Blockers
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1. **No Architecture Decision Records** — Run `/architecture-decision` to create one
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covering core system architecture before entering production.
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2. **3 test failures** — Fix failing tests in tests/unit/ before advancing.
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### Recommendations
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- [Priority actions to resolve blockers]
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- [Optional improvements that aren't blocking]
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### Verdict: [PASS / CONCERNS / FAIL]
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- **PASS**: All required artifacts present, all quality checks passing
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- **CONCERNS**: Minor gaps exist but can be addressed during the next phase
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- **FAIL**: Critical blockers must be resolved before advancing
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```
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---
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## 6. Follow-Up Actions
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Based on the verdict, suggest specific next steps:
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- **No systems index?** → `/design-systems` to decompose the concept into systems
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- **Missing design docs?** → `/reverse-document` or delegate to `game-designer`
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- **Missing ADRs?** → `/architecture-decision`
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- **Tests failing?** → delegate to `lead-programmer` or `qa-tester`
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- **No playtest data?** → `/playtest-report`
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- **Performance unknown?** → `/perf-profile`
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- **Not localized?** → `/localize`
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- **Ready for release?** → `/launch-checklist`
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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. **Scan first**: Check all artifacts and quality gates
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2. **Ask about unknowns**: Don't assume PASS for things you can't verify
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3. **Present findings**: Show the full checklist with status
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4. **User decides**: The verdict is a recommendation — the user makes the final call
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5. **Get approval**: "May I write this gate check report to production/gate-checks/?"
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**Never** block a user from advancing — the verdict is advisory. Document the risks
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and let the user decide whether to proceed despite concerns.
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