添加 claude code game studios 到项目
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.claude/skills/map-systems/SKILL.md
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.claude/skills/map-systems/SKILL.md
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---
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name: map-systems
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description: "Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index."
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argument-hint: "[next | system-name] [--review full|lean|solo]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, TodoWrite, Task
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model: sonnet
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---
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When this skill is invoked:
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## Parse Arguments
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Two modes:
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- **No argument**: `/map-systems` — Run the full decomposition workflow (Phases 1-5)
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to create or update the systems index.
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- **`next`**: `/map-systems next` — Pick the highest-priority undesigned system
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from the index and hand off to `/design-system` (Phase 6).
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Also resolve the review mode (once, store for all gate spawns this run):
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1. If `--review [full|lean|solo]` was passed → use that
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2. Else read `production/review-mode.txt` → use that value
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3. Else → default to `lean`
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See `.claude/docs/director-gates.md` for the full check pattern.
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---
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## 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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## 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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## 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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**Review mode check** — apply before spawning TD-SYSTEM-BOUNDARY:
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- `solo` → skip. Note: "TD-SYSTEM-BOUNDARY skipped — Solo mode." Proceed to priority assignment.
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- `lean` → skip (not a PHASE-GATE). Note: "TD-SYSTEM-BOUNDARY skipped — Lean mode." Proceed to priority assignment.
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- `full` → spawn as normal.
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**After dependency mapping is approved, spawn `technical-director` via Task using gate TD-SYSTEM-BOUNDARY (`.claude/docs/director-gates.md`) before proceeding to priority assignment.**
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Pass: the dependency map summary, layer assignments, bottleneck systems list, any circular dependency resolutions.
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Present the assessment. If REJECT, revise the system boundaries with the user before moving to priority assignment. If CONCERNS, note them inline in the systems index and continue.
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---
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## 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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**"Why" column guidance**: When explaining why each system was placed in a priority tier, mix technical necessity with player-experience reasoning. Do not use purely technical justifications like "Combat needs damage math" — connect to player experience where relevant. Examples of good "Why" entries:
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- "Required for the core loop — without it, placement decisions have no consequence (Pillar 2: Placement is the Puzzle)"
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- "Ballista's punch-through identity is established here — this stat definition is what makes it feel different from Archer"
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- "Foundation for all economy decisions — players must understand upgrade costs to make meaningful placement choices"
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Pure technical necessity ("X depends on Y") is insufficient alone when the system directly shapes player experience.
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**Review mode check** — apply before spawning PR-SCOPE:
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- `solo` → skip. Note: "PR-SCOPE skipped — Solo mode." Proceed to writing the systems index.
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- `lean` → skip (not a PHASE-GATE). Note: "PR-SCOPE skipped — Lean mode." Proceed to writing the systems index.
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- `full` → spawn as normal.
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**After priorities are approved, spawn `producer` via Task using gate PR-SCOPE (`.claude/docs/director-gates.md`) before writing the index.**
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Pass: total system count per milestone tier, estimated implementation volume per tier (system count × average complexity), team size, stated project timeline.
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Present the assessment. If UNREALISTIC, offer to revise priority tier assignments before writing the index. If CONCERNS, note them and continue.
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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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## 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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**Review mode check** — apply before spawning CD-SYSTEMS:
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- `solo` → skip. Note: "CD-SYSTEMS skipped — Solo mode." Proceed to Phase 7 next steps.
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- `lean` → skip (not a PHASE-GATE). Note: "CD-SYSTEMS skipped — Lean mode." Proceed to Phase 7 next steps.
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- `full` → spawn as normal.
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**After the systems index is written, spawn `creative-director` via Task using gate CD-SYSTEMS (`.claude/docs/director-gates.md`).**
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Pass: systems index path, game pillars and core fantasy (from `design/gdd/game-concept.md`), MVP priority tier system list.
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Present the assessment. If REJECT, revise the system set with the user before GDD authoring begins. If CONCERNS, record them in the systems index as a `> **Creative Director Note**` at the top of the relevant tier section.
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### Step 5c: Update Session State
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After writing, create `production/session-state/active.md` if it does not exist, then update it 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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**Verdict: COMPLETE** — systems index written to `design/gdd/systems-index.md`.
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If the user declined: **Verdict: BLOCKED** — user did not approve the write.
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---
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## Phase 6: Design Individual Systems (Handoff to /design-system)
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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 `/map-systems [system-name]`
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- The user invokes `/map-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: Hand Off to /design-system
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Once a system is selected, invoke the `/design-system [system-name]` skill.
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The `/design-system` skill handles the full GDD authoring process:
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- Gathers context from game concept, systems index, and dependency GDDs
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- Creates a file skeleton immediately
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- Walks through all 8 required sections one at a time (collaborative, incremental)
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- Cross-references existing docs to prevent contradictions
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- Routes to specialist agents for domain expertise
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- Writes each section to file as soon as it's approved
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- Runs `/design-review` when complete
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- Updates the systems index
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**Do not duplicate the /design-system workflow here.** This skill owns the systems
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*index*; `/design-system` owns individual system *GDDs*.
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### Step 6c: Loop or Stop
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After `/design-system` completes, 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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## Phase 7: Suggest Next Steps
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After the systems index is created (or after designing some systems), present next actions using `AskUserQuestion`:
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- "Systems index is written. What would you like to do next?"
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- [A] Start designing GDDs — run `/design-system [first-system-in-order]`
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- [B] Run `/gate-check systems-design` — triggers the CD-SYSTEMS and TD-SYSTEM-BOUNDARY gates automatically for a formal director sign-off on the system set
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- [C] Stop here for this session
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**The gate-check option ([B]) is worth highlighting**: running `/gate-check systems-design` triggers both the CD-SYSTEMS and TD-SYSTEM-BOUNDARY gates, catching scope issues, missing systems, and boundary problems before they're locked in across many documents. It is optional but recommended for new projects.
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After any individual GDD is completed:
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- "Run `/design-review design/gdd/[system].md` in a fresh session to validate quality"
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- "Run `/gate-check systems-design` when all MVP GDDs are complete"
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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?" then hand off to `/design-system`
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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. **Handoff**: Individual GDD authoring is owned by `/design-system`, which handles
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incremental section writing, cross-referencing, design review, and index updates
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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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## Context Window Awareness
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If context reaches or exceeds 70% at any point, append this notice:
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> **Context is approaching the limit (≥70%).** The systems index is saved to
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> `design/gdd/systems-index.md`. Open a fresh Claude Code session to continue
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> designing individual GDDs — run `/map-systems next` to pick up where you left off.
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---
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## Recommended Next Steps
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- Run `/design-system [first-system-in-order]` to author the first GDD (use design order from the index)
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- Run `/map-systems next` to always pick the highest-priority undesigned system automatically
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- Run `/design-review design/gdd/[system].md` in a fresh session after each GDD is authored
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- Run `/gate-check pre-production` when all MVP GDDs are authored and reviewed
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Block a user