147 lines
5.5 KiB
Markdown
147 lines
5.5 KiB
Markdown
# Systems Index: [Game Title]
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> **Status**: [Draft / Under Review / Approved]
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> **Created**: [Date]
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> **Last Updated**: [Date]
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> **Source Concept**: design/gdd/game-concept.md
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---
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## Overview
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[One paragraph explaining the game's mechanical scope. What kind of systems does
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this game need? Reference the core loop and game pillars. This should help any
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team member understand the "big picture" of what needs to be designed and built.]
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---
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## Systems Enumeration
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| # | System Name | Category | Priority | Status | Design Doc | Depends On |
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|---|-------------|----------|----------|--------|------------|------------|
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| 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] |
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| 2 | [e.g., Camera System] | Core | MVP | Not Started | — | Player Controller |
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[Add a row for every identified system. Use the categories and priority tiers
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defined below. Mark systems that were inferred (not explicitly in the concept doc)
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with "(inferred)" in the system name.]
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---
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## Categories
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| Category | Description | Typical Systems |
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|----------|-------------|-----------------|
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| **Core** | Foundation systems everything depends on | Player controller, input, physics, camera, scene management, state machine |
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| **Gameplay** | The systems that make the game fun | Combat, AI, stealth, movement abilities, interaction |
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| **Progression** | How the player grows over time | XP/leveling, skill trees, unlocks, achievements, reputation |
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| **Economy** | Resource creation and consumption | Currency, loot, crafting, shops, item database, drop tables |
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| **Persistence** | Save state and continuity | Save/load, settings, cloud sync, profile management |
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| **UI** | Player-facing information displays | HUD, menus, inventory screen, dialogue UI, map, notifications |
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| **Audio** | Sound and music systems | Music manager, SFX bus, ambient audio, adaptive music, voice |
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| **Narrative** | Story and dialogue delivery | Dialogue system, quest tracking, cutscenes, journal, lore entries |
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| **Meta** | Systems outside the core game loop | Analytics, tutorials/onboarding, accessibility options, photo mode |
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[Not every game needs every category. Remove categories that don't apply.
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Add custom categories if needed.]
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---
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## Priority Tiers
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| Tier | Definition | Target Milestone | Design Urgency |
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|------|------------|------------------|----------------|
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| **MVP** | Required for the core loop to function. Without these, you can't test "is this fun?" | First playable prototype | Design FIRST |
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| **Vertical Slice** | Required for one complete, polished area. Demonstrates the full experience. | Vertical slice / demo | Design SECOND |
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| **Alpha** | All features present in rough form. Complete mechanical scope, placeholder content OK. | Alpha milestone | Design THIRD |
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| **Full Vision** | Polish, edge cases, nice-to-haves, and content-complete features. | Beta / Release | Design as needed |
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---
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## Dependency Map
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[Systems sorted by dependency order — design and build from top to bottom.
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Systems at the top are foundations; systems at the bottom are wrappers.]
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### Foundation Layer (no dependencies)
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1. [System] — [one-line rationale for why this is foundational]
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### Core Layer (depends on foundation)
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1. [System] — depends on: [list]
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### Feature Layer (depends on core)
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1. [System] — depends on: [list]
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### Presentation Layer (depends on features)
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1. [System] — depends on: [list]
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### Polish Layer (depends on everything)
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1. [System] — depends on: [list]
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---
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## Recommended Design Order
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[Combining dependency sort and priority tiers. Design these systems in this
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order. Each system's GDD should be completed and reviewed before starting the
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next, though independent systems at the same layer can be designed in parallel.]
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| Order | System | Priority | Layer | Agent(s) | Est. Effort |
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|-------|--------|----------|-------|----------|-------------|
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| 1 | [First system to design] | MVP | Foundation | game-designer | [S/M/L] |
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| 2 | [Second system] | MVP | Foundation | game-designer | [S/M/L] |
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[Effort estimates: S = 1 session, M = 2-3 sessions, L = 4+ sessions.
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A "session" is one focused design conversation producing a complete GDD.]
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---
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## Circular Dependencies
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[List any circular dependency chains found during analysis. These require
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special architectural attention — either break the cycle with an interface,
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or design the systems simultaneously.]
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- [None found] OR
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- [System A <-> System B: Description of the circular relationship and
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proposed resolution]
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---
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## High-Risk Systems
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[Systems that are technically unproven, design-uncertain, or scope-dangerous.
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These should be prototyped early regardless of priority tier.]
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| System | Risk Type | Risk Description | Mitigation |
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|--------|-----------|-----------------|------------|
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| [System] | [Technical / Design / Scope] | [What could go wrong] | [Prototype, research, or scope fallback] |
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---
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## Progress Tracker
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| Metric | Count |
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|--------|-------|
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| Total systems identified | [N] |
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| Design docs started | [N] |
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| Design docs reviewed | [N] |
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| Design docs approved | [N] |
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| MVP systems designed | [N/total MVP] |
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| Vertical Slice systems designed | [N/total VS] |
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---
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## Next Steps
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- [ ] Review and approve this systems enumeration
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- [ ] Design MVP-tier systems first (use `/design-system [system-name]`)
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- [ ] Run `/design-review` on each completed GDD
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- [ ] Run `/gate-check pre-production` when MVP systems are designed
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- [ ] Validate the highest-risk systems with `/vertical-slice` before committing to Production
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