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content-audit

Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.

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Euraika-Labs/Codex-Code-Game-Studios
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١٢ أبريل ٢٠٢٦ في ١٧:٤٢
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الإنجليزية
النجوم
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التفرعات
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تعليمات المصدر · معاينة للقراءة فقط
name
content-audit
description
Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.
When this skill is invoked: Parse the argument: - No argument → full audit across all systems - `[system-name]` → audit that single system only - `--summary` → summary table only, no file write --- ## Phase 1 — Context Gathering Before loading any GDD content, confirm that `design/gdd/systems-index.md` exists. If it does not, stop and tell the user: > "No systems index exists yet at `design/gdd/systems-index.md`, so there is no > auditable content plan. Run `$map-systems` first, then re-run `$content-audit`. > If the game concept itself is not written yet, start with `$brainstorm`." 1. **Read `design/gdd/systems-index.md`** for the full list of systems, their categories, and MVP/priority tier. 2. **L0 pre-scan**: Before full-reading any GDDs, Grep all GDD files for `## Summary` sections plus common content-count keywords: ``` Grep pattern="(## Summary|N enemies|N levels|N items|N abilities|enemy types|item types)" glob="design/gdd/*.md" output_mode="files_with_matches" ``` For a single-system audit: skip this step and go straight to full-read. For a full audit: full-read only the GDDs that matched content-count keywords. GDDs with no content-count language (pure mechanics GDDs) are noted as "No auditable content counts" without a full read. 3. **Full-read in-scope GDD files** (or the single system GDD if a system name was given). 4. **For each GDD, extract explicit content counts or lists.** Look for patterns like: - "N enemies" / "enemy types:" / list of named enemies - "N levels" / "N areas" / "N maps" / "N stages" - "N items" / "N weapons" / "N equipment pieces" - "N abilities" / "N skills" / "N spells" - "N dialogue scenes" / "N conversations" / "N cutscenes" - "N quests" / "N missions" / "N objectives" - Any explicit enumerated list (bullet list of named content pieces) 4. **Build a content inventory table** from the extracted data: | System | Content Type | Specified Count/List | Source GDD | |--------|-------------|---------------------|------------| Note: If a GDD describes content qualitatively but gives no count, record "Unspecified" and flag it — unspecified counts are a design gap worth noting. --- ## Phase 2 — Implementation Scan For each content type found in Phase 1, scan the relevant directories to count what has been implemented. Use Glob and Grep to locate files. **Levels / Areas / Maps:** - Glob `assets/**/*.tscn`, `assets/**/*.unity`, `assets/**/*.umap` - Glob `src/**/*.tscn`, `src/**/*.unity` - Look for scene files in subdirectories named `levels/`, `areas/`, `maps/`, `worlds/`, `stages/` - Count unique files that appear to be level/scene definitions (not UI scenes) **Enemies / Characters / NPCs:** - Glob `assets/data/**/enemies/**`, `assets/data/**/characters/**` - Glob `src/**/enemies/**`, `src/**/characters/**` - Look for `.json`, `.tres`, `.asset`, `.yaml` data files defining entity stats - Look for scene/prefab files in character subdirectories **Items / Equipment / Loot:** - Glob `assets/data/**/items/**`, `assets/data/**/equipment/**`, `assets/data/**/loot/**` - Look for `.json`, `.tres`, `.asset` data files **Abilities / Skills / Spells:** - Glob `assets/data/**/abilities/**`, `assets/data/**/skills/**`, `assets/data/**/spells/**` - Look for `.json`, `.tres`, `.asset` data files **Dialogue / Conversations / Cutscenes:** - Glob `assets/**/*.dialogue`, `assets/**/*.csv`, `assets/**/*.ink` - Grep for dialogue data files in `assets/data/` **Quests / Missions:** - Glob `assets/data/**/quests/**`, `assets/data/**/missions/**` - Look for `.json`, `.yaml` definition files **Engine-specific notes (acknowledge in the report):** - Counts are approximations — the skill cannot perfectly parse every engine format or distinguish editor-only files from shipped content - Scene files may include both gameplay content and system/UI scenes; the scan counts all matches and notes this caveat --- ## Phase 3 — Gap Report Produce the gap table: ``` | System | Content Type | Specified | Found | Gap | Status | |--------|-------------|-----------|-------|-----|--------| ``` **Status categories:** - `COMPLETE` — Found ≥ Specified (100%+) - `IN PROGRESS` — Found is 50–99% of Specified - `EARLY` — Found is 1–49% of Specified - `NOT STARTED` — Found is 0 **Priority flags:** Flag a system as `HIGH PRIORITY` in the report if: - Status is `NOT STARTED` or `EARLY`, AND - The system is tagged MVP or Vertical Slice in the systems index, OR - The systems index shows the system is blocking downstream systems **Summary line:** - Total content items specified (sum of all Specified column values) - Total content items found (sum of all Found column values) - Overall gap percentage: `(Specified - Found) / Specified * 100` --- ## Phase 4 — Output ### Full audit and single-system modes Present the gap table and summary to the user. Ask: "May I write the full report to `docs/content-audit-[YYYY-MM-DD].md`?" If yes, write the file: ```markdown # Content Audit — [Date] ## Summary - **Total specified**: [N] content items across [M] systems - **Total found**: [N] - **Gap**: [N] items ([X%] unimplemented) - **Scope**: [Full audit | System: name] > Note: Counts are approximations based on file scanning. > The audit cannot distinguish shipped content from editor/test assets. > Manual verification is recommended for any HIGH PRIORITY gaps. ## Gap Table | System | Content Type | Specified | Found | Gap | Status | |--------|-------------|-----------|-------|-----|--------| ## HIGH PRIORITY Gaps [List systems flagged HIGH PRIORITY with rationale] ## Per-System Breakdown ### [System Name] - **GDD**: `design/gdd/[file].md` - **Content types audited**: [list] - **Notes**: [any caveats about scan accuracy for this system] ## Recommendation Focus implementation effort on: 1. [Highest-gap HIGH PRIORITY system] 2. [Second system] 3. [Third system] ## Unspecified Content Counts The following GDDs describe content without giving explicit counts. Consider adding counts to improve auditability: [List of GDDs and content types with "Unspecified"] ``` After writing the report, ask: > "Would you like to create backlog stories for any of the content gaps?" If yes: for each system the user selects, suggest a story title and point them to `$create-stories [epic-slug]` or `$quick-design` depending on the size of the gap. ### --summary mode Print the Gap Table and Summary directly to conversation. Do not write a file. End with: "Run `$content-audit` without `--summary` to write the full report." --- ## Phase 5 — Next Steps After the audit, recommend the highest-value follow-up actions: - If any system is `NOT STARTED` and MVP-tagged → "Run `$design-system [name]` to add missing content counts to the GDD before implementation begins." - If total gap is >50% → "Run `$sprint-plan` to allocate content work across upcoming sprints." - If backlog stories are needed → "Run `$create-stories [epic-slug]` for each HIGH PRIORITY gap." - If `--summary` was used → "Run `$content-audit` (no flag) to write the full report to `docs/`." Verdict: **COMPLETE** — content audit finished.
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