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design-system

Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies.

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Donchitos/Claude-Code-Game-Studios
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September 29, 2026 at 11:32
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name
design-system
description
Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies.
argument-hint
<system-name> [--review full|lean|solo]
user-invocable
true
allowed-tools
Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/design-system/../../hooks/yaml-helper.sh" resolve_config *)
model
sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density,system_overrides` Resolved above — use as-is; `--review` overrides `review_mode`. No block → defaults in `.claude/docs/config-resolution.md`. When this skill is invoked: ## 1. Parse Arguments & Validate See `.claude/docs/director-gates.md` for the full check pattern. Individual gate definitions live in `.claude/docs/director-gates/[gate-id].md` — the spawned agent reads its own gate file; do not read it in the parent session. Every `AskUserQuestion` call follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt). **`docs.density`** — it controls per-section *depth*, where `workflow` controls which sections exist. `modes.rigor` sets both together; set `docs.density` explicitly to vary depth alone: `terse` (the default, via `rigor: minimal`) = bullet points, 2–5 lines per section, skip rationale and preambles; `balanced` = paragraphs with light rationale (`rigor: standard`); `thorough` = full prose with rationale, examples, and alternatives considered. Apply it to every section you author. Mandated structures (the Formulas variable table, Given-When-Then acceptance criteria) are correctness requirements at every density — `terse` trims the surrounding prose, never the required structure itself. A system name or retrofit path is **required**. If missing: 1. Check if `design/gdd/systems-index.md` exists. 2. If it exists: read it, find the highest-priority system with status "Not Started" or equivalent, and use `AskUserQuestion`: - Prompt: "The next system in your design order is **[system-name]** ([priority] | [layer]). Start designing it?" - Options: `[A] Yes — design [system-name]` / `[B] Pick a different system` / `[C] Stop here` - If [A]: proceed with that system name. If [B]: ask which system to design (plain text). If [C]: exit. 3. If no systems index exists, fail with: > "Usage: `/design-system <system-name>` — e.g., `/design-system movement` > Or to fill gaps in an existing GDD: `/design-system retrofit design/gdd/[system-name].md` > No systems index found. Run `/map-systems` first to map your systems and get the design order." **Detect retrofit mode:** If the argument starts with `retrofit` or the argument is a file path to an existing `.md` file in `design/gdd/`, enter **retrofit mode**: 1. Read the existing GDD file. 2. Identify which of the 8 **possible** sections are present (scan for section headings): Overview, Player Fantasy, Detailed Design/Rules, Formulas, Edge Cases, Dependencies, Tuning Knobs, Acceptance Criteria. **Which of them are *required* depends on the effective tier** (§1) — at `standard` only 5 are, plus Formulas for math categories, and Player Fantasy and Tuning Knobs are skipped **by design**. Report an absent section as a gap only when the tier requires it; otherwise list it as available-to-add. Calling all 8 required here reports two by-design-absent sections as gaps on every `standard` project. 3. Identify which sections contain only placeholder text (`[To be designed]` or equivalent — blank, a single line, or obviously incomplete). 4. Present to the user before doing anything: ``` ## Retrofit: [System Name] File: design/gdd/[filename].md Sections already written (will not be touched): ✓ [section name] ✓ [section name] Missing or incomplete sections (will be authored): ✗ [section name] — missing ✗ [section name] — placeholder only ``` 5. Ask: "Shall I fill the [N] missing sections? I will not modify any existing content." 6. If yes: proceed to **Phase 2 (Gather Context)** as normal, but in **Phase 3** skip creating the skeleton (file already exists) and in **Phase 4** skip sections that are already complete. Only run the section cycle for missing/ incomplete sections. 7. **Never overwrite existing section content.** Use Edit tool to replace only `[To be designed]` placeholders or empty section bodies. If NOT in retrofit mode, normalize the system name to kebab-case for the filename (e.g., "combat system" becomes `combat-system`). **`workflow`** for this system (per `.claude/docs/workflow-modes.md`) — use the `system_overrides` row for this system if the block lists one, else the project value. The resolved tier determines which GDD sections are **required** (applied in §4). **`## Summary` is required at every tier and is not one of the 8** — §5-pre authors it unconditionally (*"This runs at every tier"*), but it appeared in none of the per-tier lists below, and these lists are what other skills and gates apply. A GDD checked against a tier list alone would pass with no Summary, the one section `/review-all-gdds` and the tiered-loading readers depend on. Read every list below as "`## Summary`, plus:". - `full` — all 8 sections - `standard` — Overview, Detailed Design, Edge Cases, Dependencies, Acceptance Criteria (5 required); **Formulas conditional** — required when the system **defines numeric rules**: rates, curves, thresholds, costs, damage, drop weights, or any value a balance pass would tune. Optional only when the system defines no such value. **The `Category` in `systems-index.md` is a hint, not the test** — `Gameplay`, `Economy` and `Progression` systems almost always qualify, and a `Core`, `UI` or `Persistence` system that defines a numeric rule qualifies too. If the Detailed Design states a quantity that is not a constant of the engine, Formulas is required. **Player Fantasy and Tuning Knobs skipped** unless `workflow_overrides` force them (`tuning_knobs: true` forces Tuning Knobs) > **Do not gate this on a category token.** A rule of the form "required when > the system category is combat / economy / progression / AI" does not work: > those four tokens are not what `/map-systems` writes — `templates/systems-index.md` > defines the categories as `Core · Gameplay · Progression · Economy · > Persistence · UI · Audio · Narrative · Meta` and lists **combat and AI as > example systems under `Gameplay`**. A combat system categorised exactly as the > template instructs matches none of the four, and Formulas would be dropped for > the system most likely to need it. - `minimal` — a GDD is not required (the game brief replaces it). If invoked voluntarily at minimal, author exactly the 5 standard sections (Overview, Detailed Design, Edge Cases, Dependencies, Acceptance Criteria) — the conditional Formulas rule does NOT re-apply at minimal — and tell the user the GDD is optional at this workflow level. Retrofit mode is unaffected — it fills whatever sections are missing regardless of tier. --- ## 2. Gather Context (Read Phase) Read all relevant context **before** asking the user anything. This is the skill's primary advantage over ad-hoc design — it arrives informed. ### 2a: Required Reads > **At `minimal`** (design-system is voluntary at this tier): read > `design/game-brief.md` in place of the game concept, and **skip the systems-index > read** — neither `game-concept.md` nor `systems-index.md` exists at `minimal`. > Author from the brief's relevant MVP feature and its core loop. > > **This callout keys on the PROJECT tier, not this system's effective tier.** > The two differ whenever `workflow_overrides.system_overrides` bumps one system > above a `minimal` project — the configuration `.claude/docs/settings-guidance.md` > advertises as the reason the override exists ("bump one deep system"). Those two > files are absent because the *project* is `minimal`; raising *this system* to > `standard` or `full` does not create them. So on a `minimal` project, take this > branch **even for an overridden system**, and read the brief. > > The effective tier still governs everything downstream — the required section > set (§1), the skeleton (§3), the section cycle (§4) and §5a. Only the > required-*reads* branch here follows the project tier. > > **Then derive `Category`, `Layer` and `Priority` from the brief, once, here.** > Six later steps are keyed on the systems index you just skipped — §2e's engine > domain, Section A's and Section B's recommended options, the Visual/Audio > REQUIRED table, §6 specialist routing, and §5-pre's Quick reference — and none > of them has an absent-index branch. An overridden system reaches all six at > `standard` or `full`, so "skip the index" leaves them with no input at all. > Derive from the brief instead: > > - **`Category`** — one of the nine in `templates/systems-index.md` > (`Core · Gameplay · Progression · Economy · Persistence · UI · Audio · > Narrative · Meta`), chosen from what the brief says the system *does*. > - **`Layer`** — `Foundation` if other systems depend on it, else `Feature`. > - **`Priority`** — `MVP` if the brief's build order lists it, else `Post-MVP`. > > Carry all three for the rest of the run and treat them as the index's answer. > **Mark them inferred** in §5-pre's Quick reference (*"Category: Gameplay > (inferred from the brief — no systems index at this tier)"*) so a later reader > does not mistake a derivation for an indexed fact. Do **not** write a systems > index to hold them: `/map-systems` owns that file (§5d). > > Read literally without this rule, an overridden system resolves to `full`, falls > through to the fail-fast reads below, and aborts with *"No game concept found. > Run `/brainstorm` first"* — killing the escape hatch on step one of the very > configuration it was built for. - **Game concept**: Read `design/gdd/game-concept.md` — fail if missing: > "No game concept found. Run `/brainstorm` first." - **Systems index**: Read `design/gdd/systems-index.md` — fail if missing: > "No systems index found. Run `/map-systems` first to map your systems." - **Target system**: Find the system in the index. If not listed, warn: > "[system-name] is not in the systems index. Would you like to add it, or > design it as an off-index system?" - **Entity registry**: Read `design/registry/entities.yaml` if it exists. Extract all entries referenced by or relevant to this system (grep `referenced_by.*[system-name]` and `source.*[system-name]`). Hold these in context as **known facts** — values that other GDDs have already established and this GDD must not contradict. - **Reflexion log**: Read `docs/consistency-failures.md` if it exists. Extract entries whose Domain matches this system's category. These are recurring conflict patterns — present them under "Past failure patterns" in the Phase 2d context summary so the user knows where mistakes have occurred before in this domain. ### 2b: Dependency Reads From the systems index, identify: - **Upstream dependencies**: Systems this one depends on (decisions this system must respect). - **Downstream dependents**: Systems that depend on this one (expectations this system must satisfy). For each dependency GDD that exists, read **only the four sections that carry the cross-system contract** — not the whole GDD: ``` Grep pattern="^## ([0-9]+\. )?(Dependencies|Formulas|Edge Cases|Tuning Knobs)" glob="design/gdd/[dep].md" output_mode="content" -A 20 ``` - Key interfaces and data flow (from Dependencies) - Formulas that reference this system's outputs - Edge cases that assume this system's behavior - Tuning knobs that feed into this system Much of this is already in `entities.yaml` (loaded in 2a) — the registry's `formula_map`/`constant_map` carry the owned values with their `source:`. Use the registry first; the section grep fills what it does not hold. ### 2c: Optional Reads - **Game pillars**: Read `design/gdd/game-pillars.md` if it exists - **Existing GDD**: Read `design/gdd/[system-name].md` if it exists (resume, don't restart from scratch) - **Related systems**: do **not** glob-and-read `design/gdd/*.md` hunting for "thematically related" systems — there is no deterministic proxy for that and it is the read the registry exists to replace. `entities.yaml` (2a) already holds the cross-system facts a related GDD would supply. If a specific overlap is known, treat it as a dependency above and section-grep it; otherwise rely on the registry. ### 2d: Present Context Summary Before starting design work, present a brief summary to the user: > **Designing: [System Name]** > - Priority: [from index] | Layer: [from index] > - Depends on: [list, noting which have GDDs vs. undesigned] > - Depended on by: [list, noting which have GDDs vs. undesigned] > - Existing decisions to respect: [key constraints from dependency GDDs] > - Pillar alignment: [which pillar(s) this system primarily serves] > - **Known cross-system facts (from registry):** > - [entity_name]: [attribute]=[value], [attribute]=[value] (owned by [source GDD]) > - [item_name]: [attribute]=[value], [attribute]=[value] (owned by [source GDD]) > - [formula_name]: variables=[list], output=[min–max] (owned by [source GDD]) > - [constant_name]: [value] [unit] (owned by [source GDD]) > *(These values are locked — if this GDD needs different values, surface > the conflict before writing. Do not silently use different numbers.)* > > If no registry entries are relevant: omit the "Known cross-system facts" section. If any upstream dependencies are undesigned, warn: > "[dependency] doesn't have a GDD yet. We'll need to make assumptions about > its interface. Consider designing it first, or we can define the expected > contract and flag it as provisional." ### 2e: Technical Feasibility Pre-Check Before asking the user to begin designing, load engine context and surface any constraints or knowledge gaps that will shape the design. **Step 1 — Determine the engine domain for this system:** Map the system's category (from systems-index.md) to an engine domain: Keyed on the `Category` column of `systems-index.md`. All nine categories `templates/systems-index.md` defines appear here; where a category spans several engine domains, pick the row matching what the system actually does and say which you picked. | `Category` | Engine Domain | |-----------|--------------| | `Gameplay` | **Physics** for combat / collision / movement; **Navigation** for AI and pathfinding; **Scripting** for rule-only systems with no engine surface | | `Core` | **Core** — scene management, state, resource loading; **Input** for controls and keybinding | | `UI` | UI | | `Audio` | Audio | | `Narrative` | Scripting — dialogue, quests, cutscenes | | `Progression` | Scripting — save-adjacent rule logic, no dedicated domain | | `Economy` | Scripting — data and rule logic, no dedicated domain | | `Persistence` | Core — save/load, settings, serialization | | `Meta` | Core — analytics, tutorials, accessibility plumbing | > Animation, Rendering and Networking are engine domains with no category of > their own: a system needing them will be `Gameplay` or `Core`. Name the domain > you read the reference for, whichever row you came in on. **Step 2 — Read engine context (if available):** - Identify the engine and version: read `engine.name` and `engine.version` from `project.yaml`. Resolve each field independently — if its key is absent or empty (including when `project.yaml` has no `engine:` block), fall back to `.claude/docs/technical-preferences.md` (a `[TO BE CONFIGURED]` value means not set) - If engine is configured, read `docs/engine-reference/[engine]/VERSION.md` - Read `docs/engine-reference/[engine]/modules/[domain].md` if it exists. **If it does not exist, say so by name** — *"no engine reference for `[domain]` under `docs/engine-reference/[engine]/modules/`; feasibility not checked against the pinned engine"* — and carry that into §5-pre. A silent skip here is indistinguishable from a feasibility check that ran and found nothing wrong, which is the failure `.claude/rules/skill-authoring.md` obligation 3 exists to stop. > **This is not a rare branch.** The domain table above names `Scripting` and > `Core` for five of the nine categories (`Narrative`, `Progression`, `Economy` > → Scripting; `Persistence`, `Meta` → Core), plus a sub-row each under > `Gameplay` and `Core`. The Godot reference ships `animation, audio, input, > navigation, networking, physics, rendering, ui` — **there is no > `scripting.md` and no `core.md`**. So the majority of non-`Gameplay` systems > hit the absent branch every time, and `if it exists` turned that into > silence. Either the reference gains those two files or the check reports it; > until the former, do the latter. - Read `docs/engine-reference/[engine]/breaking-changes.md` for domain-relevant entries - Find the domain-matching ADRs without reading every ADR to learn the field you filter on — grep the Domain field first, then read only the matches: ```
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