ags-map-systems
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /ags-design-review.
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /ags-project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /ags-brainstorm is approved and before /ags-map-systems or any GDD authoring begins.
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
| name | ags-map-systems |
| description | Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index. |
| argument-hint | [next | system-name] |
| user-invocable | true |
| allowed-tools | Read, Glob, Grep, Write, Edit, AskUserQuestion, TodoWrite, Task |
Language: Talk to user in language from .ags/project/user-interaction.md. Fall back to English if file missing. Files on disk always English per .ags/rules/user-interaction.md.
When this skill is invoked:
Two modes:
/ags-map-systems — Run the full decomposition workflow (Phases 1-5)
to create or update the systems index.next: /ags-map-systems next — Pick the highest-priority undesigned system
from the index and hand off to /ags-design-system (Phase 6).Read the game concept and any existing design work. This provides the raw material for systems decomposition.
Required:
design/gdd/game-concept.md — fail with a clear message if missing:
"No game concept found at
design/gdd/game-concept.md. Run/ags-brainstormfirst to create one, then come back to decompose it into systems."
Optional (read if they exist):
design/gdd/game-pillars.md — pillars constrain priority and scopedesign/gdd/systems-index.md — if exists, resume from where it left off
(update, don't recreate from scratch)design/gdd/*.md — check which system GDDs already existIf the systems index already exists:
AskUserQuestion to ask:
"The systems index already exists with [N] systems ([M] designed, [K] not started).
What would you like to do?"
Extract and identify all systems the game needs. This is the creative core of the skill — it requires human judgment because concept docs rarely enumerate every system explicitly.
Scan the game concept for directly mentioned systems and mechanics:
For each explicit system, identify the hidden systems it implies. Games always need more systems than the concept doc mentions. Use this inference pattern:
Explain in conversation text why each implicit system is needed (with examples).
Present the enumeration organized by category. For each system, show:
Then use AskUserQuestion to capture feedback:
Iterate until the user approves the enumeration.
For each system, determine what it depends on. A system "depends on" another if it cannot function without that other system existing first.
For each system, list its dependencies. Use these dependency heuristics:
Arrange systems into layers:
Check for cycles in the dependency graph. If found:
Show the dependency map as a layered list. Highlight:
Use AskUserQuestion to ask: "Does this dependency ordering look right? Any
dependencies I'm missing or that should be removed?"
After dependency mapping is approved, spawn technical-director via Task using gate TD-SYSTEM-BOUNDARY (.ags/rules/director-gates.md) before proceeding to priority assignment.
Pass: the dependency map summary, layer assignments, bottleneck systems list, any circular dependency resolutions.
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.
Assign each system to a priority tier based on what milestone it's needed for.
Use these heuristics for initial assignment:
Present the priority assignments in a table. For each tier, explain why systems were placed there.
Use AskUserQuestion to ask: "Do these priority assignments match your vision?
Which systems should be higher or lower priority?"
Explain reasoning in conversation: "I placed [system] in MVP because the core loop requires it — without [system], the 30-second loop can't function."
"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:
Pure technical necessity ("X depends on Y") is insufficient alone when the system directly shapes player experience.
After priorities are approved, spawn producer via Task using gate PR-SCOPE (.ags/rules/director-gates.md) before writing the index.
Pass: total system count per milestone tier, estimated implementation volume per tier (system count × average complexity), team size, stated project timeline.
Present the assessment. If UNREALISTIC, offer to revise priority tier assignments before writing the index. If CONCERNS, note them and continue.
Combine dependency sort + priority tier to produce the final design order:
This is the order the team should write GDDs in.
Per .ags/rules/review-workflow.md. The internal review section above runs in parallel with external Codex inside one loop. Each iteration:
.ags/project/reviews/.tmp/[type]-[slug]-iter[N]-draft.md./ags-external-review [type] [draft-path] --embedded-parallel --iteration [N] --min-severity [floor] — Codex unavailable returns skipped: codex-unavailable; aggregator logs skip in decisions-log and continues with internal pool only.producer by default; skill-designated lead where the skill specifies one) merges findings from internal + external, drops nitpicks + below-floor.No iteration cap. No user-confirm gate before external — it runs every iteration automatically. Record final iteration count for the decisions-log entry written at skill completion.
This phase is entered when:
/ags-map-systems [system-name]/ags-map-systems nextnext was used, pick the highest-priority undesigned system (by design order)Use AskUserQuestion for: "Start designing [system-name] now, pick a different
system, or stop here?"
Once a system is selected, invoke the /ags-design-system [system-name] skill.
The /ags-design-system skill handles the full GDD authoring process:
/ags-design-review when completeDo not duplicate the /ags-design-system workflow here. This skill owns the systems
index; /ags-design-system owns individual system GDDs.
After /ags-design-system completes, use AskUserQuestion:
If continuing, return to Step 6a.
After the systems index is created (or after designing some systems), present next actions using AskUserQuestion:
/ags-design-system [first-system-in-order]creative-director or technical-director to validate the system set before committing to 10+ GDD sessionsThe director review option ([B]) is worth highlighting: having a Creative Director or Technical Director review the completed systems index before starting GDD authoring catches scope issues, missing systems, and boundary problems before they're locked in across many documents. It is optional but recommended for new projects.
After any individual GDD is completed:
/ags-design-review design/gdd/[system].md in a fresh session to validate quality"/ags-gate-check systems-design when all MVP GDDs are complete"Every phase: Question → Options → Decision → Draft → Approval
/ags-design-system/ags-design-system; this skill owns the index.ags/project/state.md after each milestoneNEVER auto-generate full systems list. NEVER start designing without confirmation. ALWAYS show enumeration, dependencies, priorities for validation.
Context ≥70% → append:
Context approaching limit (≥70%). Systems index saved to
design/gdd/systems-index.md. Open fresh session, run/ags-map-systems nextto continue.
/ags-design-system [first-system-in-order] to author the first GDD (use design order from the index)/ags-map-systems next to always pick the highest-priority undesigned system automatically/ags-design-review design/gdd/[system].md in a fresh session after each GDD is authored/ags-gate-check pre-production when all MVP GDDs are authored and reviewed