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roadmap-planner
Generate sprint-based implementation roadmaps with "Player can X" playable increments and per-agent breakdowns. Scales from prototype to production.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
菜单
Generate sprint-based implementation roadmaps with "Player can X" playable increments and per-agent breakdowns. Scales from prototype to production.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
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| name | roadmap-planner |
| description | Generate sprint-based implementation roadmaps with "Player can X" playable increments and per-agent breakdowns. Scales from prototype to production. |
| domain | project |
| type | planner |
| version | 1.0.0 |
| trigger | user |
| allowed-tools | ["Read","Write","Glob"] |
This skill reads a GDD and generates a sprint-based implementation roadmap organized around playable increments. Each sprint produces something the user can playtest, with work broken down per agent and structured through the Phase A/B/C/D flow.
The roadmap automatically scales based on the current lifecycle phase: fewer tighter sprints for prototypes, more expansive sprints for vertical slices and production.
| Field | Value |
|---|---|
| Assigned Agent | design-lead |
| Sprint Phase | Phase 0 (pre-sprint design pipeline) |
| Directory Scope | docs/ |
| Workflow Reference | See docs/agent-team-workflow.md |
Invoke this skill when the user:
Before starting, read docs/.workflow-state.json to determine the current lifecycle phase.
{ "lifecycle_phase": "prototype" | "vertical_slice" | "production" }
If the file does not exist or the field is missing, ask the user. Default to prototype if unclear.
=== ROADMAP PLANNER ===
Lifecycle Phase: [PROTOTYPE / VERTICAL SLICE / PRODUCTION]
Sprint Range: [1-4 / 3-6 / 6-12+]
Focus: [Core loop testing / Polish + content expansion / Full game shipping]
===
| Aspect | Prototype | Vertical Slice | Production |
|---|---|---|---|
| Sprint count | 1-4 | 3-6 | 6-12+ |
| Focus | Test core loop, riskiest mechanic first | Polish, content expansion, quality bar | All systems, all content, shipping |
| GDD input | docs/prototype-gdd.md | docs/vertical-slice-gdd.md | docs/production-gdd.md |
| Output file | docs/prototype-roadmap.md | docs/vertical-slice-roadmap.md | docs/production-roadmap.md |
| Lifecycle gate | Go / Pivot / Kill | Go to production / Iterate / Cancel | Alpha / Beta / Release gates |
| Sprint goal style | "Player can [test mechanic]" | "Player can [experience polished X]" | "Player can [use complete system]" |
Sprints are organized into epics around player-facing goals, not systems.
| Lifecycle Phase | Epics | Sprints per Epic | Focus |
|---|---|---|---|
| Prototype | 1-2 | 1-2 | Prove core loop works |
| Vertical Slice | 1-3 | 2-3 | Prove quality bar |
| Production | 2-5+ | 2-4 | Build the full game |
1. Visual elements (sprites, scenes, UI) <- See it first
2. Player interaction (input, feedback) <- Feel it second
3. Core systems (logic, rules) <- Make it work
4. Data structures (resources, configs) <- Refine later
5. Polish (juice, effects) <- Last
Ordering rules:
| Agent | Directories | What They Deliver |
|---|---|---|
| systems-dev | scripts/autoloads/, scripts/systems/, scripts/resources/ | Autoloads, managers, event buses, Resource classes |
| gameplay-dev | scripts/entities/, scripts/components/, scenes/gameplay/, scenes/levels/ | Player controller, enemies, combat, physics, levels |
| ui-dev | scripts/ui/, scenes/ui/, resources/themes/ | HUD, menus, popups, damage numbers, themes |
| content-architect | data/ (all subdirectories) | Character data, encounters, items, world data |
| asset-artist | assets/, music/, sfx/, voice/ | Sprites, tilesets, animations, music, SFX |
| design-lead | docs/features/, docs/ideas/ | Feature specs, idea briefs |
| qa-docs | docs/code-reviews/ | Code reviews, systems bible, changelog |
Follow directory ownership strictly when assigning tasks. When a deliverable spans multiple agents, split it into agent-scoped tasks.
Every sprint follows this four-phase flow:
Phase A: Spec & Foundation
|- design-lead writes/finalizes feature specs -> USER APPROVES
|- systems-dev implements autoloads, managers, Resource classes
|- asset-artist begins generating assets (parallel)
Phase B: Implementation
|- gameplay-dev implements entities, scenes, mechanics
|- ui-dev implements HUD, menus, screens
|- content-architect creates data files
|- asset-artist continues (parallel)
Phase C: QA & Documentation
|- qa-docs reviews all code, updates systems bible + architecture doc + changelog
|- developers fix critical issues from review
|- design-lead pipelines specs for NEXT sprint (parallel)
Phase D: User Review (ALL AGENTS PAUSED)
|- User playtests the build
|- User decides per feature: accept / request changes / reject
|- User reviews proposed scope for next sprint
|- Next sprint begins ONLY after user approval
design-lead (specs) -> systems-dev (APIs, Resources) -> gameplay-dev / ui-dev / content-architect -> qa-docs -> USER
asset-artist runs in parallel throughout Phases A and B
#### Task [Agent][Sprint].[Number]: [Clear Action Verb] [Specific Thing]
**What:** One sentence — visible/testable outcome.
**How:** 3-5 implementation steps.
**Acceptance:** 2-4 checkbox criteria.
**Files:** Files to create/modify (within agent's directories).
**Hardcoded Values:** Magic numbers to use now (extract later).
Task size: 1-3 hours each. Too large = split it. Too small = combine it.
Detail by type: Visual tasks focus on appearance/position. Interaction tasks focus on input/feedback. System tasks focus on rules/API surface. Data tasks focus on shape/fields/examples.
| GDD Pattern | Agent | Directory |
|---|---|---|
| "manager", "autoload", "bus", "state machine", "Resource class" | systems-dev | scripts/autoloads/, scripts/systems/, scripts/resources/ |
| "player", "enemy", "entity", "combat", "physics", "level", "component" | gameplay-dev | scripts/entities/, scenes/gameplay/, scenes/levels/ |
| "HUD", "menu", "panel", "bar", "button", "screen", "theme" | ui-dev | scripts/ui/, scenes/ui/ |
| "enemy data", "item data", "encounter table", "quest", "dialogue" | content-architect | data/ |
| "sprite", "tileset", "animation", "music", "sound effect" | asset-artist | assets/, music/, sfx/ |
| "feature spec", "idea brief" | design-lead | docs/features/, docs/ideas/ |
| "code review", "systems bible", "changelog" | qa-docs | docs/code-reviews/ |
Find docs/prototype-gdd.md. Extract: critical questions (Section 2), core mechanics (Section 3), content scope (Section 4), prototype scope (Section 5), implementation phases (Section 6), success metrics (Section 7), risks (Section 8).
First, identify epics — player-facing goals that group related sprints. Then decompose each epic into sprint-level playable increments.
Epic identification rules:
Sprint identification rules (within epics):
| Scope | Epics | Sprints | Reasoning |
|---|---|---|---|
| Single mechanic test | 1 | 1-2 | Build + polish |
| Core loop (2-3 mechanics) | 1 | 2-3 | One per mechanic + integration |
| Full prototype | 1-2 | 3-4 | Mechanics + content + polish |
Do not exceed 4 sprints for a prototype.
For each sprint ask: What autoloads/managers (systems-dev)? What entities/scenes (gameplay-dev)? What UI (ui-dev)? What data (content-architect)? What assets (asset-artist)?
After all sprints:
- [ ] User plays full prototype build
- [ ] Critical questions scored 1-5 each
- [ ] Decision: GO (vertical slice) / PIVOT (revise + retest) / KILL (abandon)
Save to: docs/prototype-roadmap.md
Find docs/vertical-slice-gdd.md. Extract: prototype validation results, features being polished, new features, content expansion, quality bar definitions, technical requirements, development phases, success criteria.
Vertical slice epics focus on proving different quality dimensions:
Example epic structure:
Rules:
| Scope | Epics | Sprints | Reasoning |
|---|---|---|---|
| Light polish | 1-2 | 3 | Refactor + expand + polish |
| Standard slice | 2-3 | 4-5 | Refactor + features + content + polish + balance |
| Deep slice | 2-3 | 5-6 | Multiple content passes + extensive polish |
For every polish task, reference the GDD's quality bar: name reference game, specify VFX/juice per interaction, list audio requirements, include performance targets as acceptance criteria.
After all sprints:
- [ ] User plays complete vertical slice
- [ ] Validation questions scored (quality, engagement, repeatability, vision)
- [ ] Quantitative targets assessed
- [ ] Decision: GO (production) / ITERATE (fix + retest) / CANCEL
Save to: docs/vertical-slice-roadmap.md
Find docs/production-gdd.md. Extract: all game systems, progression/economy, content scope, player experience, narrative, art/audio direction, technical requirements, monetization, production plan, KPIs.
Group features into player-facing goal clusters (epics). Production typically has 2-5+ epics:
Example epic structure:
Extract ALL features into a flat list. For each assign:
Sprint 1-2: Core Foundation — "Player can [play basic core loop]"
Sprint 3-4: Systems Completion — "Player can [use all major mechanics]"
Sprint 5-6: Content Production — "Player can [experience all content]"
Sprint 7-8: Progression & Balance — "Player can [progress through full game]"
Sprint 9-10: Polish & Juice — "Player can [enjoy polished experience]"
Sprint 11+: Testing & Ship — "Player can [play stable release build]"
Rules:
| Scope | Epics | Sprints | Reasoning |
|---|---|---|---|
| Small indie (1-3 months) | 2-3 | 6-8 | Foundation + systems + content + polish + ship |
| Medium indie (3-6 months) | 3-4 | 8-12 | More content passes, deeper polish |
| Large indie (6+ months) | 4-5+ | 12+ | Full content pipeline, extensive testing |
Production tasks add Type, Priority, Effort, Requirements, and Implementation Notes to the standard 5-part format.
Asset Schedule: table with category, count, sprint needed, assigned agent. Risk Register: table with risk, impact, mitigation strategy, sprint affected.
Alpha (systems complete):
- [ ] All gameplay systems functional
- [ ] All content placeholder-complete
- [ ] No critical bugs
Beta (content complete):
- [ ] All content final, all art/audio integrated
- [ ] Performance targets met
Release:
- [ ] Zero critical bugs, minimal minor
- [ ] Platform requirements met
Save to: docs/production-roadmap.md
# [GAME TITLE] -- [Phase] Implementation Roadmap
**Based On:** [Phase] GDD v[X.Y] | **Lifecycle:** [Phase] | **Epics:** [N] | **Sprints:** [N]
**Target:** [Core question / quality proof / shipping goal] | **Created:** [Date]
---
## Quick Start
Critical path to first playable: Sprint 1 delivers "[Player can X]"
Key agents: [relevant agents]
---
## Epic 1: "[Player-Facing Goal]"
### Sprint 1: "Player can [ACTION]"
**Playable Increment:** [What user can do and test]
**Acceptance Criteria:**
- [ ] [Observable criterion 1]
- [ ] [Observable criterion 2]
#### Phase A: Spec & Foundation
**Feature Specs (design-lead):** [spec file list]
**Systems Work (systems-dev):** [tasks in 5-part format]
**Assets Work (asset-artist):** [tasks in 5-part format]
#### Phase B: Implementation
**Gameplay Work (gameplay-dev):** [tasks with dependencies noted]
**UI Work (ui-dev):** [tasks with dependencies noted]
**Content Work (content-architect):** [tasks]
#### Phase C: QA & Documentation
qa-docs reviews all sprint code, updates bible/architecture/changelog
#### Phase D: User Review
**Playtest checklist:** [acceptance criteria user verifies by playing]
**User decides:** per feature accept/changes/reject, next sprint scope approve/modify
---
### Sprint 2: "Player can [NEXT ACTION]"
[Same structure]
---
### Epic 1 Review
**Goal:** [What the epic set out to achieve]
**User decides:** proceed to next epic / iterate / pause
---
## Epic 2: "[Next Player-Facing Goal]"
[Same structure with sprints]
---
[Continue for all epics]
---
## Lifecycle Gate: [Phase-Specific]
[Gate criteria and decision framework]
---
## Risk Mitigation
Per risk: risk, mitigation (assigned to sprint + agent), fallback
## Content & Asset Checklist
Assets (asset-artist), Data (content-architect), Systems (systems-dev) — each with sprint assignment and file path
Epic Structure:
Sprint Structure:
Per-Agent Breakdown:
Task Quality:
Phase-Specific:
docs/.workflow-state.json to detect lifecycle phasedocs/[phase]-roadmap.mdgdd-generator (input GDD for current phase)feature-spec-generator (Sprint 1 features need specs before Phase A)changelog-updater, systems-bible-updater, version-control-helper, code-reviewerDO: Group sprints into epics with player-facing goals; organize around playable increments; per-agent work by directory ownership; Phase A/B/C/D every sprint; mandatory user review gates; epic reviews between epics; visible-first ordering; explicit dependencies; 5-part task format; riskiest mechanic early; scale sprints to phase.
DO NOT: Organize by system layer; create day-by-day solo schedules; skip review gates or epic reviews; assign work outside agent directories; create non-playable sprints; make tasks too large or too small; ignore dependencies; add tasks not in GDD; create epics with more than 4 sprints.
This skill transforms a GDD at any lifecycle phase into a sprint-based, agent-team roadmap where every sprint delivers a playable increment, work is distributed by directory ownership, and the user retains creative control through mandatory review gates.