Skills Agentes

Start

Incorporación inicial guiada: pregunta en qué punto estás y te dirige al flujo de trabajo correcto, sin asumir nada.

Solicitareadglobgrepwriteaskuserquestion
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0–100, la ruta de este skill

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Instalar

Funciona con cualquier agente que lea SKILL.md

npx -y skills add Donchitos/Claude-Code-Game-Studios --skill start --agent claude-code

Se instala solo en este repositorio.

Este skill writes to your files.

Qué hace

  • Detecta el estado del proyecto (motor, GDD, código, prototipos) sin mostrarlo aún
  • Pregunta al usuario en qué punto está con su idea de juego usando AskUserQuestion
  • Enruta hacia el flujo de trabajo adecuado según la respuesta (A-D)
  • Configura el modo de revisión y escribe production/review-mode.txt y production/stage.txt
  • Confirma el primer paso y entrega el control al siguiente skill sin ejecutarlo automáticamente

Úsalo cuando

  • Es la primera vez que usas el sistema y no sabes por dónde empezar
  • No tienes claro si tienes una idea de juego, motor o experiencia previa
  • Quieres que se te guíe hacia el flujo correcto según tu progreso actual

No lo uses cuando

    Qué lo activa

    Di cualquiera de estas frases y el agente debería cargar este skill.

    • /start
    • No sé por dónde empezar con mi juego
    • Ayúdame a orientarme en este proyecto de juego

    SKILL.md

    En inglés

    Guided Onboarding

    This skill writes one file: production/review-mode.txt (review mode config set in Phase 3b).

    This skill is the entry point for new users. It does NOT assume you have a game idea, an engine preference, or any prior experience. It asks first, then routes you to the right workflow.


    Phase 1: Detect Project State

    Before asking anything, silently gather context so you can tailor your guidance. Do NOT show these results unprompted — they inform your recommendations, not the conversation opener.

    Check:

    • Engine configured? Read .claude/docs/technical-preferences.md. If the Engine field contains [TO BE CONFIGURED], the engine is not set.
    • Game concept exists? Check for design/gdd/game-concept.md.
    • Source code exists? Glob for source files in src/ (*.gd, *.cs, *.cpp, *.h, *.rs, *.py, *.js, *.ts).
    • Prototypes exist? Check for subdirectories in prototypes/.
    • Design docs exist? Count markdown files in design/gdd/.
    • Production artifacts? Check for files in production/sprints/ or production/milestones/.

    Store these findings internally to validate the user's self-assessment and tailor recommendations.


    Phase 2: Ask Where the User Is

    This is the first thing the user sees. Use AskUserQuestion with these exact options so the user can click rather than type:

    • Prompt: "Welcome to Claude Code Game Studios! Before I suggest anything, I'd like to understand where you're starting from. Where are you at with your game idea right now?"
    • Options:
      • A) No idea yet — I don't have a game concept at all. I want to explore and figure out what to make.
      • B) Vague idea — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete.
      • C) Clear concept — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.
      • D) Existing work — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.

    Wait for the user's selection. Do not proceed until they respond.


    Phase 3: Route Based on Answer

    If A: No idea yet

    The user needs creative exploration before anything else.

    1. Acknowledge that starting from zero is completely fine
    2. Briefly explain what /brainstorm does (guided ideation using professional frameworks — MDA, player psychology, verb-first design). Mention that it has two modes: /brainstorm open for fully open exploration, or /brainstorm [hint] if they have even a vague theme (e.g., "space", "cozy", "horror").
    3. Recommend running /brainstorm open as the next step, but invite them to use a hint if something comes to mind
    4. Show the recommended path: Concept phase:
      • /brainstorm open — discover your game concept
      • /setup-engine — configure the engine (brainstorm will recommend one)
      • /prototype — throwaway concept build: validate the core idea is fun before designing (1–3 days)
      • /art-bible — define visual identity (uses the Visual Identity Anchor brainstorm produces)
      • /map-systems — decompose the concept into systems
      • /design-system — author a GDD for each MVP system
      • /review-all-gdds — cross-system consistency check
      • /gate-check — validate readiness before architecture work Architecture phase:
      • /create-architecture — produce the master architecture blueprint and Required ADR list
      • /architecture-decision (×N) — record key technical decisions, following the Required ADR list
      • /create-control-manifest — compile decisions into an actionable rules sheet
      • /architecture-review — validate architecture coverage Pre-Production phase:
      • /ux-design — author UX specs for key screens (main menu, HUD, core interactions)
      • /vertical-slice — production-quality end-to-end build to validate the full game loop
      • /playtest-report (×1+) — document each vertical slice playtest session
      • /create-epics — map systems to epics
      • /create-stories — break epics into implementable stories
      • /sprint-plan — plan the first sprint Production phase: → pick up stories with /dev-story

    If B: Vague idea

    1. Ask them to share their vague idea — even a few words is enough
    2. Validate the idea as a starting point (don't judge or redirect)
    3. Recommend running /brainstorm [their hint] to develop it
    4. Show the recommended path: Concept phase:
      • /brainstorm [hint] — develop the idea into a full concept
      • /setup-engine — configure the engine
      • /prototype — throwaway concept build: validate the core idea is fun before designing (1–3 days)
      • /art-bible — define visual identity (uses the Visual Identity Anchor brainstorm produces)
      • /map-systems — decompose the concept into systems
      • /design-system — author a GDD for each MVP system
      • /review-all-gdds — cross-system consistency check
      • /gate-check — validate readiness before architecture work Architecture phase:
      • /create-architecture — produce the master architecture blueprint and Required ADR list
      • /architecture-decision (×N) — record key technical decisions, following the Required ADR list
      • /create-control-manifest — compile decisions into an actionable rules sheet
      • /architecture-review — validate architecture coverage Pre-Production phase:
      • /ux-design — author UX specs for key screens (main menu, HUD, core interactions)
      • /vertical-slice — production-quality end-to-end build to validate the full game loop
      • /playtest-report (×1+) — document each vertical slice playtest session
      • /create-epics — map systems to epics
      • /create-stories — break epics into implementable stories
      • /sprint-plan — plan the first sprint Production phase: → pick up stories with /dev-story

    If C: Clear concept

    1. Ask them to describe their concept in one sentence — genre and core mechanic. Use plain text, not AskUserQuestion (it's an open response).
    2. Acknowledge the concept, then use AskUserQuestion to offer two paths:
      • Prompt: "How would you like to proceed?"
      • Options:
        • Formalize it first — Run /brainstorm [concept] to structure it into a proper game concept document
        • Jump straight in — Go to /setup-engine now and write the GDD manually afterward
    3. Show the recommended path: Concept phase:
      • /brainstorm or /setup-engine — (their pick from step 2)
      • /prototype — throwaway concept build: validate the core idea is fun before designing (1–3 days)
      • /art-bible — define visual identity (after brainstorm if run, or after concept doc exists)
      • /design-review — validate the concept doc
      • /map-systems — decompose the concept into individual systems
      • /design-system — author a GDD for each MVP system
      • /review-all-gdds — cross-system consistency check
      • /gate-check — validate readiness before architecture work Architecture phase:
      • /create-architecture — produce the master architecture blueprint and Required ADR list
      • /architecture-decision (×N) — record key technical decisions, following the Required ADR list
      • /create-control-manifest — compile decisions into an actionable rules sheet
      • /architecture-review — validate architecture coverage Pre-Production phase:
      • /ux-design — author UX specs for key screens (main menu, HUD, core interactions)
      • /vertical-slice — production-quality end-to-end build to validate the full game loop
      • /playtest-report (×1+) — document each vertical slice playtest session
      • /create-epics — map systems to epics
      • /create-stories — break epics into implementable stories
      • /sprint-plan — plan the first sprint Production phase: → pick up stories with /dev-story

    If D: Existing work

    1. Share what you found in Phase 1:

      • "I can see you have [X source files / Y design docs / Z prototypes]..."
      • "Your engine is [configured as X / not yet configured]..."
    2. Sub-case D1 — Early stage (engine not configured or only a game concept exists):

      • Recommend /setup-engine first if engine not configured
      • Then /project-stage-detect for a gap inventory

      Sub-case D2 — GDDs, ADRs, or stories already exist:

      • Explain: "Having files isn't the same as the template's skills being able to use them. GDDs might be missing required sections. /adopt checks this specifically."
      • Recommend:
        1. /project-stage-detect — understand what phase and what's missing entirely
        2. /adopt — audit whether existing artifacts are in the right internal format
    3. Show the recommended path for D2:

      • /project-stage-detect — phase detection + existence gaps
      • /adopt — format compliance audit + migration plan
      • /setup-engine — if engine not configured
      • /design-system retrofit [path] — fill missing GDD sections
      • /architecture-decision retrofit [path] — add missing ADR sections
      • /architecture-review — bootstrap the TR requirement registry
      • /gate-check — validate readiness for next phase

    Phase 3c: Write Initial Stage File

    After confirming the starting path (and before asking about review mode), write the initial stage to production/stage.txt. Create the production/ directory if it does not exist.

    Stage mapping:

    • Path A, B, or C (starting from scratch): write Concept
    • Path D, existing project, engine not configured or only a game concept exists: write Concept
    • Path D, existing project with GDDs but no architecture documents: write Systems Design
    • Path D, existing project with full architecture (ADRs, architecture doc): write Technical Setup

    Do this silently — no "May I write?" needed for this single-line file.

    Say: "I've set production/stage.txt to [stage] — this anchors your status line and stage detection."


    Phase 3b: Set Review Mode

    Check if production/review-mode.txt already exists.

    If it exists: Read it and show the current mode — "Review mode is set to [current]." — then proceed to Phase 4. Do not ask again.

    If it does not exist: Use AskUserQuestion:

    • Prompt: "One setup choice: how much design review would you want as you work through the workflow?"
    • Options:
      • Full — Director specialists review at each key workflow step. Best for teams, learning the workflow, or when you want thorough feedback on every decision.
      • Lean (recommended) — Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. Balanced approach for solo devs and small teams.
      • Solo — No director reviews at all. Maximum speed. Best for game jams, prototypes, or if the reviews feel like overhead.

    Write the choice to production/review-mode.txt immediately after the user selects — no separate "May I write?" needed, as the write is a direct consequence of the selection:

    • Full → write full
    • Lean (recommended) → write lean
    • Solo → write solo

    Create the production/ directory if it does not exist.


    Phase 4: Confirm Before Proceeding

    After presenting the recommended path, use AskUserQuestion to ask the user which step they'd like to take first. Never auto-run the next skill.

    • Prompt: "Would you like to start with [recommended first step]?"
    • Options:
      • Yes, let's start with [recommended first step]
      • I'd like to do something else first

    Phase 5: Hand Off

    When the user confirms their next step, respond with a single short line: "Type [skill command] to begin." Nothing else. Do not re-explain the skill or add encouragement. The /start skill's job is done.

    Verdict: COMPLETE — user oriented and handed off to next step.


    Edge Cases

    • User picks D but project is empty: Gently redirect — "It looks like the project is a fresh template with no artifacts yet. Would Path A or B be a better fit?"
    • User picks A but project has code: Mention what you found — "I noticed there's already code in src/. Did you mean to pick D (existing work)?"
    • User is returning (engine configured, concept exists): Skip onboarding entirely — "It looks like you're already set up! Your engine is [X] and you have a game concept at design/gdd/game-concept.md. Review mode: [read from production/review-mode.txt, or 'lean (default)' if missing]. Want to pick up where you left off? Try /sprint-plan or just tell me what you'd like to work on."
    • User doesn't fit any option: Let them describe their situation in their own words and adapt.

    Collaborative Protocol

    1. Ask first — never assume the user's state or intent
    2. Present options — give clear paths, not mandates
    3. User decides — they pick the direction
    4. No auto-execution — recommend the next skill, don't run it without asking
    5. Adapt — if the user's situation doesn't fit a template, listen and adjust

    Reproducido de Donchitos/Claude-Code-Game-Studios bajo licencia MIT. Leer esta página en markdown.

    Archivos

    1 archivo en el paquete. Solo se lee SKILL.md al activarse — las referencias se cargan si el skill decide que las necesita.

    Detalles

    Creador
    Donchitos
    Categoría
    Productividad
    Licencia
    MIT
    Recursos incluidos
    Solo SKILL.md
    Código fuente
    Ver SKILL.md

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