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Aquarius-muAquarius-mu/skillManager/skills/gameserver-agent-skills/brainstorm/SKILL.md

brainstorm

Skill1 starsChanged 52 days agoMITView on GitHub

Use before any feature work — explores intent, asks clarifying questions one at a time, produces a design doc. Invoke before writing any code or plan.

190 other projects use a version of this, 1 of them edited.

Adopted by

Most recently taken up by

Used with

Projects with it also use playtest-report, team-polish and 10 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • CoralGameSkill

    playtest-report

    Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.

    Also in 9 projects that use this

  • CoralGameSkill

    team-polish

    Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.

    Also in 11 projects that use this

  • lilangMaxSkill

    soak-test

    Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

    Also in 6 projects that use this

  • lilangMaxSkill

    team-live-ops

    Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.

    Also in 6 projects that use this

  • +8 more from CoralGame

The file

We split this skill into the rules it gives an agent

8 rules. 0 are common, 7 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 156 edited versions we read keep these.

  • 7

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Do NOT write any code, scaffold anything, or invoke /plan until you have presented a design and the user has approved it.

    line 11
  2. Distinctive:

    Create a task for each item and complete in order:

    line 16
  3. Distinctive:

    Check the current project state first (files, relevant sdp, recent SVN history)

    line 30
  4. Distinctive:

    Ask one question at a time — prefer multiple-choice when possible

    line 32
  5. Distinctive:

    Always propose 2-3 options with trade-offs

    line 36
  6. Distinctive:

    Keep options realistic for a C++ game server (no greenfield architectural shifts)

    line 38
  7. Distinctive:

    Follow existing patterns (CmdParser layer, Logic layer, Manager singleton, sdp definitions)

    line 41
  8. Distinctive:

    Ask user to review before proceeding: *"Spec committed.

    line 48

“Common” is measured: kept by at least 6 in 10 of the 156 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Brainstorm

Turn ideas into fully-formed designs through collaborative dialogue. Start by understanding the current project context, then ask questions one at a time. Once the design is clear, write a spec and transition to /plan.

<HARD-GATE> Do NOT write any code, scaffold anything, or invoke `/plan` until you have presented a design and the user has approved it. </HARD-GATE>

Checklist

Create a task for each item and complete in order:

  1. Explore project context — read relevant files, check recent SVN history (svn log -l 5)
  2. Ask clarifying questions — one at a time, understand purpose / constraints / success criteria
  3. Propose 2-3 approaches — with trade-offs and a clear recommendation
  4. Present design — section by section, get user approval on each
  5. Write design doc — save to docs/specs/YYYY-MM-DD-<topic>.md, then svn add + svn commit -m "docs: add design spec"
  6. Spec self-review — scan for placeholders, contradictions, ambiguity
  7. User reviews spec — ask user to confirm before proceeding
  8. Transition — invoke /plan to create the implementation plan

Process

Exploring the idea:

  • Check the current project state first (files, relevant sdp, recent SVN history)
  • For large requests spanning multiple subsystems, flag it and help the user decompose before diving into details
  • Ask one question at a time — prefer multiple-choice when possible
  • Focus on: purpose, constraints, success criteria

Proposing approaches:

  • Always propose 2-3 options with trade-offs
  • Lead with your recommendation and explain why
  • Keep options realistic for a C++ game server (no greenfield architectural shifts)

Working in existing codebases:

  • Follow existing patterns (CmdParser layer, Logic layer, Manager singleton, sdp definitions)
  • Where existing code has problems that affect the work, include targeted improvements — don't propose unrelated refactoring

Writing the design doc:

  • Save to docs/specs/YYYY-MM-DD-<topic>.md
  • Cover: modules touched, protocol changes (sdp), data flow, error handling
  • After writing: svn add docs/specs/YYYY-MM-DD-<topic>.md && svn commit -m "docs: add design spec"
  • Ask user to review before proceeding: "Spec committed. Please review and let me know if you want changes before I write the implementation plan."

Key Principles

  • One question at a time — don't overwhelm
  • YAGNI ruthlessly — remove unnecessary features from all designs
  • Explore alternatives — always propose 2-3 approaches
  • Incremental validation — present design, get approval, then move on

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