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GGGODLINGGGODLIN/gggodlin-cc-harness/skills/prototype/SKILL.md

prototype

Skill73 starsChanged 9 days agoMITView on GitHub

Build a throwaway prototype to answer a design question — a single shareable HTML file for state/logic questions (non-developers can drive it), or several structurally different UI variations switchable via URL param. Use when the user wants to sanity-check whether a state model or logic feels right, explore what a UI should look like, or a wayfinder prototype ticket needs resolving — triggers include "做個 prototype", "先試做看看", "這個狀態機感覺對不對", "UI 長怎樣先看幾個版本", "throwaway 驗證一下". Do not use when the design question is already settled or for building production features.

194 other projects use a version of this, 115 of them edited.

Adopted by

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Projects with it also use playtest-report, soak-test 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 12 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 9 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 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 14 projects that use this

  • +5 more from lilangMax
  • +3 more from CoralGame

The file

We split this skill into the rules it gives an agent

2 rules. 2 are common, 0 are distinctive, and 0 are very specific to this project.

  • 2

    Common

    Most of the 179 edited versions we read keep these.

  • 0

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Common:

    Skip the polish: No tests, no error handling beyond what makes the prototype _runnable_, no abstractions.

    line 27
  2. Common:

    Surface the state: After every action (logic) or on every variant switch (UI), print or render the full relevant state so the user can see …

    line 28

“Common” is measured: kept by at least 6 in 10 of the 179 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

Prototype

A prototype is throwaway code that answers a question. The question decides the shape.

Pick a branch

Identify which question is being answered — from the user's prompt, the surrounding code, or by asking if the user is around:

  • "Does this logic / state model feel right?" → LOGIC.md. Build a single shareable HTML file — free-play buttons plus tabbed guided walkthroughs — that pushes the state machine through cases that are hard to reason about on paper, and that a non-developer can drive.
  • "What should this look like?" → UI.md. Generate several radically different UI variations on a single route, switchable via a URL search param and a floating bottom bar.

The two branches produce very different artifacts — getting this wrong wastes the whole prototype. If the question is genuinely ambiguous and the user isn't reachable, default to whichever branch better matches the surrounding code (a backend module → logic; a page or component → UI) and state the assumption at the top of the prototype.

Rules that apply to both

  1. Throwaway from day one, and clearly marked as such. Locate the prototype code close to where it will actually be used (next to the module or page it's prototyping for) so context is obvious — but name it so a casual reader can see it's a prototype, not production. For throwaway UI routes, obey whatever routing convention the project already uses; don't invent a new top-level structure.
  2. Trivial to run. A UI prototype starts from one command in the project's task runner — pnpm <name>, python <path>, bun <path>, etc. A logic demo is a single HTML file the user double-clicks. Either way, no thinking required to start it.
  3. No persistence by default. State lives in memory. Persistence is the thing the prototype is checking, not something it should depend on. If the question explicitly involves a database, hit a scratch DB or a local file with a clear "PROTOTYPE — wipe me" name.
  4. Skip the polish. No tests, no error handling beyond what makes the prototype runnable, no abstractions. The point is to learn something fast.
  5. Surface the state. After every action (logic) or on every variant switch (UI), print or render the full relevant state so the user can see what changed.
  6. Capture it when done. Fold any validated decision into the real code, then capture the prototype itself as a primary source: commit it to a throwaway branch, out of main. Record the answer — the verdict and the question it settled — in whatever planning artifact drove the prototype: the wayfinder ticket's Resolution, the openspec change dir's design doc, or the .scratch notes for the effort, with a pointer to the throwaway branch. The main branch keeps only the validated decision.

踩過的坑

  • 2026-08-11 吸收上游 6bcbcb0:logic 分支載具從 terminal app 換成單檔 HTML(free-play 按鈕+tabbed guided walkthrough、非開發者可自行操作),rule 2「One command to run」放寬為「Trivial to run」;LOGIC.md 整檔換上游版(本地原為 pin 原樣、無自訂要保)、description 同步;pin 推進 6bcbcb0。
  • 2026-08-02 fork 自 mattpocock/skills 697d4ce。改動僅 rule 6 capture 落點:上游寫回 issue tracker 的 implementation issue,本 fork 改寫回本地規劃 artifact(wayfinder 票 / openspec change dir / .scratch);LOGIC.md、UI.md 原樣保留。上游 agents/openai.yaml(Codex runtime 介面宣告)不引入。
  • 既有簡易 mockup 慣行(含 codex mockup)只覆蓋 UI 分支的單變體版——本 skill 的增量是 logic 分支單檔 HTML、UI 多變體結構性差異+URL 切換、surface-the-state、capture 協議。產生變體的載具不限(codex 產 mockup 照用),落地與 capture 照本 skill。

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