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HunLuanZhiZhuHunLuanZhiZhu/Game-Studios-Plugin/skills/start/SKILL.md

start

Skill1 starsChanged 39 days agoMITView on GitHub

First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.

130 other projects use a version of this, 10 of them edited.

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We split this skill into the rules it gives an agent

18 rules. 0 are common, 5 are distinctive, and 13 are very specific to this project.

  • 0

    Common

    Most of the 117 edited versions we read keep these.

  • 5

    Distinctive

    This author's own choices. Worth a look.

  • 13

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Before asking anything, silently gather context so you can tailor your guidance.

    line 20
  2. Very specific:

    Engine configured?: Read .studio/technical-preferences.md.

    line 23
  3. Very specific:

    Game concept exists?: Check for design/gdd/game-concept.md.

    line 24
  4. Very specific:

    Prototypes exist?: Check for subdirectories in prototypes/.

    line 26
  5. Very specific:

    Production artifacts?: Check for files in production/sprints/ or production/milestones/.

    line 28
  6. Distinctive:

    Wait for the user's selection.

    line 45
  7. Distinctive:

    Ask them to share their vague idea — even a few words is enough

    line 84
  8. Distinctive:

    Ask them to describe their concept in one sentence — genre and core mechanic.

    line 113
  9. Very specific:

    After confirming the starting path (and before asking about review mode), write the initial stage to production/stage.txt.

    line 172
  10. Very specific:

    Path A, B, or C (starting from scratch): write Concept

    line 175
  11. Distinctive:

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

    line 180
  12. Very specific:

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

    line 188
  13. Very specific:

    If it exists: Read it and show the current mode — "Review mode is set to [current]." — then proceed to Phase 4.

    line 190
  14. Very specific:

    If it does not exist: Use AskUserQuestion:

    line 192
  15. Very specific:

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

    line 200
  16. Very specific:

    Create the production/ directory if it does not exist.

    line 207
  17. Very specific:

    After presenting the recommended path, use AskUserQuestion to ask the user which step they'd like to take first.

    line 213
  18. Very specific:

    When the user confirms their next step, respond with a single short line: "Type [skill command] to begin." Nothing else.

    line 224

“Common” is measured: kept by at least 6 in 10 of the 117 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

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 .studio/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

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