map-systems
Skill0 starsChanged 4 months agoMITView on GitHub
Use when decomposing a game concept into systems with dependency ordering, when starting design-first work on a new feature area, or when the designer says 'what systems do we need for X?' Reads the master GDD and produces/updates docs/gdd/systems-index.md. ShiningPlague-adopted: full implementation with system_registry.json as source of truth (auto-regenerates systems-index.md), creative-director + technical-director parallel gate review, studio layer/priority taxonomy.
15 other projects use a version of this.
Adopted by
Most recently taken up by
- striderZA/OpenCodeGameStudiostheir own version, first seen Nov 4, 2026
- Donchitos/Claude-Code-Game-Studiostheir own version, first seen Oct 19, 2026
- venus2099/codex-game-studiostheir own version, first seen Oct 17, 2026
- scotidev/GameDevStudiotheir own version, first seen Oct 9, 2026
- HunLuanZhiZhu/Game-Studios-Plugintheir own version, first seen Oct 5, 2026
- dawn840705/claude-code-studiostheir own version, first seen Aug 28, 2026
Used with
Projects with it also use soak-test, team-live-ops and 2 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.
lilangMaxSkillsoak-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 7 projects that use this
lilangMaxSkillteam-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 7 projects that use this
- +2 more from lilangMax
Other versions15 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 15
- Donchitos/Claude-Code-Game-Studios★ 27ksame name
- pixel-cellar/Claude-Code-Game-Studios★ 324same name
- striderZA/OpenCodeGameStudios★ 118same name
- tranhieutt/software_development_department★ 71same name
- cenconq25/claude-code-app-studio★ 40same name
- CoralGame/Claude-Code-Game-Studios★ 19same name
- dawn840705/codex-code-studios★ 17same name
- CodePhobiia/claude-roblox-game-studio★ 9same name
- lilangMax/ClaudeCodeGameStudios★ 8same name
- hongyuanc/codex-game-studios★ 5same name
5 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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The file
We split this skill into the rules it gives an agent
6 rules. 0 are common, 3 are distinctive, and 3 are very specific to this project.
0
Common
Most of the 14 edited versions we read keep these.
3
Distinctive
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 70
MVP: must ship for the game to be playable
- Very specific: line 94
Read production/review-mode.txt.
- Very specific: line 107
Add entries to data/_schemas/system_registry.json with status planned
- Very specific: line 111
Update depends_on / consumed_by fields in the registry
- Distinctive: line 120
Update the registry, not the index directly.
- Distinctive: line 122
When decomposing a new area (e.g.
“Common” is measured: kept by at least 6 in 10 of the 14 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.
Files
Map Systems — System Decomposition and Dependency Mapping
🌱 ShiningPlague-adopted. Originally Donchitos (barebones stub); battle-tested on a shipped Godot project. Upstream was a pointer-only file; this version is the full implementation — scope detection, layer/priority taxonomy, dependency mapping with God Object detection, dual-director gate review.
Decomposes a game concept or feature area into systems, assigns layers and priorities, maps dependencies, produces/updates the systems index. The creative-director reviews for vision alignment; the technical-director reviews for architectural soundness.
If an artifact named here is absent: say so plainly in one line, skip that step, and continue. Never invent the file to satisfy a checklist, and never fail a close because an optional artifact was never created.
Phase 1: Determine Scope
full (default): Decompose the entire game from the master GDD.
<area-name>: Decompose a specific feature area (e.g. "narrative", "player-progression").
Read:
{{GDD_PATH}}(e.g.docs/GDD.md) — master GDD (design intent)data/_schemas/system_registry.json— what already existsdocs/gdd/systems-index.md— current systems table (auto-generated from registry)docs/architecture/tr-registry.yaml— technical requirements already identified
Report: "Scope: [full/area]. Found [N] existing systems in registry, [M] technical requirements."
Phase 2: Identify Systems
For the scoped area, identify every distinct system needed. A system is a discrete unit of functionality with:
- A single responsibility
- Clear inputs and outputs
- Implementable as one autoload singleton or one scene tree branch
For each system, determine:
| Field | Description |
| Name | snake_case identifier |
| Layer | Foundation / Core / Feature / Presentation / Polish |
| Priority | MVP / Vertical Slice / Alpha / Full Vision |
| Dependencies | What systems must exist before this one |
| What it does | One sentence |
Layer assignment rules:
- Foundation: infrastructure with no game logic (save/load, config, state persistence)
- Core: primary gameplay loops (combat, movement, resource management)
- Feature: game-specific content systems (quests, crafting, NPC schedules)
- Presentation: UI, VFX, audio integration, HUD
- Polish: optimization, accessibility, feel-tuning
Priority assignment rules:
- MVP: must ship for the game to be playable
- Vertical Slice: needed to prove the core loop works
- Alpha: full feature set, rough edges OK
- Full Vision: nice-to-have, cut if time runs out
Phase 3: Map Dependencies
Build a dependency graph. For each system, list:
- Depends on: systems that must be built FIRST
- Depended on by: systems that need THIS system
Check for:
- Circular dependencies (A needs B needs A) — propose resolution
- God Object risks (one system depended on by >5 others) — propose decomposition
- Inverted layer dependencies (Feature depending on Presentation) — flag
Present the dependency graph as an ASCII diagram or table.
Phase 4: Director Review (if review-mode = full)
Read production/review-mode.txt. If full, spawn two directors in parallel:
CD-SYSTEMS gate (creative-director): Does the system set deliver the core fantasy? Missing systems? Scope creep systems?
TD-SYSTEM-BOUNDARY gate (technical-director): Are boundaries clean? God Object risks? Dependency ordering problems? Inverted dependencies?
Reference: .claude/docs/director-gates.md for full gate prompts.
Phase 5: Update Registry and Index
For NEW systems identified:
- Add entries to
data/_schemas/system_registry.jsonwith statusplanned - The PostToolUse hook auto-regenerates
docs/gdd/systems-index.md
For EXISTING systems with new dependency info:
- Update
depends_on/consumed_byfields in the registry
Propose chain follow-on: "Systems mapped. Next: /design-system [highest-priority-unmapped] to author per-system GDDs in dependency order."
Studio Notes
system_registry.jsonis source of truth.systems-index.mdis auto-generated.- Update the registry, not the index directly. Hook handles regeneration.
- The studio registry uses richer status values (active/wip/partial/dormant/planned/etc.) which map to Donchitos statuses in the generated index.
- When decomposing a new area (e.g. a narrative layer), cross-reference existing systems in the registry to avoid duplication.
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