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ShiningPlagueShiningPlague/shiningplague-studio/skills/team-economy/SKILL.md

team-economy

Skill0 starsChanged 4 months agoMITView on GitHub

Use when working on resource economy, loot tables, progression curves, reward balance, core-resource tuning, or in-game market design. Routes to the correct workflow pattern and executes step-by-step.

1 other project uses a version of this.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 1 is distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

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

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

    Read production/workstreams/economy.md — what's done, in-progress, next

    line 29
  2. Distinctive:

    Ask or infer: which ACTIVITY?

    line 30
  3. Very specific:

    Follow the matching execution chain from team-orchestrator.md

    line 31

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “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

Team Economy

🌱 ShiningPlague-authored. No upstream version exists. Team-orchestrator skill for the economy workstream.

Execution protocol: .claude/docs/templates/team-orchestrator.md Workstream state: production/workstreams/economy.md Domain code: EC

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.

Step 0: Load State + Select Activity

  1. Read production/workstreams/economy.md — what's done, in-progress, next
  2. Ask or infer: which ACTIVITY? (Design / Build / Content / Playtest / Review / Ship)
  3. Follow the matching execution chain from team-orchestrator.md

Agent Routing — WHO to dispatch at each step

Step in chainAgent to dispatchWhat they do
Design: brainstorm / spececonomy-designerResource flows, sink/faucet analysis, loot tables
Design: formulas / curvessystems-designerProgression formulas, scaling curves
Design: core loop integrationgame-designerCore loop economy integration
Design: GDD authoringeconomy-designer8-section GDD per /design-system
Build: implementationgameplay-programmerEconomy system code, resource managers
Build: code qualitygodot-gdscript-specialistStatic typing, signals, performance
Content: data authoringDirect — in-engine data editor dock / JSON authoring
Playtest: balance testingqa-testerResource rate validation, progression curve checks
Review: design reviewcreative-directorGate CD-GDD-ALIGN
Review: pillars checkcreative-directorGate CD-PILLARS

Gates to Fire

GateWhenDirector
CD-GDD-ALIGNAfter economy GDD sectionscreative-director
CD-PILLARSIf economy changes affect consequence/investment pillarscreative-director

Templates

  • .claude/docs/templates/economy-model.md
  • .claude/docs/templates/difficulty-curve.md

Project-Specific Context

Fill in for your project (examples):

  • Core resources/currencies and the pressure each creates on the player
  • Economy data files: {{CURRENCY_DATA}} (e.g. data/economy/*.json, dock-editable)
  • Existing sinks and faucets (e.g. resource drain + loot only, no shop/market yet)
  • Secondary economy pressures (e.g. companions or upkeep consuming resources)
  • Economy design principles from the GDD (e.g. every choice should cost something)

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