asset-spec

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If no argument is provided, check whether
design/assets/entity-inventory.md
exists:
  • If it exists: read it, find the first entity or screen with status "Needed" but no spec file yet, and use
    AskUserQuestion
    :
    • Prompt: "The next unspecced item is [name]. Generate specs for it?"
    • Options:
      [A] Yes — spec [name]
      /
      [B] Pick a different item
      /
      [C] Stop here
  • If no entity inventory: check
    design/assets/asset-manifest.md
    . If manifest exists, same flow above but reading from manifest.
  • If neither exists: start the Entity & Screen Inventory flow (Phase 0b below) rather than failing.

若未提供参数,检查
design/assets/entity-inventory.md
是否存在:
  • 若存在:读取该文件,找到第一个状态为“Needed”但尚未生成规范文件的实体或界面,调用
    AskUserQuestion
    • 提示语:“下一个未生成规范的项是**[name]**。是否为其生成规范?”
    • 选项:
      [A] 是 — 为[name]生成规范
      /
      [B] 选择其他项
      /
      [C] 在此停止
  • 若不存在实体清单:检查
    design/assets/asset-manifest.md
    。若该清单存在,执行上述相同流程,但从该清单读取内容。
  • 若两者均不存在:启动实体与界面清单流程(下方第0b阶段),而非直接报错。

Phase 0b: Entity & Screen Inventory (runs when no arguments and no existing inventory)

第0b阶段:实体与界面清单(无参数且无现有清单时运行)

This flow produces
design/assets/entity-inventory.md
— the master list of everything the game needs visually. Run once before asset spec work begins.
此流程生成
design/assets/entity-inventory.md
——游戏所需所有视觉元素的主清单。需在资产规范工作开始前运行一次。

Step 1 — Gather from docs

步骤1 — 从文档收集信息

Read all available source material in parallel:
  • design/gdd/systems-index.md
    — extract every system listed
  • All GDDs in
    design/gdd/
    — extract: Visual/Audio Requirements sections, UI elements mentioned, VFX events, any named entities (characters, enemies, buildings, items)
  • design/art/art-bible.md
    — extract: any named visual categories, asset type expectations
  • design/narrative/
    — scan for any character or world entity documents if they exist (optional — not required)
并行读取所有可用源材料:
  • design/gdd/systems-index.md
    — 提取列出的所有系统
  • design/gdd/
    下的所有GDD — 提取:视觉/音频要求章节、提及的UI元素、VFX事件、任何命名实体(角色、敌人、建筑、物品)
  • design/art/art-bible.md
    — 提取:任何命名视觉类别、资产类型预期
  • design/narrative/
    — 扫描是否存在角色或世界实体文档(可选,非必需)

Step 2 — Build proposed inventory

步骤2 — 构建待确认清单

Organize everything found into categories:
Characters / Protagonists
Enemies / Creatures
Buildings / Structures
Environment / Terrain
Items / Props
VFX / Particles
UI Screens (list each screen by name)
HUD Elements
Audio (SFX, music — descriptions only, no generation prompts)
Other
For each item, note the source doc it was found in.
将找到的所有内容按类别整理:
Characters / Protagonists
Enemies / Creatures
Buildings / Structures
Environment / Terrain
Items / Props
VFX / Particles
UI Screens (list each screen by name)
HUD Elements
Audio (SFX, music — descriptions only, no generation prompts)
Other
为每个项标注其来源文档。

Step 3 — Present and collaborate

步骤3 — 展示并协作

Present the full proposed inventory to the user in conversation. Then use
AskUserQuestion
:
  • Prompt: "I found [N] visual entities and [N] UI screens across your GDDs and art bible. Review the list — what's missing, what's not needed?"
  • Options:
    • [A] Looks good — save this inventory
    • [B] Add items I'll describe
    • [C] Remove items that don't apply
    • [D] Both add and remove — let me edit
If [B] or [D]: ask the user to describe additional items. Accept brief descriptions ("a medieval keep, used as a level background") or detailed ones — either works. Work through them collaboratively until the user is satisfied.
If [C] or [D]: ask which items to remove and why. Remove them from the list.
在对话中向用户展示完整的待确认清单。然后调用
AskUserQuestion
  • 提示语:“我在您的GDD和art bible中找到了**[N]个视觉实体和[N]个UI界面**。请审核清单——有哪些遗漏或不需要的内容?”
  • 选项:
    • [A] 没问题 — 保存此清单
    • [B] 添加我将描述的项
    • [C] 删除不适用的项
    • [D] 同时添加和删除 — 让我编辑
若选择[B]或[D]:请用户描述额外的项。接受简短描述(如“用作关卡背景的中世纪城堡”)或详细描述——两种方式均可。协作处理直到用户满意。
若选择[C]或[D]:询问要删除哪些项及原因。从清单中移除这些项。

Step 4 — Write inventory

步骤4 — 写入清单

After user approval, ask: "May I write the entity inventory to
design/assets/entity-inventory.md
?"
Write the file:
markdown
undefined
获得用户批准后,询问:“我可以将实体清单写入
design/assets/entity-inventory.md
吗?”
写入文件:
markdown
undefined

Visual Entity & Screen Inventory

Visual Entity & Screen Inventory

Generated: [date] Sources: [list of source docs read]
Generated: [date] Sources: [list of source docs read]

Entities

Entities

#NameTypeDescriptionSourceStatus
1[name]Character / Enemy / Building / Environment / Item / Other[brief description][source doc]Needed
#NameTypeDescriptionSourceStatus
1[name]Character / Enemy / Building / Environment / Item / Other[brief description][source doc]Needed

UI Screens

UI Screens

#Screen NameDescriptionSourceStatus
1Main Menu[description][source]Needed
#Screen NameDescriptionSourceStatus
1Main Menu[description][source]Needed

HUD Elements

HUD Elements

#ElementDescriptionSourceStatus
#ElementDescriptionSourceStatus

Audio

Audio

#NameType (SFX / Music / Ambient)DescriptionSourceStatus

After writing, tell the user:
> "Entity inventory saved. Next steps:
> - Run `/ux-design [screen name]` for each UI screen in the inventory
> - Run `/asset-spec entity:[name]` to spec each visual entity
> - Or run `/asset-spec` again to work through the inventory one item at a time"

---
#NameType (SFX / Music / Ambient)DescriptionSourceStatus

写入完成后,告知用户:
> “实体清单已保存。下一步:
> - 对清单中的每个UI界面运行`/ux-design [screen name]`
> - 对每个视觉实体运行`/asset-spec entity:[name]`生成规范
> - 或再次运行`/asset-spec`,逐个处理清单中的项"

---

Phase 0: Parse Arguments

第0阶段:解析参数

Extract:
  • Target type:
    system
    ,
    level
    , or
    character
  • Target name: the name after the colon (normalize to kebab-case)
  • Review mode:
    --review [full|lean|solo]
    if present
Mode behavior:
  • full
    (default): spawn both
    art-director
    and
    technical-artist
    in parallel
  • lean
    : spawn
    art-director
    only — faster, skips technical constraint pass
  • solo
    : no agent spawning — main session writes specs from art bible rules alone. Use for simple asset categories or when speed matters more than depth.

提取:
  • 目标类型
    system
    level
    character
  • 目标名称:冒号后的名称(标准化为短横线分隔格式)
  • 审核模式:若存在则为
    --review [full|lean|solo]
模式行为:
  • full
    (默认):并行启动
    art-director
    technical-artist
  • lean
    :仅启动
    art-director
    ——速度更快,跳过技术约束校验
  • solo
    :不启动Agent——主会话仅根据art bible规则编写规范。适用于简单资产类别或更注重速度而非深度的场景。

Phase 1: Gather Context

第1阶段:收集上下文

Read all source material before asking the user anything.
在询问用户任何问题之前,读取所有源材料。

Required reads:

必需读取:

  • Art bible: Read
    design/art/art-bible.md
    — fail if missing:
    "No art bible found. Run
    /art-bible
    first — asset specs are anchored to the art bible's visual rules and asset standards." Extract: Visual Identity Statement, Color System (semantic colors), Shape Language, Asset Standards (Section 8 — dimensions, formats, polycount budgets, texture resolution tiers).
  • Technical preferences: Read
    .claude/docs/technical-preferences.md
    — extract performance budgets and naming conventions.
  • 美术手册(art bible):读取
    design/art/art-bible.md
    ——若缺失则报错:
    "未找到art bible。请先运行
    /art-bible
    ——资产规范需基于art bible的视觉规则和资产标准。" 提取:视觉身份声明、色彩系统(语义色彩)、造型语言、资产标准(第8节——尺寸、格式、多边形数量预算、纹理分辨率层级)。
  • 技术偏好:读取
    .claude/docs/technical-preferences.md
    ——提取性能预算和命名规范。

Source doc reads (by target type):

按目标类型读取源文档:

  • system: Read
    design/gdd/[target-name].md
    . Extract the Visual/Audio Requirements section. If it doesn't exist or reads
    [To be designed]
    :
    "The Visual/Audio section of
    design/gdd/[target-name].md
    is empty. Either run
    /design-system [target-name]
    to complete the GDD, or describe the visual needs manually." Use
    AskUserQuestion
    :
    [A] Describe needs manually
    /
    [B] Stop — complete the GDD first
  • level: Read
    design/levels/[target-name].md
    . Extract art requirements, asset list, VFX needs, and the art-director's production concept specs from Step 4.
  • character or entity: Read
    design/narrative/characters/[target-name].md
    or search
    design/narrative/
    and
    design/assets/entity-inventory.md
    for a matching entry. Extract visual description, role, and any specified distinguishing features.
    • If no source doc exists: do not fail. Instead, use
      AskUserQuestion
      :
      • Prompt: "No profile found for [name]. Describe it briefly — a sentence or two is enough."
      • Options:
        [A] Describe it now
        /
        [B] Skip this entity
        /
        [C] Stop here
      • If [A]: the user's description becomes the source. Brief answers produce concise specs; detailed answers produce detailed specs. Accept whatever level of detail the user provides and work from it.
  • system:读取
    design/gdd/[target-name].md
    。提取视觉/音频要求章节。若该章节不存在或内容为
    [To be designed]
    "
    design/gdd/[target-name].md
    的视觉/音频章节为空。请运行
    /design-system [target-name]
    完成GDD,或手动描述视觉需求。" 调用
    AskUserQuestion
    [A] 手动描述需求
    /
    [B] 停止——先完成GDD
  • level:读取
    design/levels/[target-name].md
    。提取美术要求、资产清单、VFX需求,以及第4阶段中美术总监的制作概念规范。
  • characterentity:读取
    design/narrative/characters/[target-name].md
    ,或在
    design/narrative/
    design/assets/entity-inventory.md
    中搜索匹配条目。提取视觉描述、角色定位,以及任何指定的显著特征。
    • 若不存在源文档:不报错。而是调用
      AskUserQuestion
      • 提示语:“未找到**[name]**的档案。请简要描述——一两句话即可。”
      • 选项:
        [A] 现在描述
        /
        [B] 跳过此实体
        /
        [C] 在此停止
      • 若选择[A]:用户的描述将作为来源。简短描述生成简洁规范;详细描述生成详细规范。接受用户提供的任何详细程度并以此为基础工作。

Optional reads:

可选读取:

  • Existing manifest: Read
    design/assets/asset-manifest.md
    if it exists — extract already-specced assets for this target to avoid duplicates.
  • Related specs: Glob
    design/assets/specs/*.md
    — scan for assets that could be shared (e.g., a common UI element specced for one system might apply here too).
  • 现有清单:若
    design/assets/asset-manifest.md
    存在则读取——提取该目标已生成规范的资产,避免重复。
  • 相关规范:遍历
    design/assets/specs/*.md
    ——扫描可共享的资产(例如,为某一系统生成规范的通用UI元素可能也适用于此处)。

Present context summary:

展示上下文摘要:

Asset Spec: [Target Type] — [Target Name]
  • Source doc: [path] — [N] asset types identified
  • Art bible: found — Asset Standards at Section 8
  • Existing specs for this target: [N already specced / none]
  • Shared assets found in other specs: [list or "none"]

资产规范:[目标类型] — [目标名称]
  • 源文档:[路径] — 识别出[N]种资产类型
  • art bible:已找到 — 资产标准位于第8节
  • 该目标的现有规范:[N个已生成 / 无]
  • 在其他规范中找到的共享资产:[列表或“无”]

Phase 2: Asset Identification

第2阶段:资产识别

From the source doc, extract every asset type mentioned — explicit and implied.
For systems: look for VFX events, sprite references, UI elements, audio triggers, particle effects, icon needs, and any "visual feedback" language.
For levels: look for unique environment props, atmospheric VFX, lighting setups, ambient audio, skybox/background, and any area-specific materials.
For characters: look for sprite sheets (idle, walk, attack, death), portrait/avatar, VFX attached to abilities, UI representation (icon, health bar skin).
Group assets into categories:
  • Sprite / 2D Art — character sprites, UI icons, tile sheets
  • VFX / Particles — hit effects, ambient particles, screen effects
  • Environment — props, tiles, backgrounds, skyboxes
  • UI — HUD elements, menu art, fonts (if custom)
  • Audio — SFX, music tracks, ambient loops (note: audio specs are descriptions only — no generation prompts)
  • 3D Assets — meshes, materials (if applicable per engine)
Present the full identified list to the user. Use
AskUserQuestion
:
  • Prompt: "I identified [N] assets across [N] categories for [target]. Review before speccing:"
  • Show the grouped list in conversation text first
  • Options:
    [A] Proceed — spec all of these
    /
    [B] Remove some assets
    /
    [C] Add assets I didn't catch
    /
    [D] Adjust categories
Do NOT proceed to Phase 3 without user confirmation of the asset list.

从源文档中提取所有提及的资产类型——包括显性和隐性的。
针对系统:查找VFX事件、精灵引用、UI元素、音频触发器、粒子效果、图标需求,以及任何“视觉反馈”相关表述。
针对关卡:查找独特环境道具、氛围VFX、光照设置、环境音频、天空盒/背景,以及任何区域特定材质。
针对角色:查找精灵表( idle、walk、attack、death动作)、肖像/头像、技能附带VFX、UI表现(图标、血条皮肤)。
将资产按类别分组:
  • Sprite / 2D Art — 角色精灵、UI图标、瓦片集
  • VFX / Particles — 击中效果、环境粒子、屏幕特效
  • Environment — 道具、瓦片、背景、天空盒
  • UI — HUD元素、菜单美术、字体(若为自定义)
  • Audio — SFX、音乐曲目、环境循环音(注:音频规范仅为描述,不包含生成提示词)
  • 3D Assets — 网格、材质(若引擎适用)
向用户展示完整的识别清单。调用
AskUserQuestion
  • 提示语:“我为**[目标]**识别出[N]个资产,分属[N]个类别。生成规范前请审核:”
  • 先在对话文本中展示分组后的清单
  • 选项:
    [A] 继续 — 为所有这些资产生成规范
    /
    [B] 删除部分资产
    /
    [C] 添加我未提到的资产
    /
    [D] 调整类别
未获得用户对资产清单的确认前,不得进入第3阶段。

Phase 3: Spec Generation

第3阶段:规范生成

Spawn specialist agents based on review mode. Issue all Task calls simultaneously — do not wait for one before starting the next.
根据审核模式启动专业Agent。同时发起所有Task调用——无需等待一个完成后再启动下一个。

Full mode — spawn in parallel:

完整模式 — 并行启动:

art-director
via Task:
  • Provide: full asset list from Phase 2, art bible Visual Identity Statement, Color System, Shape Language, the source doc's visual requirements, and any reference games/art mentioned in the art bible Section 9
  • Ask: "For each asset in this list, produce: (1) a 2–3 sentence visual description anchored to the art bible's shape language and color system — be specific enough that two different artists would produce consistent results; (2) a generation prompt ready for use with AI image tools (Midjourney/Stable Diffusion style — include style keywords, composition, color palette anchors, negative prompts); (3) which art bible rules directly govern this asset (cite by section). For audio assets, describe the sonic character instead of a generation prompt."
technical-artist
via Task:
  • Provide: full asset list, art bible Asset Standards (Section 8), technical-preferences.md performance budgets, engine name and version
  • Ask: "For each asset in this list, specify: (1) exact dimensions or polycount (match the art bible Asset Standards tiers — do not invent new sizes); (2) file format and export settings; (3) naming convention (from technical-preferences.md); (4) any engine-specific constraints this asset type must respect; (5) LOD requirements if applicable. Flag any asset type where the art bible's preferred standard conflicts with the engine's constraints."
通过Task启动**
art-director
**:
  • 提供:第2阶段的完整资产清单、art bible视觉身份声明、色彩系统、造型语言、源文档的视觉要求,以及art bible第9节中提及的任何参考游戏/美术作品
  • 请求:“针对清单中的每个资产,生成:(1) 2-3句基于art bible造型语言和色彩系统的视觉描述——需足够具体,确保两位不同的艺术家能产出一致结果;(2) 可直接用于AI图像工具的生成提示词(Midjourney/Stable Diffusion风格——包含风格关键词、构图、色彩 palette 锚点、反向提示词);(3) 直接约束该资产的art bible规则(标注章节)。对于音频资产,描述其声音特征而非生成提示词。”
通过Task启动**
technical-artist
**:
  • 提供:完整资产清单、art bible资产标准(第8节)、technical-preferences.md中的性能预算、引擎名称及版本
  • 请求:“针对清单中的每个资产,指定:(1) 精确尺寸或多边形数量(匹配art bible资产标准层级——不得自定义新尺寸);(2) 文件格式及导出设置;(3) 命名规范(来自technical-preferences.md);(4) 该资产类型必须遵守的任何引擎特定约束;(5) 若适用,LOD要求。标记art bible首选标准与引擎约束冲突的任何资产类型。”

Lean mode — spawn art-director only (skip technical-artist).

精简模式 — 仅启动art-director(跳过technical-artist)。

Solo mode — skip both. Derive specs from art bible rules alone, noting that technical constraints were not validated.

独立模式 — 跳过两者。仅基于art bible规则推导规范,并注明技术约束未验证。

Collect both responses before Phase 4. If any conflict exists between art-director and technical-artist (e.g., art-director specifies 4K textures but technical-artist flags the engine budget requires 512px), surface it explicitly — do NOT silently resolve.

**进入第4阶段前收集两个Agent的响应。**若art-director与technical-artist存在任何冲突(例如,art-director指定4K纹理,但technical-artist指出引擎预算要求512px),需明确告知用户——不得默默解决冲突。

Phase 4: Compile and Review

第4阶段:编译与审核

Combine the agent outputs into a draft spec per asset. Present all specs in conversation text using this format:
undefined
将Agent的输出合并为每个资产的规范草稿。使用以下格式在对话文本中展示所有规范:
undefined

ASSET-[NNN] — [Asset Name]

ASSET-[NNN] — [Asset Name]

FieldValue
Category[Sprite / VFX / Environment / UI / Audio / 3D]
Dimensions[e.g. 256×256px, 4-frame sprite sheet]
Format[PNG / SVG / WAV / etc.]
Naming[e.g. vfx_frost_hit_01.png]
Polycount[if 3D — e.g. <800 tris]
Texture Res[e.g. 512px — matches Art Bible §8 Tier 2]
Visual Description: [2–3 sentences. Specific enough for two artists to produce consistent results.]
Art Bible Anchors:
  • §3 Shape Language: [relevant rule applied]
  • §4 Color System: [color role — e.g. "uses Threat Blue per semantic color rules"]
Generation Prompt: [Ready-to-use prompt. Include: style keywords, composition notes, color palette anchors, lighting direction, negative prompts.]
Status: Needed

After presenting all specs, use `AskUserQuestion`:
- Prompt: "Asset specs for **[target]** — [N] assets. Review complete?"
- Options: `[A] Approve all — write to file` / `[B] Revise a specific asset` / `[C] Regenerate with different direction`

If [B]: ask which asset and what to change. Revise inline and re-present. Do NOT re-spawn agents for minor text revisions — only re-spawn if the visual direction itself needs to change.

If [C]: ask what direction to change. Re-spawn the relevant agent with the updated brief.

---
FieldValue
Category[Sprite / VFX / Environment / UI / Audio / 3D]
Dimensions[e.g. 256×256px, 4-frame sprite sheet]
Format[PNG / SVG / WAV / etc.]
Naming[e.g. vfx_frost_hit_01.png]
Polycount[if 3D — e.g. <800 tris]
Texture Res[e.g. 512px — matches Art Bible §8 Tier 2]
Visual Description: [2–3 sentences. Specific enough for two artists to produce consistent results.]
Art Bible Anchors:
  • §3 Shape Language: [relevant rule applied]
  • §4 Color System: [color role — e.g. "uses Threat Blue per semantic color rules"]
Generation Prompt: [Ready-to-use prompt. Include: style keywords, composition notes, color palette anchors, lighting direction, negative prompts.]
Status: Needed

展示所有规范后,调用`AskUserQuestion`:
- 提示语:“**[目标]**的资产规范——共[N]个资产。审核完成?”
- 选项:`[A] 全部批准 — 写入文件` / `[B] 修改特定资产` / `[C] 按不同方向重新生成`

若选择[B]:询问要修改哪个资产及修改内容。在线修改并重新展示。仅当视觉方向本身需要更改时才重新启动Agent——小文本修改无需重新启动Agent。

若选择[C]:询问更改方向。使用更新后的需求重新启动相关Agent。

---

Phase 5: Write Spec File

第5阶段:写入规范文件

After approval, ask: "May I write the spec to
design/assets/specs/[target-name]-assets.md
?"
Write the file with:
markdown
undefined
获得批准后,询问:“我可以将规范写入
design/assets/specs/[target-name]-assets.md
吗?”
写入文件,格式如下:
markdown
undefined

Asset Specs — [Target Type]: [Target Name]

Asset Specs — [Target Type]: [Target Name]

Source: [path to source GDD/level/character doc] Art Bible: design/art/art-bible.md Generated: [date] Status: [N] assets specced / [N] approved / [N] in production / [N] done
[all asset specs in ASSET-NNN format]

Then update `design/assets/asset-manifest.md`. If it doesn't exist, create it:

```markdown
Source: [path to source GDD/level/character doc] Art Bible: design/art/art-bible.md Generated: [date] Status: [N] assets specced / [N] approved / [N] in production / [N] done
[all asset specs in ASSET-NNN format]

然后更新`design/assets/asset-manifest.md`。若该文件不存在则创建:

```markdown

Asset Manifest

Asset Manifest

Last updated: [date]
Last updated: [date]

Progress Summary

Progress Summary

TotalNeededIn ProgressDoneApproved
[N][N][N][N][N]
TotalNeededIn ProgressDoneApproved
[N][N][N][N][N]

Assets by Context

Assets by Context

[Target Type]: [Target Name]

[Target Type]: [Target Name]

Asset IDNameCategoryStatusSpec File
ASSET-001[name][category]Neededdesign/assets/specs/[target]-assets.md

If the manifest already exists, append the new context block and update the Progress Summary counts.

Ask: "May I update `design/assets/asset-manifest.md`?"

---
Asset IDNameCategoryStatusSpec File
ASSET-001[name][category]Neededdesign/assets/specs/[target]-assets.md

若清单已存在,追加新的上下文块并更新进度摘要计数。

询问:“我可以更新`design/assets/asset-manifest.md`吗?”

---

Phase 6: Close

第6阶段:结束

Use
AskUserQuestion
:
  • Prompt: "Asset specs complete for [target]. What's next?"
  • Options:
    • [A] Spec another system — /asset-spec system:[next-system]
    • [B] Spec a level — /asset-spec level:[level-name]
    • [C] Spec a character — /asset-spec character:[character-name]
    • [D] Run /asset-audit — validate delivered assets against specs
    • [E] Stop here

调用
AskUserQuestion
  • 提示语:“**[目标]**的资产规范已完成。下一步?”
  • 选项:
    • [A] 为其他系统生成规范 — /asset-spec system:[next-system]
    • [B] 为关卡生成规范 — /asset-spec level:[level-name]
    • [C] 为角色生成规范 — /asset-spec character:[character-name]
    • [D] 运行/asset-audit — 根据规范验证交付的资产
    • [E] 在此停止

Asset ID Assignment

资产ID分配

Asset IDs are assigned sequentially across the entire project — not per-context. Read the manifest before assigning IDs to find the current highest number:
Grep pattern="ASSET-" path="design/assets/asset-manifest.md"
Start new assets from
ASSET-[highest + 1]
. This ensures IDs are stable and unique across the whole project.
If no manifest exists yet, start from
ASSET-001
.

资产ID在整个项目中按顺序分配——而非按上下文分配。分配ID前读取清单,找到当前最高编号:
Grep pattern="ASSET-" path="design/assets/asset-manifest.md"
ASSET-[最高编号+1]
开始分配新资产ID。确保ID在整个项目中稳定且唯一。
若尚未存在清单,从
ASSET-001
开始。

Shared Asset Protocol

共享资产协议

Before speccing an asset, check if an equivalent already exists in another context's spec:
  • Common UI elements (health bars, score displays) are often shared across systems
  • Generic environment props may appear in multiple levels
  • Character VFX (hit sparks, death effects) may reuse a base spec with color variants
If a match is found: reference the existing ASSET-ID rather than creating a duplicate. Note the shared usage in the manifest's referenced-by column.
"ASSET-012 (Generic Hit Spark) already specced for Combat system. Reusing for Tower Defense — adding tower-defense to referenced-by."

生成资产规范前,检查其他上下文的规范中是否已存在等效资产:
  • 通用UI元素(血条、分数显示)通常在多个系统间共享
  • 通用环境道具可能出现在多个关卡中
  • 角色VFX(击中火花、死亡效果)可能重用基础规范并调整颜色变体
若找到匹配项:引用现有ASSET-ID而非创建重复项。在清单的“引用自”列中注明共享使用情况。
“ASSET-012(通用击中火花)已为Combat系统生成规范。为Tower Defense重用该规范——在引用自中添加tower-defense。”

Error Recovery Protocol

错误恢复协议

If any spawned agent returns BLOCKED or cannot complete:
  1. Surface immediately: "[AgentName]: BLOCKED — [reason]"
  2. In
    lean
    mode or if
    technical-artist
    blocks: proceed with art-director output only — note that technical constraints were not validated
  3. In
    solo
    mode or if
    art-director
    blocks: derive descriptions from art bible rules — flag as "Art director not consulted — verify against art bible before production"
  4. Always produce a partial spec — never discard work because one agent blocked

若任何启动的Agent返回BLOCKED或无法完成:
  1. 立即告知用户:“[AgentName]: BLOCKED — [原因]”
  2. 在精简模式或technical-artist阻塞时:仅使用art-director的输出继续——注明技术约束未验证
  3. 在独立模式或art-director阻塞时:基于art bible规则推导描述——标记为“未咨询美术总监——生产前需对照art bible验证”
  4. 始终生成部分规范——不得因一个Agent阻塞而丢弃已完成工作

Collaborative Protocol

协作协议

Every phase follows: Identify → Confirm → Generate → Review → Approve → Write
  • Never spec assets without first confirming the asset list with the user
  • Always anchor specs to the art bible — a spec that contradicts the art bible is wrong
  • Surface all agent disagreements — do not silently pick one
  • Write the spec file only after explicit approval
  • Update the manifest immediately after writing the spec

每个阶段遵循:识别 → 确认 → 生成 → 审核 → 批准 → 写入
  • 未先获得用户对资产清单的确认,不得生成资产规范
  • 规范必须始终基于art bible——与art bible冲突的规范无效
  • 需明确告知用户所有Agent的分歧——不得默默选择某一方
  • 仅在获得明确批准后才写入规范文件
  • 写入规范后立即更新清单

Recommended Next Steps

推荐下一步

  • Run
    /asset-spec [next-context]
    to continue speccing remaining systems, levels, or characters
  • Run
    /asset-audit
    to validate delivered assets against the written specs and identify gaps or mismatches
  • 运行
    /asset-spec [next-context]
    继续为剩余系统、关卡或角色生成规范
  • 运行
    /asset-audit
    根据已编写的规范验证交付的资产,识别差距或不匹配之处