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--review [full|lean|solo]production/review-mode.txtlean.claude/docs/director-gates.mddesign/gdd/systems-index.mdAskUserQuestion[A] Yes — design [system-name][B] Pick a different system[C] Stop here"Usage:— e.g.,/design-system <system-name>Or to fill gaps in an existing GDD:/design-system movementNo systems index found. Run/design-system retrofit design/gdd/[system-name].mdfirst to map your systems and get the design order."/map-systems
retrofit.mddesign/gdd/[To be designed]## Retrofit: [System Name]
File: design/gdd/[filename].md
Sections already written (will not be touched):
✓ [section name]
✓ [section name]
Missing or incomplete sections (will be authored):
✗ [section name] — missing
✗ [section name] — placeholder only[To be designed]combat-system--review [full|lean|solo]production/review-mode.txtlean.claude/docs/director-gates.mddesign/gdd/systems-index.mdAskUserQuestion[A] 是 — 设计 [system-name][B] 选择其他系统[C] 到此为止“用法:— 示例:/design-system <system-name>或为现有GDD补全内容:/design-system movement未找到系统索引,请先运行/design-system retrofit design/gdd/[system-name].md来映射您的系统并获取设计顺序。”/map-systems
retrofitdesign/gdd/.md[To be designed]## 改造:[系统名称]
文件:design/gdd/[filename].md
已完成的章节(不会被修改):
✓ [章节名称]
✓ [章节名称]
缺失或未完成的章节(将进行创作):
✗ [章节名称] — 缺失
✗ [章节名称] — 仅含占位符[To be designed]combat-systemdesign/gdd/game-concept.md"No game concept found. Runfirst."/brainstorm
design/gdd/systems-index.md"No systems index found. Runfirst to map your systems."/map-systems
"[system-name] is not in the systems index. Would you like to add it, or design it as an off-index system?"
design/registry/entities.yamlreferenced_by.*[system-name]source.*[system-name]docs/consistency-failures.mddesign/gdd/game-concept.md“未找到游戏概念,请先运行。”/brainstorm
design/gdd/systems-index.md“未找到系统索引,请先运行来映射您的系统。”/map-systems
“[system-name] 未在系统索引中。您是否想要将其添加到索引中,还是作为索引外系统进行设计?”
design/registry/entities.yamlreferenced_by.*[system-name]source.*[system-name]docs/consistency-failures.mddesign/gdd/game-pillars.mddesign/gdd/[system-name].mddesign/gdd/*.mddesign/gdd/game-pillars.mddesign/gdd/[system-name].mddesign/gdd/*.mdDesigning: [System Name]
- Priority: [from index] | Layer: [from index]
- Depends on: [list, noting which have GDDs vs. undesigned]
- Depended on by: [list, noting which have GDDs vs. undesigned]
- Existing decisions to respect: [key constraints from dependency GDDs]
- Pillar alignment: [which pillar(s) this system primarily serves]
- Known cross-system facts (from registry):
- [entity_name]: [attribute]=[value], [attribute]=[value] (owned by [source GDD])
- [item_name]: [attribute]=[value], [attribute]=[value] (owned by [source GDD])
- [formula_name]: variables=[list], output=[min–max] (owned by [source GDD])
- [constant_name]: [value] [unit] (owned by [source GDD]) (These values are locked — if this GDD needs different values, surface the conflict before writing. Do not silently use different numbers.)
If no registry entries are relevant: omit the "Known cross-system facts" section.
"[dependency] doesn't have a GDD yet. We'll need to make assumptions about its interface. Consider designing it first, or we can define the expected contract and flag it as provisional."
正在设计:[系统名称]
- 优先级:[来自索引] | 层级:[来自索引]
- 依赖于:[列表,标注哪些已有GDD vs. 未设计]
- 被依赖于:[列表,标注哪些已有GDD vs. 未设计]
- 需要遵循的现有决策:[来自依赖GDD的关键约束]
- 支柱对齐:[该系统主要服务的支柱]
- 已知跨系统事实(来自注册表):
- [entity_name]:[attribute]=[value], [attribute]=[value](由[来源GDD]定义)
- [item_name]:[attribute]=[value], [attribute]=[value](由[来源GDD]定义)
- [formula_name]:变量=[列表], 输出=[min–max](由[来源GDD]定义)
- [constant_name]:[value] [unit](由[来源GDD]定义) (这些值已锁定——如果本GDD需要不同值,请在写入前提出冲突。不要擅自使用不同数值。)
如果没有相关注册表条目:省略“已知跨系统事实”部分。
“[dependency] 尚未有GDD。我们需要对其接口做出假设。考虑先设计它,或者我们可以定义预期的契约并标记为临时版本。”
| System Category | Engine Domain |
|---|---|
| Combat, physics, collision | Physics |
| Rendering, visual effects, shaders | Rendering |
| UI, HUD, menus | UI |
| Audio, sound, music | Audio |
| AI, pathfinding, behavior trees | Navigation / Scripting |
| Animation, IK, rigs | Animation |
| Networking, multiplayer, sync | Networking |
| Input, controls, keybinding | Input |
| Save/load, persistence, data | Core |
| Dialogue, quests, narrative | Scripting |
.claude/docs/technical-preferences.mddocs/engine-reference/[engine]/VERSION.mddocs/engine-reference/[engine]/modules/[domain].mddocs/engine-reference/[engine]/breaking-changes.mddocs/architecture/adr-*.mdundefined| 系统类别 | 引擎领域 |
|---|---|
| 战斗、物理、碰撞 | 物理 |
| 渲染、视觉效果、着色器 | 渲染 |
| UI、HUD、菜单 | UI |
| 音频、音效、音乐 | 音频 |
| AI、寻路、行为树 | 导航/脚本 |
| 动画、反向运动学(IK)、骨骼绑定 | 动画 |
| 网络、多人游戏、同步 | 网络 |
| 输入、控制、按键绑定 | 输入 |
| 保存/加载、持久化、数据 | 核心 |
| 对话、任务、叙事 | 脚本 |
.claude/docs/technical-preferences.mddocs/engine-reference/[engine]/VERSION.mddocs/engine-reference/[engine]/modules/[domain].mddocs/engine-reference/[engine]/breaking-changes.mddocs/architecture/adr-*.mdundefined
If no engine reference docs exist (engine not yet configured), show a short note:
> "No engine configured yet — skipping technical feasibility check. Run
> `/setup-engine` before moving to architecture if you haven't already."
**Step 4 — Ask before proceeding:**
Use `AskUserQuestion`:
- "Any constraints to add before we begin, or shall we proceed with these noted?"
- Options: "Proceed with these noted", "Add a constraint first", "I need to check the engine docs — pause here"
---
Use `AskUserQuestion`:
- "Ready to start designing [system-name]?"
- Options: "Yes, let's go", "Show me more context first", "Design a dependency first"
---
如果引擎参考文档不存在(尚未配置引擎),显示简短提示:
> “尚未配置引擎 — 跳过技术可行性检查。如果尚未运行,请在进入架构阶段前运行 `/setup-engine`。”
**步骤4 — 继续前询问:**
调用 `AskUserQuestion`:
- “在开始前是否需要添加任何约束,还是基于已记录的内容继续?”
- 选项:“基于已记录的内容继续”、“先添加约束”、“我需要查看引擎文档 — 在此暂停”
---
调用 `AskUserQuestion`:
- “准备好开始设计[system-name]了吗?”
- 选项:“是的,开始吧”、“先展示更多上下文”、“先设计依赖项”
---.claude/docs/templates/game-design-document.mdundefined.claude/docs/templates/game-design-document.mdundefinedStatus: In Design Author: [user + agents] Last Updated: [today's date] Implements Pillar: [from context]
状态:设计中 作者:[用户 + agents] 最后更新:[今日日期] 实现支柱:[来自上下文]
Ask: "May I create the skeleton file at `design/gdd/[system-name].md`?"
After writing, update `production/session-state/active.md`:
- Use Glob to check if the file exists.
- If it **does not exist**: use the **Write** tool to create it. Never attempt Edit on a file that may not exist.
- If it **already exists**: use the **Edit** tool to update the relevant fields.
File content:
- Task: Designing [system-name] GDD
- Current section: Starting (skeleton created)
- File: design/gdd/[system-name].md
---
询问:“是否可以在 `design/gdd/[system-name].md` 创建框架文件?”
写入后,更新 `production/session-state/active.md`:
- 使用Glob检查文件是否存在。
- 如果**不存在**:使用**写入**工具创建它。绝不要对可能不存在的文件尝试编辑。
- 如果**已存在**:使用**编辑**工具更新相关字段。
文件内容:
- 任务:设计[system-name] GDD
- 当前章节:开始(框架已创建)
- 文件:design/gdd/[system-name].md
---Context -> Questions -> Options -> Decision -> Draft -> Approval -> WriteAskUserQuestionAskUserQuestionAskUserQuestion[A] Approve — write it to file[B] Make changes — describe what to fix[C] Start overold_string[To be designed]old_string: "## [Section Name]\n\n[To be designed]"
new_string: "## [Section Name]\n\n[approved content]""Registry conflict: [name] is registered in [source GDD] as [registry_value]. This section just wrote [new_value]. Which is correct?"
production/session-state/active.md上下文 -> 问题 -> 选项 -> 决策 -> 草稿 -> 审批 -> 写入AskUserQuestionAskUserQuestionAskUserQuestion[A] 批准 — 写入文件[B] 修改 — 描述需要修正的内容[C] 重新开始old_string[To be designed]old_string: "## [章节名称]\n\n[To be designed]"
new_string: "## [章节名称]\n\n[已批准内容]"“注册表冲突:[name] 在[来源GDD]中注册为[registry_value]。 本章节刚写入[new_value]。哪个是正确的?”
production/session-state/active.md[A][C] Bothdocs/architecture/adr-*.md[A] Yes — cite the ADR[B] No[B] No[A] Yes(Recommended)AskUserQuestion[A] As a data/infrastructure layer (technical framing)[B] Through its player-facing effect (design framing)[C] Both — describe the data layer and its player impact[A] Yes — cite the ADR for implementation details[B] No — keep the GDD at pure design level[A] Yes — players feel it directly[B] No — pure infrastructure, players feel what it enables/architecture-decision[A][C] 两者兼具docs/architecture/adr-*.md[A] 是 — 引用ADR[B] 否[B] 否[A] 是(推荐)AskUserQuestion[A] 作为数据/基础设施层(技术定位)[B] 通过其面向玩家的效果(设计定位)[C] 两者兼具 — 描述数据层及其对玩家的影响[A] 是 — 引用ADR获取实现细节[B] 否 — 保持GDD纯设计层面[A] 是 — 玩家能直接感受到[B] 否 — 纯基础设施,玩家感受到的是它所实现的功能/architecture-decision[A] Direct[B] Indirect[C] Both(Recommended)AskUserQuestion[A] Direct — player actively uses or feels this system[B] Indirect — player experiences the effects, not the system[C] Both — has a direct interaction layer and infrastructure beneath itcreative-directorcreative-director[A] 直接[B] 间接[C] 两者兼具(推荐)AskUserQuestion[A] 直接 — 玩家主动使用或感受该系统[B] 间接 — 玩家体验效果,而非系统本身[C] 两者兼具 — 既有直接交互层又有底层基础设施creative-directorcreative-directorAskUserQuestionsystems-designerAskUserQuestionsystems-designerThe [formula_name] formula is defined as:
`[formula_name] = [expression]`
**Variables:**
| Variable | Symbol | Type | Range | Description |
|----------|--------|------|-------|-------------|
| [name] | [sym] | float/int | [min–max] | [what it represents] |
**Output Range:** [min] to [max] under normal play; [behaviour at extremes]
**Example:** [worked example with real numbers][Formula TBD]systems-designereconomy-designerAskUserQuestion[formula_name] 公式定义为:
`[formula_name] = [表达式]`
**变量:**
| 变量 | 符号 | 类型 | 范围 | 描述 |
|----------|--------|------|-------|-------------|
| [名称] | [符号] | float/int | [min–max] | [代表含义] |
**输出范围:** 正常游戏中为[min]至[max];极端情况下的行为:[说明]
**示例:** [使用真实数值的演算示例][Formula TBD]systems-designereconomy-designerAskUserQuestionsystems-designernarrative-directorsystems-designernarrative-directorsystems-designersystems-designerqa-leadqa-leadart-director[To be designed]AskUserQuestionart-directoraudio-directorAsset Spec Flag: After the Visual/Audio section is written with real content, output this notice: "📌 Asset Spec — Visual/Audio requirements are defined. After the art bible is approved, runto produce per-asset visual descriptions, dimensions, and generation prompts from this section."/asset-spec system:[system-name]
ux-designer[To be designed]📌 UX Flag — [System Name]: This system has UI requirements. In Phase 4 (Pre-Production), runto create a UX spec for each screen or HUD element this system contributes to before writing epics. Stories that reference UI should cite/ux-design, not the GDD directly.design/ux/[screen].mdNote this in the systems index for this system if you update it.
art-director[To be designed]AskUserQuestionart-directoraudio-director资产规格标记:当视觉/音频章节写入实际内容后,输出此通知: “📌 资产规格 — 已定义视觉/音频要求。艺术手册批准后,运行从本章节生成每个资产的视觉描述、尺寸和生成提示。”/asset-spec system:[system-name]
ux-designer[To be designed]📌 UX标记 — [系统名称]:该系统有UI要求。在阶段4(预生产),运行为该系统贡献的每个屏幕或HUD元素创建UX规格在编写史诗故事之前。引用UI的故事应引用/ux-design,而非直接引用GDD。design/ux/[screen].md如果更新系统索引,请在该系统的条目中记录此内容。
sololeanfullcreative-director.claude/docs/director-gates.mddesign/gdd/game-concept.mddesign/gdd/game-pillars.mddirector-gates.md> **Creative Director Review (CD-GDD-ALIGN)**: APPROVED [date] / CONCERNS (accepted) [date] / REVISED [date]sololeanfull.claude/docs/director-gates.mdcreative-directordesign/gdd/game-concept.mddesign/gdd/game-pillars.mddirector-gates.md> **创意总监审查(CD-GDD-ALIGN)**:已批准 [日期] / 已接受意见 [日期] / 已修订 [日期]design/registry/entities.yamlGrep pattern=" - name: [candidate_name]" path="design/registry/entities.yaml"Registry candidates from this GDD:
NEW (not yet registered):
- [entity_name] [entity]: [attribute]=[value], [attribute]=[value]
- [item_name] [item]: [attribute]=[value], [attribute]=[value]
- [formula_name] [formula]: variables=[list], output=[min–max]
ALREADY REGISTERED (referenced_by will be updated):
- [constant_name] [constant]: value=[N] ← matches registry ✅design/registry/entities.yamlreferenced_byreferenced_byvaluedesign/registry/entities.yamlGrep pattern=" - name: [candidate_name]" path="design/registry/entities.yaml"本GDD中的注册表候选条目:
新增(尚未注册):
- [entity_name] [entity类型]:[attribute]=[value], [attribute]=[value]
- [item_name] [item类型]:[attribute]=[value], [attribute]=[value]
- [formula_name] [formula类型]:变量=[列表], 输出=[min–max]
已注册(将更新referenced_by):
- [constant_name] [constant类型]:值=[N] ← 与注册表匹配 ✅design/registry/entities.yamlreferenced_byreferenced_byvalueGDD Complete: [System Name]
- Sections written: [list]
- Provisional assumptions: [list any assumptions about undesigned dependencies]
- Cross-system conflicts found: [list or "none"]
To validate this GDD, open a fresh Claude Code session and run:/design-review design/gdd/[system-name].mdNever runin the same session as/design-review. The reviewing agent must be independent of the authoring context. Running it here would inherit the full design history, making independent critique impossible./design-system
/design-reviewGDD完成:[系统名称]
- 已写入章节:[列表]
- 临时假设:[列出对未设计依赖项的任何假设]
- 发现的跨系统冲突:[列表或“无”]
要验证本GDD,请打开新的Claude Code会话并运行:/design-review design/gdd/[system-name].md绝不要在与相同的会话中运行/design-system。 审查Agent必须独立于创作上下文。在此运行会继承完整的设计历史,使其无法进行独立批判。/design-review
/design-reviewdesign/gdd/[system-name].mddesign/gdd/systems-index.mddesign/gdd/[system-name].mddesign/gdd/systems-index.mdproduction/session-state/active.mdproduction/session-state/active.mdAskUserQuestion/consistency-check/gate-checkAskUserQuestion/consistency-check/gate-check| System Category | Primary Agent | Supporting Agent(s) |
|---|---|---|
| Foundation/Infrastructure (event bus, save/load, scene mgmt, service locator) | | |
| Combat, damage, health | | |
| Economy, loot, crafting | | |
| Progression, XP, skills | | |
| Dialogue, quests, lore | | |
| UI systems (HUD, menus) | | |
| Audio systems | | |
| AI, pathfinding, behavior | | |
| Level/world systems | | |
| Camera, input, controls | | |
| Animation, character movement | | |
| Visual effects, particles, shaders | | |
| Character systems (stats, archetypes) | | |
AskUserQuestion| 系统类别 | 主Agent | 辅助Agent |
|---|---|---|
| 基础/基础设施(事件总线、保存/加载、场景管理、服务定位器) | | |
| 战斗、伤害、生命值 | | |
| 经济、战利品、制作 | | |
| 进度、经验值、技能 | | |
| 对话、任务、传说 | | |
| UI系统(HUD、菜单) | | |
| 音频系统 | | |
| AI、寻路、行为 | | |
| 关卡/世界系统 | | |
| 相机、输入、控制 | | |
| 动画、角色移动 | | |
| 视觉效果、粒子、着色器 | | |
| 角色系统(属性、原型) | | |
AskUserQuestionproduction/session-state/active.mddesign/gdd/[system-name].md[To be designed]production/session-state/active.mddesign/gdd/[system-name].md[To be designed]AskUserQuestionContext is approaching the limit (≥70%). Your progress is saved — all approved sections are written to. When you're ready to continue, open a fresh Claude Code session and rundesign/gdd/[system-name].md— it will detect which sections are complete and resume from the next one./design-system [system-name]
上下文即将达到限制(≥70%)。 您的进度已保存——所有已批准章节已写入。准备好继续时,打开新的Claude Code会话并运行design/gdd/[system-name].md——它会检测哪些章节已完成并从下一个章节继续。/design-system [system-name]
/design-review design/gdd/[system-name].md/consistency-check/map-systems next/gate-check pre-production/design-review design/gdd/[system-name].md/consistency-check/map-systems next/gate-check pre-production