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ChineseGuided Onboarding
引导式入门流程
This skill writes one file: (review mode config set in Phase 3b).
production/review-mode.txtThis 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.
该Skill会生成一个文件:(评审模式配置在第3b阶段设置)。
production/review-mode.txt本Skill是新用户的入口。它不会假设你已有游戏创意、引擎偏好或任何相关经验。它会先进行询问,再引导你进入合适的工作流程。
Phase 1: Detect Project State
第1阶段:检测项目状态
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 . If the Engine field contains
.claude/docs/technical-preferences.md, the engine is not set.[TO BE CONFIGURED] - 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 or
production/sprints/.production/milestones/
Store these findings internally to validate the user's self-assessment and tailor recommendations.
在进行任何询问前,先静默收集上下文信息,以便提供个性化引导。请勿主动展示这些结果——它们仅用于辅助生成推荐建议,而非作为对话开场白。
检查项:
- 引擎已配置? 读取文件。若Engine字段包含
.claude/docs/technical-preferences.md,则表示引擎未配置。[TO BE CONFIGURED] - 游戏创意已存在? 检查是否存在文件。
design/gdd/game-concept.md - 源代码已存在? 遍历目录下的源文件(
src/、*.gd、*.cs、*.cpp、*.h、*.rs、*.py、*.js)。*.ts - 原型已存在? 检查目录下是否有子目录。
prototypes/ - 设计文档已存在? 统计目录下的markdown文件数量。
design/gdd/ - 生产工件已存在? 检查或
production/sprints/目录下是否有文件。production/milestones/
将这些发现存储在内部,用于验证用户的自我评估并提供个性化推荐。
Phase 2: Ask Where the User Is
第2阶段:询问用户当前进度
This is the first thing the user sees. Use with these exact options so the user can click rather than type:
AskUserQuestion- 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:
- — I don't have a game concept at all. I want to explore and figure out what to make.
A) No idea yet - — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete.
B) Vague idea - — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.
C) Clear concept - — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.
D) Existing work
Wait for the user's selection. Do not proceed until they respond.
这是用户看到的第一内容。使用功能,并提供以下精确选项,让用户可以点击选择而非手动输入:
AskUserQuestion- 提示语:"欢迎来到Claude Code游戏工作室!在给出建议之前,我想了解你的起步阶段。你目前的游戏创意处于什么状态?"
- 选项:
- —— 我完全没有游戏创意,想要探索并确定要制作什么。
A) 还没有任何想法 - —— 我有大致的主题、感觉或类型方向(例如“太空题材”或“温馨农场游戏”),但没有具体内容。
B) 有模糊的想法 - —— 我明确核心创意,包括类型、基本机制,可能还有一句宣传语,但尚未将其整理成正式文档。
C) 有清晰的创意 - —— 我已经有设计文档、原型、代码或大量规划内容。我想要整理或继续推进工作。
D) 已有相关工作成果
等待用户选择,在得到回复前请勿继续。
Phase 3: Route Based on Answer
第3阶段:根据回答引导路径
If A: No idea yet
若选择A:还没有任何想法
The user needs creative exploration before anything else.
- Acknowledge that starting from zero is completely fine
- Briefly explain what does (guided ideation using professional frameworks — MDA, player psychology, verb-first design). Mention that it has two modes:
/brainstormfor fully open exploration, or/brainstorm openif they have even a vague theme (e.g., "space", "cozy", "horror")./brainstorm [hint] - Recommend running as the next step, but invite them to use a hint if something comes to mind
/brainstorm open - Show the recommended path:
Concept phase:
- — discover your game concept
/brainstorm open - — configure the engine (brainstorm will recommend one)
/setup-engine - — throwaway concept build: validate the core idea is fun before designing (1–3 days)
/prototype - — define visual identity (uses the Visual Identity Anchor brainstorm produces)
/art-bible - — decompose the concept into systems
/map-systems - — author a GDD for each MVP system
/design-system - — cross-system consistency check
/review-all-gdds - — validate readiness before architecture work Architecture phase:
/gate-check - — produce the master architecture blueprint and Required ADR list
/create-architecture - — record key technical decisions, following the Required ADR list
/architecture-decision (×N) - — compile decisions into an actionable rules sheet
/create-control-manifest - — validate architecture coverage Pre-Production phase:
/architecture-review - — author UX specs for key screens (main menu, HUD, core interactions)
/ux-design - — production-quality end-to-end build to validate the full game loop
/vertical-slice - — document each vertical slice playtest session
/playtest-report (×1+) - — map systems to epics
/create-epics - — break epics into implementable stories
/create-stories - — plan the first sprint Production phase: → pick up stories with
/sprint-plan/dev-story
用户首先需要创意探索。
- 告知用户从零开始完全没问题
- 简要说明的功能(使用专业框架——MDA、玩家心理学、动词优先设计——进行引导式创意构思)。提到它有两种模式:
/brainstorm用于完全开放的探索,或/brainstorm open用于已有模糊主题的情况(例如“太空”“温馨”“恐怖”)。/brainstorm [hint] - 推荐下一步运行,但也邀请用户如果想到了主题可以使用提示词
/brainstorm open - 展示推荐路径:
概念阶段:
- —— 探索你的游戏创意
/brainstorm open - —— 配置引擎(brainstorm会推荐合适的引擎)
/setup-engine - —— 制作一次性概念原型:在正式设计前验证核心创意是否有趣(1-3天)
/prototype - —— 定义视觉风格(使用brainstorm生成的视觉风格锚点)
/art-bible - —— 将创意拆解为各个系统
/map-systems - —— 为每个MVP系统撰写GDD
/design-system - —— 跨系统一致性检查
/review-all-gdds - —— 在开始架构工作前验证准备情况 架构阶段:
/gate-check - —— 生成主架构蓝图和必要ADR列表
/create-architecture - —— 按照必要ADR列表记录关键技术决策
/architecture-decision (×N) - —— 将决策整理为可执行的规则清单
/create-control-manifest - —— 验证架构覆盖范围 预生产阶段:
/architecture-review - —— 撰写关键界面的UX规范(主菜单、HUD、核心交互)
/ux-design - —— 制作达到生产质量的端到端版本,验证完整游戏循环
/vertical-slice - —— 记录每一次垂直切片的测试会话
/playtest-report (×1+) - —— 将系统映射为史诗任务
/create-epics - —— 将史诗任务拆解为可实现的用户故事
/create-stories - —— 规划第一个冲刺周期 生产阶段: → 使用
/sprint-plan承接用户故事/dev-story
If B: Vague idea
若选择B:有模糊的想法
- Ask them to share their vague idea — even a few words is enough
- Validate the idea as a starting point (don't judge or redirect)
- Recommend running to develop it
/brainstorm [their hint] - Show the recommended path:
Concept phase:
- — develop the idea into a full concept
/brainstorm [hint] - — configure the engine
/setup-engine - — throwaway concept build: validate the core idea is fun before designing (1–3 days)
/prototype - — define visual identity (uses the Visual Identity Anchor brainstorm produces)
/art-bible - — decompose the concept into systems
/map-systems - — author a GDD for each MVP system
/design-system - — cross-system consistency check
/review-all-gdds - — validate readiness before architecture work Architecture phase:
/gate-check - — produce the master architecture blueprint and Required ADR list
/create-architecture - — record key technical decisions, following the Required ADR list
/architecture-decision (×N) - — compile decisions into an actionable rules sheet
/create-control-manifest - — validate architecture coverage Pre-Production phase:
/architecture-review - — author UX specs for key screens (main menu, HUD, core interactions)
/ux-design - — production-quality end-to-end build to validate the full game loop
/vertical-slice - — document each vertical slice playtest session
/playtest-report (×1+) - — map systems to epics
/create-epics - — break epics into implementable stories
/create-stories - — plan the first sprint Production phase: → pick up stories with
/sprint-plan/dev-story
- 请用户分享他们的模糊想法——哪怕几个词也可以
- 认可这个想法作为起步点(不要评判或引导到其他方向)
- 推荐运行来完善创意
/brainstorm [their hint] - 展示推荐路径:
概念阶段:
- —— 将想法完善为完整创意
/brainstorm [hint] - —— 配置引擎
/setup-engine - —— 制作一次性概念原型:在正式设计前验证核心创意是否有趣(1-3天)
/prototype - —— 定义视觉风格(使用brainstorm生成的视觉风格锚点)
/art-bible - —— 将创意拆解为各个系统
/map-systems - —— 为每个MVP系统撰写GDD
/design-system - —— 跨系统一致性检查
/review-all-gdds - —— 在开始架构工作前验证准备情况 架构阶段:
/gate-check - —— 生成主架构蓝图和必要ADR列表
/create-architecture - —— 按照必要ADR列表记录关键技术决策
/architecture-decision (×N) - —— 将决策整理为可执行的规则清单
/create-control-manifest - —— 验证架构覆盖范围 预生产阶段:
/architecture-review - —— 撰写关键界面的UX规范(主菜单、HUD、核心交互)
/ux-design - —— 制作达到生产质量的端到端版本,验证完整游戏循环
/vertical-slice - —— 记录每一次垂直切片的测试会话
/playtest-report (×1+) - —— 将系统映射为史诗任务
/create-epics - —— 将史诗任务拆解为可实现的用户故事
/create-stories - —— 规划第一个冲刺周期 生产阶段: → 使用
/sprint-plan承接用户故事/dev-story
If C: Clear concept
若选择C:有清晰的创意
- Ask them to describe their concept in one sentence — genre and core mechanic. Use plain text, not AskUserQuestion (it's an open response).
- Acknowledge the concept, then use to offer two paths:
AskUserQuestion- Prompt: "How would you like to proceed?"
- Options:
- — Run
Formalize it firstto structure it into a proper game concept document/brainstorm [concept] - — Go to
Jump straight innow and write the GDD manually afterward/setup-engine
- Show the recommended path:
Concept phase:
- or
/brainstorm— (their pick from step 2)/setup-engine - — throwaway concept build: validate the core idea is fun before designing (1–3 days)
/prototype - — define visual identity (after brainstorm if run, or after concept doc exists)
/art-bible - — validate the concept doc
/design-review - — decompose the concept into individual systems
/map-systems - — author a GDD for each MVP system
/design-system - — cross-system consistency check
/review-all-gdds - — validate readiness before architecture work Architecture phase:
/gate-check - — produce the master architecture blueprint and Required ADR list
/create-architecture - — record key technical decisions, following the Required ADR list
/architecture-decision (×N) - — compile decisions into an actionable rules sheet
/create-control-manifest - — validate architecture coverage Pre-Production phase:
/architecture-review - — author UX specs for key screens (main menu, HUD, core interactions)
/ux-design - — production-quality end-to-end build to validate the full game loop
/vertical-slice - — document each vertical slice playtest session
/playtest-report (×1+) - — map systems to epics
/create-epics - — break epics into implementable stories
/create-stories - — plan the first sprint Production phase: → pick up stories with
/sprint-plan/dev-story
- 请用户用一句话描述他们的创意——包括类型和核心机制。使用纯文本,不要用AskUserQuestion(这是开放式回复)。
- 认可该创意,然后使用提供两个选项:
AskUserQuestion- 提示语:"你想如何推进?"
- 选项:
- —— 运行
先将其规范化将其整理为正式的游戏创意文档/brainstorm [concept] - —— 立即进入
直接开始,之后再手动撰写GDD/setup-engine
- 展示推荐路径:
概念阶段:
- 或
/brainstorm——(用户从步骤2中选择)/setup-engine - —— 制作一次性概念原型:在正式设计前验证核心创意是否有趣(1-3天)
/prototype - —— 定义视觉风格(若运行了brainstorm则在之后,或在创意文档完成后)
/art-bible - —— 验证创意文档
/design-review - —— 将创意拆解为独立系统
/map-systems - —— 为每个MVP系统撰写GDD
/design-system - —— 跨系统一致性检查
/review-all-gdds - —— 在开始架构工作前验证准备情况 架构阶段:
/gate-check - —— 生成主架构蓝图和必要ADR列表
/create-architecture - —— 按照必要ADR列表记录关键技术决策
/architecture-decision (×N) - —— 将决策整理为可执行的规则清单
/create-control-manifest - —— 验证架构覆盖范围 预生产阶段:
/architecture-review - —— 撰写关键界面的UX规范(主菜单、HUD、核心交互)
/ux-design - —— 制作达到生产质量的端到端版本,验证完整游戏循环
/vertical-slice - —— 记录每一次垂直切片的测试会话
/playtest-report (×1+) - —— 将系统映射为史诗任务
/create-epics - —— 将史诗任务拆解为可实现的用户故事
/create-stories - —— 规划第一个冲刺周期 生产阶段: → 使用
/sprint-plan承接用户故事/dev-story
If D: Existing work
若选择D:已有相关工作成果
-
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]..."
-
Sub-case D1 — Early stage (engine not configured or only a game concept exists):
- Recommend first if engine not configured
/setup-engine - Then for a gap inventory
/project-stage-detect
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. checks this specifically."
/adopt - Recommend:
- — understand what phase and what's missing entirely
/project-stage-detect - — audit whether existing artifacts are in the right internal format
/adopt
- Recommend
-
Show the recommended path for D2:
- — phase detection + existence gaps
/project-stage-detect - — format compliance audit + migration plan
/adopt - — if engine not configured
/setup-engine - — fill missing GDD sections
/design-system retrofit [path] - — add missing ADR sections
/architecture-decision retrofit [path] - — bootstrap the TR requirement registry
/architecture-review - — validate readiness for next phase
/gate-check
-
分享第1阶段的发现:
- "我发现你已有[X个源文件/Y份设计文档/Z个原型]..."
- "你的引擎[已配置为X/尚未配置]..."
-
子场景D1——早期阶段(引擎未配置或仅存在游戏创意):
- 若引擎未配置,首先推荐
/setup-engine - 然后推荐进行缺口盘点
/project-stage-detect
子场景D2——已有GDD、ADR或用户故事:- 解释:"拥有文件并不等同于模板Skill可以使用它们。GDD可能缺少必要章节。会专门检查这一点。"
/adopt - 推荐:
- —— 了解当前阶段和完全缺失的内容
/project-stage-detect - —— 审核现有工件是否符合内部格式要求
/adopt
- 若引擎未配置,首先推荐
-
展示D2的推荐路径:
- —— 阶段检测+存在性缺口分析
/project-stage-detect - —— 格式合规性审核+迁移计划
/adopt - —— 若引擎未配置
/setup-engine - —— 补充GDD缺失章节
/design-system retrofit [path] - —— 添加ADR缺失章节
/architecture-decision retrofit [path] - —— 初始化TR需求注册表
/architecture-review - —— 验证进入下一阶段的准备情况
/gate-check
Phase 3c: Write Initial Stage File
第3c阶段:写入初始阶段文件
After confirming the starting path (and before asking about review mode), write the initial stage to . Create the directory if it does not exist.
production/stage.txtproduction/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 to — this anchors your status line and stage detection."
production/stage.txt[stage]在确认起始路径后(且在询问评审模式前),将初始阶段写入。若目录不存在则创建该目录。
production/stage.txtproduction/阶段映射:
- 路径A、B或C(从零开始):写入
Concept - 路径D,已有项目但引擎未配置或仅存在游戏创意:写入
Concept - 路径D,已有项目且有GDD但无架构文档:写入
Systems Design - 路径D,已有项目且具备完整架构(ADRs、架构文档):写入
Technical Setup
静默执行此操作——对于这个单行文件,无需询问“是否可以写入?”。
告知用户:"我已将设置为——这将作为你的状态标识和阶段检测依据。"
production/stage.txt[stage]Phase 3b: Set Review Mode
第3b阶段:设置评审模式
Check if already exists.
production/review-mode.txtIf it exists: Read it and show the current mode — "Review mode is set to ." — then proceed to Phase 4. Do not ask again.
[current]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:
- — Director specialists review at each key workflow step. Best for teams, learning the workflow, or when you want thorough feedback on every decision.
Full - — Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. Balanced approach for solo devs and small teams.
Lean (recommended) - — No director reviews at all. Maximum speed. Best for game jams, prototypes, or if the reviews feel like overhead.
Solo
Write the choice to immediately after the user
selects — no separate "May I write?" needed, as the write is a direct
consequence of the selection:
production/review-mode.txt- → write
Fullfull - → write
Lean (recommended)lean - → write
Solosolo
Create the directory if it does not exist.
production/检查是否已存在。
production/review-mode.txt若已存在:读取文件并展示当前模式——"评审模式已设置为。"——然后进入第4阶段。无需再次询问。
[current]若不存在:使用:
AskUserQuestion- 提示语:"一个设置选项:在工作流程中,你希望获得多少设计评审?"
- 选项:
- —— 主管专家会在每个关键工作流程步骤进行评审。最适合团队、学习工作流程或希望对每个决策获得全面反馈的情况。
Full - —— 仅在阶段 gate 转换时(
Lean (recommended))由主管进行评审。跳过每个Skill的评审。是独立开发者和小团队的平衡选择。/gate-check - —— 完全没有主管评审。速度最快。最适合游戏 jam、原型制作或认为评审是额外负担的情况。
Solo
用户选择后立即将结果写入——无需单独询问“是否可以写入?”,因为写入是选择的直接结果:
production/review-mode.txt- → 写入
Fullfull - → 写入
Lean (recommended)lean - → 写入
Solosolo
若目录不存在则创建该目录。
production/Phase 4: Confirm Before Proceeding
第4阶段:确认后再继续
After presenting the recommended path, use to ask the user which step they'd like to take first. Never auto-run the next skill.
AskUserQuestion- 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
在展示推荐路径后,使用询问用户想要先执行哪个步骤。切勿自动运行下一个Skill。
AskUserQuestion- 提示语:"你想要从[推荐的第一步]开始吗?"
- 选项:
是的,让我们从[推荐的第一步]开始我想先做别的事情
Phase 5: Hand Off
第5阶段:交接
When the user confirms their next step, respond with a single short line: "Type to begin." Nothing else. Do not re-explain the skill or add encouragement. The skill's job is done.
[skill command]/startVerdict: COMPLETE — user oriented and handed off to next step.
当用户确认下一步后,回复一句简短的话:"输入开始。" 无需其他内容。无需重新解释Skill或添加鼓励语。 Skill的任务已完成。
[skill command]/start结论:完成——用户已定位并交接至下一步。
Edge Cases
边缘情况
- 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 . Did you mean to pick D (existing work)?"
src/ - 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 . Review mode:
design/gdd/game-concept.md. Want to pick up where you left off? Try[read from production/review-mode.txt, or 'lean (default)' if missing]or just tell me what you'd like to work on."/sprint-plan - User doesn't fit any option: Let them describe their situation in their own words and adapt.
- 用户选择D但项目为空:温和引导——"看起来这是一个全新的模板项目,没有任何工件。路径A或B是否更适合你?"
- 用户选择A但项目已有代码:告知发现的内容——"我注意到目录下已有代码。你是不是想选择D(已有工作成果)?"
src/ - 用户返回(引擎已配置,创意已存在):跳过整个入门流程——"看起来你已经设置完成!你的引擎是[X],且在有游戏创意。评审模式:
design/gdd/game-concept.md。想要继续之前的工作吗?试试[从production/review-mode.txt读取,若缺失则为'lean (default)']或者告诉我你想做什么。"/sprint-plan - 用户情况不符合任何选项:让用户用自己的话描述情况并做出调整。
Collaborative Protocol
协作协议
- Ask first — never assume the user's state or intent
- Present options — give clear paths, not mandates
- User decides — they pick the direction
- No auto-execution — recommend the next skill, don't run it without asking
- Adapt — if the user's situation doesn't fit a template, listen and adjust
- 先询问——绝不假设用户的状态或意图
- 提供选项——给出清晰的路径,而非强制要求
- 用户决定——由用户选择方向
- 不自动执行——推荐下一个Skill,但不未经询问就运行
- 灵活调整——若用户情况不符合模板,倾听并调整