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Guided Onboarding

引导式入门流程

This skill writes one file:
production/review-mode.txt
(review mode config set in Phase 3b).
This 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:
production/review-mode.txt
(评审模式配置在第3b阶段设置)。
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
    .claude/docs/technical-preferences.md
    . If the Engine field contains
    [TO BE CONFIGURED]
    , the engine is not set.
  • 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
    production/sprints/
    or
    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
    .claude/docs/technical-preferences.md
    文件。若Engine字段包含
    [TO BE CONFIGURED]
    ,则表示引擎未配置。
  • 游戏创意已存在? 检查是否存在
    design/gdd/game-concept.md
    文件。
  • 源代码已存在? 遍历
    src/
    目录下的源文件(
    *.gd
    *.cs
    *.cpp
    *.h
    *.rs
    *.py
    *.js
    *.ts
    )。
  • 原型已存在? 检查
    prototypes/
    目录下是否有子目录。
  • 设计文档已存在? 统计
    design/gdd/
    目录下的markdown文件数量。
  • 生产工件已存在? 检查
    production/sprints/
    production/milestones/
    目录下是否有文件。
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
AskUserQuestion
with these exact options so the user can click rather than type:
  • 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:
    • A) No idea yet
      — I don't have a game concept at all. I want to explore and figure out what to make.
    • B) Vague idea
      — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete.
    • C) Clear concept
      — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.
    • D) Existing work
      — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the 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
AskUserQuestion
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:
  • 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
    • A) 还没有任何想法
      —— 我完全没有游戏创意,想要探索并确定要制作什么。
    • B) 有模糊的想法
      —— 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。
    • C) 有清晰的创意
      —— 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。
    • D) 已有相关工作成果
      —— 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。
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.
  1. Acknowledge that starting from zero is completely fine
  2. Briefly explain what
    /brainstorm
    does (guided ideation using professional frameworks — MDA, player psychology, verb-first design). Mention that it has two modes:
    /brainstorm open
    for fully open exploration, or
    /brainstorm [hint]
    if they have even a vague theme (e.g., "space", "cozy", "horror").
  3. Recommend running
    /brainstorm open
    as the next step, but invite them to use a hint if something comes to mind
  4. Show the recommended path: Concept phase:
    • /brainstorm open
      — discover your game concept
    • /setup-engine
      — configure the engine (brainstorm will recommend one)
    • /prototype
      — throwaway concept build: validate the core idea is fun before designing (1–3 days)
    • /art-bible
      — define visual identity (uses the Visual Identity Anchor brainstorm produces)
    • /map-systems
      — decompose the concept into systems
    • /design-system
      — author a GDD for each MVP system
    • /review-all-gdds
      — cross-system consistency check
    • /gate-check
      — validate readiness before architecture work Architecture phase:
    • /create-architecture
      — produce the master architecture blueprint and Required ADR list
    • /architecture-decision (×N)
      — record key technical decisions, following the Required ADR list
    • /create-control-manifest
      — compile decisions into an actionable rules sheet
    • /architecture-review
      — validate architecture coverage Pre-Production phase:
    • /ux-design
      — author UX specs for key screens (main menu, HUD, core interactions)
    • /vertical-slice
      — production-quality end-to-end build to validate the full game loop
    • /playtest-report (×1+)
      — document each vertical slice playtest session
    • /create-epics
      — map systems to epics
    • /create-stories
      — break epics into implementable stories
    • /sprint-plan
      — plan the first sprint Production phase: → pick up stories with
      /dev-story
用户首先需要创意探索。
  1. 告知用户从零开始完全没问题
  2. 简要说明
    /brainstorm
    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 open
    用于完全开放的探索,或
    /brainstorm [hint]
    用于已有模糊主题的情况(例如“太空”“温馨”“恐怖”)。
  3. 推荐下一步运行
    /brainstorm open
    ,但也邀请用户如果想到了主题可以使用提示词
  4. 展示推荐路径: 概念阶段:
    • /brainstorm open
      —— 探索你的游戏创意
    • /setup-engine
      —— 配置引擎(brainstorm会推荐合适的引擎)
    • /prototype
      —— 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)
    • /art-bible
      —— 定义视觉风格(使用brainstorm生成的视觉风格锚点)
    • /map-systems
      —— 将创意拆解为各个系统
    • /design-system
      —— 为每个MVP系统撰写GDD
    • /review-all-gdds
      —— 跨系统一致性检查
    • /gate-check
      —— 在开始架构工作前验证准备情况 架构阶段:
    • /create-architecture
      —— 生成主架构蓝图和必要ADR列表
    • /architecture-decision (×N)
      —— 按照必要ADR列表记录关键技术决策
    • /create-control-manifest
      —— 将决策整理为可执行的规则清单
    • /architecture-review
      —— 验证架构覆盖范围 预生产阶段:
    • /ux-design
      —— 撰写关键界面的UX规范(主菜单、HUD、核心交互)
    • /vertical-slice
      —— 制作达到生产质量的端到端版本,验证完整游戏循环
    • /playtest-report (×1+)
      —— 记录每一次垂直切片的测试会话
    • /create-epics
      —— 将系统映射为史诗任务
    • /create-stories
      —— 将史诗任务拆解为可实现的用户故事
    • /sprint-plan
      —— 规划第一个冲刺周期 生产阶段: → 使用
      /dev-story
      承接用户故事

If B: Vague idea

若选择B:有模糊的想法

  1. Ask them to share their vague idea — even a few words is enough
  2. Validate the idea as a starting point (don't judge or redirect)
  3. Recommend running
    /brainstorm [their hint]
    to develop it
  4. Show the recommended path: Concept phase:
    • /brainstorm [hint]
      — develop the idea into a full concept
    • /setup-engine
      — configure the engine
    • /prototype
      — throwaway concept build: validate the core idea is fun before designing (1–3 days)
    • /art-bible
      — define visual identity (uses the Visual Identity Anchor brainstorm produces)
    • /map-systems
      — decompose the concept into systems
    • /design-system
      — author a GDD for each MVP system
    • /review-all-gdds
      — cross-system consistency check
    • /gate-check
      — validate readiness before architecture work Architecture phase:
    • /create-architecture
      — produce the master architecture blueprint and Required ADR list
    • /architecture-decision (×N)
      — record key technical decisions, following the Required ADR list
    • /create-control-manifest
      — compile decisions into an actionable rules sheet
    • /architecture-review
      — validate architecture coverage Pre-Production phase:
    • /ux-design
      — author UX specs for key screens (main menu, HUD, core interactions)
    • /vertical-slice
      — production-quality end-to-end build to validate the full game loop
    • /playtest-report (×1+)
      — document each vertical slice playtest session
    • /create-epics
      — map systems to epics
    • /create-stories
      — break epics into implementable stories
    • /sprint-plan
      — plan the first sprint Production phase: → pick up stories with
      /dev-story
  1. 请用户分享他们的模糊想法——哪怕几个词也可以
  2. 认可这个想法作为起步点(不要评判或引导到其他方向)
  3. 推荐运行
    /brainstorm [their hint]
    来完善创意
  4. 展示推荐路径: 概念阶段:
    • /brainstorm [hint]
      —— 将想法完善为完整创意
    • /setup-engine
      —— 配置引擎
    • /prototype
      —— 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)
    • /art-bible
      —— 定义视觉风格(使用brainstorm生成的视觉风格锚点)
    • /map-systems
      —— 将创意拆解为各个系统
    • /design-system
      —— 为每个MVP系统撰写GDD
    • /review-all-gdds
      —— 跨系统一致性检查
    • /gate-check
      —— 在开始架构工作前验证准备情况 架构阶段:
    • /create-architecture
      —— 生成主架构蓝图和必要ADR列表
    • /architecture-decision (×N)
      —— 按照必要ADR列表记录关键技术决策
    • /create-control-manifest
      —— 将决策整理为可执行的规则清单
    • /architecture-review
      —— 验证架构覆盖范围 预生产阶段:
    • /ux-design
      —— 撰写关键界面的UX规范(主菜单、HUD、核心交互)
    • /vertical-slice
      —— 制作达到生产质量的端到端版本,验证完整游戏循环
    • /playtest-report (×1+)
      —— 记录每一次垂直切片的测试会话
    • /create-epics
      —— 将系统映射为史诗任务
    • /create-stories
      —— 将史诗任务拆解为可实现的用户故事
    • /sprint-plan
      —— 规划第一个冲刺周期 生产阶段: → 使用
      /dev-story
      承接用户故事

If C: Clear concept

若选择C:有清晰的创意

  1. Ask them to describe their concept in one sentence — genre and core mechanic. Use plain text, not AskUserQuestion (it's an open response).
  2. Acknowledge the concept, then use
    AskUserQuestion
    to offer two paths:
    • Prompt: "How would you like to proceed?"
    • Options:
      • Formalize it first
        — Run
        /brainstorm [concept]
        to structure it into a proper game concept document
      • Jump straight in
        — Go to
        /setup-engine
        now and write the GDD manually afterward
  3. Show the recommended path: Concept phase:
    • /brainstorm
      or
      /setup-engine
      — (their pick from step 2)
    • /prototype
      — throwaway concept build: validate the core idea is fun before designing (1–3 days)
    • /art-bible
      — define visual identity (after brainstorm if run, or after concept doc exists)
    • /design-review
      — validate the concept doc
    • /map-systems
      — decompose the concept into individual systems
    • /design-system
      — author a GDD for each MVP system
    • /review-all-gdds
      — cross-system consistency check
    • /gate-check
      — validate readiness before architecture work Architecture phase:
    • /create-architecture
      — produce the master architecture blueprint and Required ADR list
    • /architecture-decision (×N)
      — record key technical decisions, following the Required ADR list
    • /create-control-manifest
      — compile decisions into an actionable rules sheet
    • /architecture-review
      — validate architecture coverage Pre-Production phase:
    • /ux-design
      — author UX specs for key screens (main menu, HUD, core interactions)
    • /vertical-slice
      — production-quality end-to-end build to validate the full game loop
    • /playtest-report (×1+)
      — document each vertical slice playtest session
    • /create-epics
      — map systems to epics
    • /create-stories
      — break epics into implementable stories
    • /sprint-plan
      — plan the first sprint Production phase: → pick up stories with
      /dev-story
  1. 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)。
  2. 认可该创意,然后使用
    AskUserQuestion
    提供两个选项:
    • 提示语:"你想如何推进?"
    • 选项
      • 先将其规范化
        —— 运行
        /brainstorm [concept]
        将其整理为正式的游戏创意文档
      • 直接开始
        —— 立即进入
        /setup-engine
        ,之后再手动撰写GDD
  3. 展示推荐路径: 概念阶段:
    • /brainstorm
      /setup-engine
      ——(用户从步骤2中选择)
    • /prototype
      —— 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)
    • /art-bible
      —— 定义视觉风格(若运行了brainstorm则在之后,或在创意文档完成后)
    • /design-review
      —— 验证创意文档
    • /map-systems
      —— 将创意拆解为独立系统
    • /design-system
      —— 为每个MVP系统撰写GDD
    • /review-all-gdds
      —— 跨系统一致性检查
    • /gate-check
      —— 在开始架构工作前验证准备情况 架构阶段:
    • /create-architecture
      —— 生成主架构蓝图和必要ADR列表
    • /architecture-decision (×N)
      —— 按照必要ADR列表记录关键技术决策
    • /create-control-manifest
      —— 将决策整理为可执行的规则清单
    • /architecture-review
      —— 验证架构覆盖范围 预生产阶段:
    • /ux-design
      —— 撰写关键界面的UX规范(主菜单、HUD、核心交互)
    • /vertical-slice
      —— 制作达到生产质量的端到端版本,验证完整游戏循环
    • /playtest-report (×1+)
      —— 记录每一次垂直切片的测试会话
    • /create-epics
      —— 将系统映射为史诗任务
    • /create-stories
      —— 将史诗任务拆解为可实现的用户故事
    • /sprint-plan
      —— 规划第一个冲刺周期 生产阶段: → 使用
      /dev-story
      承接用户故事

If D: Existing work

若选择D:已有相关工作成果

  1. 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]..."
  2. Sub-case D1 — Early stage (engine not configured or only a game concept exists):
    • Recommend
      /setup-engine
      first if engine not configured
    • Then
      /project-stage-detect
      for a gap inventory
    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.
      /adopt
      checks this specifically."
    • Recommend:
      1. /project-stage-detect
        — understand what phase and what's missing entirely
      2. /adopt
        — audit whether existing artifacts are in the right internal format
  3. Show the recommended path for D2:
    • /project-stage-detect
      — phase detection + existence gaps
    • /adopt
      — format compliance audit + migration plan
    • /setup-engine
      — if engine not configured
    • /design-system retrofit [path]
      — fill missing GDD sections
    • /architecture-decision retrofit [path]
      — add missing ADR sections
    • /architecture-review
      — bootstrap the TR requirement registry
    • /gate-check
      — validate readiness for next phase

  1. 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]..."
  2. 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
      /project-stage-detect
      进行缺口盘点
    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。
      /adopt
      会专门检查这一点。"
    • 推荐:
      1. /project-stage-detect
        —— 了解当前阶段和完全缺失的内容
      2. /adopt
        —— 审核现有工件是否符合内部格式要求
  3. 展示D2的推荐路径:
    • /project-stage-detect
      —— 阶段检测+存在性缺口分析
    • /adopt
      —— 格式合规性审核+迁移计划
    • /setup-engine
      —— 若引擎未配置
    • /design-system retrofit [path]
      —— 补充GDD缺失章节
    • /architecture-decision retrofit [path]
      —— 添加ADR缺失章节
    • /architecture-review
      —— 初始化TR需求注册表
    • /gate-check
      —— 验证进入下一阶段的准备情况

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
production/stage.txt
. Create the
production/
directory if it does not exist.
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
production/stage.txt
to
[stage]
— this anchors your status line and stage detection."

在确认起始路径后(且在询问评审模式前),将初始阶段写入
production/stage.txt
。若
production/
目录不存在则创建该目录。
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
production/stage.txt
设置为
[stage]
——这将作为你的状态标识和阶段检测依据。"

Phase 3b: Set Review Mode

第3b阶段:设置评审模式

Check if
production/review-mode.txt
already exists.
If it exists: Read it and show the current mode — "Review mode is set to
[current]
." — then proceed to Phase 4. Do not ask again.
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:
    • Full
      — Director specialists review at each key workflow step. Best for teams, learning the workflow, or when you want thorough feedback on every decision.
    • Lean (recommended)
      — Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. Balanced approach for solo devs and small teams.
    • Solo
      — No director reviews at all. Maximum speed. Best for game jams, prototypes, or if the reviews feel like overhead.
Write the choice to
production/review-mode.txt
immediately after the user selects — no separate "May I write?" needed, as the write is a direct consequence of the selection:
  • Full
    → write
    full
  • Lean (recommended)
    → write
    lean
  • Solo
    → write
    solo
Create the
production/
directory if it does not exist.

检查
production/review-mode.txt
是否已存在。
若已存在:读取文件并展示当前模式——"评审模式已设置为
[current]
。"——然后进入第4阶段。无需再次询问。
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
    • Full
      —— 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。
    • Lean (recommended)
      —— 仅在阶段 gate 转换时(
      /gate-check
      )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。
    • Solo
      —— 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。
用户选择后立即将结果写入
production/review-mode.txt
——无需单独询问“是否可以写入?”,因为写入是选择的直接结果:
  • Full
    → 写入
    full
  • Lean (recommended)
    → 写入
    lean
  • Solo
    → 写入
    solo
production/
目录不存在则创建该目录。

Phase 4: Confirm Before Proceeding

第4阶段:确认后再继续

After presenting the recommended path, use
AskUserQuestion
to ask the user which step they'd like to take first. Never auto-run the next skill.
  • 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
AskUserQuestion
询问用户想要先执行哪个步骤。切勿自动运行下一个Skill。
  • 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
[skill command]
to begin." Nothing else. Do not re-explain the skill or add encouragement. The
/start
skill's job is done.
Verdict: 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
[skill command]
开始。" 无需其他内容。无需重新解释Skill或添加鼓励语。
/start
Skill的任务已完成。
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
    src/
    . Did you mean to pick D (existing work)?"
  • 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
    design/gdd/game-concept.md
    . Review mode:
    [read from production/review-mode.txt, or 'lean (default)' if missing]
    . Want to pick up where you left off? Try
    /sprint-plan
    or just tell me what you'd like to work on."
  • 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
    src/
    目录下已有代码。你是不是想选择D(已有工作成果)?"
  • 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
    design/gdd/game-concept.md
    有游戏创意。评审模式:
    [从production/review-mode.txt读取,若缺失则为'lean (default)']
    。想要继续之前的工作吗?试试
    /sprint-plan
    或者告诉我你想做什么。"
  • 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

  1. Ask first — never assume the user's state or intent
  2. Present options — give clear paths, not mandates
  3. User decides — they pick the direction
  4. No auto-execution — recommend the next skill, don't run it without asking
  5. Adapt — if the user's situation doesn't fit a template, listen and adjust
  1. 先询问——绝不假设用户的状态或意图
  2. 提供选项——给出清晰的路径,而非强制要求
  3. 用户决定——由用户选择方向
  4. 不自动执行——推荐下一个Skill,但不未经询问就运行
  5. 灵活调整——若用户情况不符合模板,倾听并调整