prototype

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Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.

AI & Automation 21,463 stars 3118 forks Updated 3 weeks ago MIT

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Quality Score: 97/100

Stars 20%
100
Recency 20%
90
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

## Phase 1: Define the Question Resolve the review mode (once, store for all gate spawns this run): 1. If `--review [full|lean|solo]` was passed → use that 2. Else read `production/review-mode.txt` → use that value 3. Else → default to `lean` See `.claude/docs/director-gates.md` for the full check pattern. Read the concept description from the argument. Identify the core question this prototype must answer. If the concept is vague, state the question explicitly before proceeding — a prototype without a clear question wastes time. --- ## Phase 2: Load Project Context Read `CLAUDE.md` for project context and the current tech stack. Understand what engine, language, and frameworks are in use so the prototype is built with compatible tooling. --- ## Phase 3: Plan the Prototype Define in 3-5 bullet points what the minimum viable prototype looks like: - What is the core question? - What is the absolute minimum code needed to answer it? - What can be skipped (error handling, polish, architecture)? Present this plan to the user before building. Ask for confirmation if scope seems unclear. --- ## Phase 4: Implement Ask: "May I create the prototype directory at `prototypes/[concept-name]/` and begin implementation?" If yes, create the directory. Every file must begin with: ``` // PROTOTYPE - NOT FOR PRODUCTION // Question: [Core question being tested] // Date: [Current date] ``` Standards are intentionally relaxed: - Hardcode values freely - Use placeholder assets - S...

Details

Author
Donchitos
Repository
Donchitos/Claude-Code-Game-Studios
Created
4 months ago
Last Updated
3 weeks ago
Language
Shell
License
MIT

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