asset-speclisted
Install: claude install-skill NITISH-R-G/skills-i-use
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.
---
## Phase 0b: Entity & Screen Inventory (runs when no arguments and no existing inventory)
This flow produces `design/assets/entity-inventory.md` — the master list of everything
the game needs visually. Run once before asset spec work begins.
### Step 1 — Gather from docs
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)
### Step 2 — Build proposed inventory
Organize everything found into categories:
```
Characters / Protagonists
Enemies / Creat