map-systems

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Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.

AI & Automation 66 stars 7 forks Updated 4 days ago MIT

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Quality Score: 91/100

Stars 20%
61
Recency 20%
100
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

When this skill is invoked: ## Parse Arguments Two modes: - **No argument**: `/map-systems` — Run the full decomposition workflow (Phases 1-5) to create or update the systems index. - **`next`**: `/map-systems next` — Pick the highest-priority undesigned system from the index and hand off to `/design-system` (Phase 6). Also 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 `docs/framework/director-gates.md` for the full check pattern. --- ## Phase 1: Read Concept (Required Context) Read the game concept and any existing design work. This provides the raw material for systems decomposition. **Required:** - Read `design/gdd/game-concept.md` — **fail with a clear message if missing**: > "No game concept found at `design/gdd/game-concept.md`. Run `/concept-brainstorm` first > to create one, then come back to decompose it into systems." **Optional (read if they exist):** - Read `design/gdd/game-pillars.md` — pillars constrain priority and scope - Read `design/gdd/systems-index.md` — if exists, **resume** from where it left off (update, don't recreate from scratch) - Glob `design/gdd/*.md` — check which system GDDs already exist **If the systems index already exists:** - Read it and present current status to the user - Use `question` to ask: "The systems index already exists with [N] systems ([M] ...

Details

Author
striderZA
Repository
striderZA/OpenCodeGameStudios
Created
2 months ago
Last Updated
4 days ago
Language
JavaScript
License
MIT

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