@zigrivers/scaffold 3.4.0 → 3.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +411 -7
- package/content/knowledge/game/game-accessibility.md +328 -0
- package/content/knowledge/game/game-ai-patterns.md +542 -0
- package/content/knowledge/game/game-asset-pipeline.md +359 -0
- package/content/knowledge/game/game-audio-design.md +342 -0
- package/content/knowledge/game/game-binary-vcs-strategy.md +396 -0
- package/content/knowledge/game/game-design-document.md +260 -0
- package/content/knowledge/game/game-domain-patterns.md +297 -0
- package/content/knowledge/game/game-economy-design.md +355 -0
- package/content/knowledge/game/game-engine-selection.md +242 -0
- package/content/knowledge/game/game-input-systems.md +357 -0
- package/content/knowledge/game/game-level-content-design.md +455 -0
- package/content/knowledge/game/game-liveops-analytics.md +280 -0
- package/content/knowledge/game/game-localization.md +323 -0
- package/content/knowledge/game/game-milestone-definitions.md +337 -0
- package/content/knowledge/game/game-modding-ugc.md +390 -0
- package/content/knowledge/game/game-narrative-design.md +404 -0
- package/content/knowledge/game/game-networking.md +391 -0
- package/content/knowledge/game/game-performance-budgeting.md +378 -0
- package/content/knowledge/game/game-platform-certification.md +417 -0
- package/content/knowledge/game/game-project-structure.md +360 -0
- package/content/knowledge/game/game-save-systems.md +452 -0
- package/content/knowledge/game/game-testing-strategy.md +470 -0
- package/content/knowledge/game/game-ui-patterns.md +475 -0
- package/content/knowledge/game/game-vr-ar-design.md +313 -0
- package/content/knowledge/review/review-art-bible.md +305 -0
- package/content/knowledge/review/review-game-design.md +303 -0
- package/content/knowledge/review/review-game-economy.md +272 -0
- package/content/knowledge/review/review-netcode.md +280 -0
- package/content/knowledge/review/review-platform-cert.md +341 -0
- package/content/methodology/custom-defaults.yml +25 -0
- package/content/methodology/deep.yml +25 -0
- package/content/methodology/game-overlay.yml +145 -0
- package/content/methodology/mvp.yml +25 -0
- package/content/pipeline/architecture/ai-behavior-design.md +87 -0
- package/content/pipeline/architecture/netcode-spec.md +86 -0
- package/content/pipeline/architecture/review-netcode.md +78 -0
- package/content/pipeline/foundation/performance-budgets.md +91 -0
- package/content/pipeline/modeling/narrative-bible.md +84 -0
- package/content/pipeline/pre/game-design-document.md +89 -0
- package/content/pipeline/pre/review-gdd.md +74 -0
- package/content/pipeline/quality/analytics-telemetry.md +98 -0
- package/content/pipeline/quality/live-ops-plan.md +99 -0
- package/content/pipeline/quality/platform-cert-prep.md +129 -0
- package/content/pipeline/quality/playtest-plan.md +83 -0
- package/content/pipeline/specification/art-bible.md +87 -0
- package/content/pipeline/specification/audio-design.md +96 -0
- package/content/pipeline/specification/content-structure-design.md +141 -0
- package/content/pipeline/specification/economy-design.md +104 -0
- package/content/pipeline/specification/game-accessibility.md +82 -0
- package/content/pipeline/specification/game-ui-spec.md +97 -0
- package/content/pipeline/specification/input-controls-spec.md +81 -0
- package/content/pipeline/specification/localization-plan.md +113 -0
- package/content/pipeline/specification/modding-ugc-spec.md +116 -0
- package/content/pipeline/specification/online-services-spec.md +104 -0
- package/content/pipeline/specification/review-economy.md +87 -0
- package/content/pipeline/specification/review-game-ui.md +73 -0
- package/content/pipeline/specification/save-system-spec.md +116 -0
- package/dist/cli/commands/adopt.d.ts.map +1 -1
- package/dist/cli/commands/adopt.js +25 -0
- package/dist/cli/commands/adopt.js.map +1 -1
- package/dist/cli/commands/adopt.test.js +28 -1
- package/dist/cli/commands/adopt.test.js.map +1 -1
- package/dist/cli/commands/build.test.js +3 -0
- package/dist/cli/commands/build.test.js.map +1 -1
- package/dist/cli/commands/init.d.ts +1 -0
- package/dist/cli/commands/init.d.ts.map +1 -1
- package/dist/cli/commands/init.js +6 -0
- package/dist/cli/commands/init.js.map +1 -1
- package/dist/cli/commands/init.test.js +12 -1
- package/dist/cli/commands/init.test.js.map +1 -1
- package/dist/cli/commands/knowledge.test.js +8 -0
- package/dist/cli/commands/knowledge.test.js.map +1 -1
- package/dist/cli/commands/next.d.ts.map +1 -1
- package/dist/cli/commands/next.js +19 -5
- package/dist/cli/commands/next.js.map +1 -1
- package/dist/cli/commands/next.test.js +56 -0
- package/dist/cli/commands/next.test.js.map +1 -1
- package/dist/cli/commands/rework.d.ts.map +1 -1
- package/dist/cli/commands/rework.js +11 -2
- package/dist/cli/commands/rework.js.map +1 -1
- package/dist/cli/commands/rework.test.js +5 -0
- package/dist/cli/commands/rework.test.js.map +1 -1
- package/dist/cli/commands/run.d.ts.map +1 -1
- package/dist/cli/commands/run.js +54 -4
- package/dist/cli/commands/run.js.map +1 -1
- package/dist/cli/commands/run.test.js +384 -0
- package/dist/cli/commands/run.test.js.map +1 -1
- package/dist/cli/commands/skip.test.js +3 -0
- package/dist/cli/commands/skip.test.js.map +1 -1
- package/dist/cli/commands/status.d.ts.map +1 -1
- package/dist/cli/commands/status.js +16 -3
- package/dist/cli/commands/status.js.map +1 -1
- package/dist/cli/commands/status.test.js +55 -0
- package/dist/cli/commands/status.test.js.map +1 -1
- package/dist/cli/output/auto.d.ts +3 -0
- package/dist/cli/output/auto.d.ts.map +1 -1
- package/dist/cli/output/auto.js +9 -0
- package/dist/cli/output/auto.js.map +1 -1
- package/dist/cli/output/context.d.ts +6 -0
- package/dist/cli/output/context.d.ts.map +1 -1
- package/dist/cli/output/context.js.map +1 -1
- package/dist/cli/output/context.test.js +87 -0
- package/dist/cli/output/context.test.js.map +1 -1
- package/dist/cli/output/error-display.test.js +3 -0
- package/dist/cli/output/error-display.test.js.map +1 -1
- package/dist/cli/output/interactive.d.ts +3 -0
- package/dist/cli/output/interactive.d.ts.map +1 -1
- package/dist/cli/output/interactive.js +76 -0
- package/dist/cli/output/interactive.js.map +1 -1
- package/dist/cli/output/json.d.ts +3 -0
- package/dist/cli/output/json.d.ts.map +1 -1
- package/dist/cli/output/json.js +9 -0
- package/dist/cli/output/json.js.map +1 -1
- package/dist/config/loader.d.ts.map +1 -1
- package/dist/config/loader.js +3 -2
- package/dist/config/loader.js.map +1 -1
- package/dist/config/schema.d.ts +641 -15
- package/dist/config/schema.d.ts.map +1 -1
- package/dist/config/schema.js +26 -1
- package/dist/config/schema.js.map +1 -1
- package/dist/config/schema.test.js +192 -1
- package/dist/config/schema.test.js.map +1 -1
- package/dist/core/assembly/overlay-loader.d.ts +24 -0
- package/dist/core/assembly/overlay-loader.d.ts.map +1 -0
- package/dist/core/assembly/overlay-loader.js +190 -0
- package/dist/core/assembly/overlay-loader.js.map +1 -0
- package/dist/core/assembly/overlay-loader.test.d.ts +2 -0
- package/dist/core/assembly/overlay-loader.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-loader.test.js +106 -0
- package/dist/core/assembly/overlay-loader.test.js.map +1 -0
- package/dist/core/assembly/overlay-resolver.d.ts +15 -0
- package/dist/core/assembly/overlay-resolver.d.ts.map +1 -0
- package/dist/core/assembly/overlay-resolver.js +58 -0
- package/dist/core/assembly/overlay-resolver.js.map +1 -0
- package/dist/core/assembly/overlay-resolver.test.d.ts +2 -0
- package/dist/core/assembly/overlay-resolver.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-resolver.test.js +246 -0
- package/dist/core/assembly/overlay-resolver.test.js.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.d.ts +26 -0
- package/dist/core/assembly/overlay-state-resolver.d.ts.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.js +63 -0
- package/dist/core/assembly/overlay-state-resolver.js.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.test.d.ts +2 -0
- package/dist/core/assembly/overlay-state-resolver.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.test.js +256 -0
- package/dist/core/assembly/overlay-state-resolver.test.js.map +1 -0
- package/dist/core/assembly/preset-loader.d.ts +1 -0
- package/dist/core/assembly/preset-loader.d.ts.map +1 -1
- package/dist/core/assembly/preset-loader.js +2 -0
- package/dist/core/assembly/preset-loader.js.map +1 -1
- package/dist/core/dependency/eligibility.test.js +3 -0
- package/dist/core/dependency/eligibility.test.js.map +1 -1
- package/dist/e2e/game-pipeline.test.d.ts +10 -0
- package/dist/e2e/game-pipeline.test.d.ts.map +1 -0
- package/dist/e2e/game-pipeline.test.js +298 -0
- package/dist/e2e/game-pipeline.test.js.map +1 -0
- package/dist/e2e/init.test.js +3 -0
- package/dist/e2e/init.test.js.map +1 -1
- package/dist/project/adopt.d.ts +3 -1
- package/dist/project/adopt.d.ts.map +1 -1
- package/dist/project/adopt.js +29 -1
- package/dist/project/adopt.js.map +1 -1
- package/dist/project/adopt.test.js +51 -1
- package/dist/project/adopt.test.js.map +1 -1
- package/dist/types/config.d.ts +50 -4
- package/dist/types/config.d.ts.map +1 -1
- package/dist/types/config.test.d.ts +2 -0
- package/dist/types/config.test.d.ts.map +1 -0
- package/dist/types/config.test.js +97 -0
- package/dist/types/config.test.js.map +1 -0
- package/dist/utils/eligible.d.ts +3 -2
- package/dist/utils/eligible.d.ts.map +1 -1
- package/dist/utils/eligible.js +18 -4
- package/dist/utils/eligible.js.map +1 -1
- package/dist/utils/errors.d.ts +4 -0
- package/dist/utils/errors.d.ts.map +1 -1
- package/dist/utils/errors.js +31 -0
- package/dist/utils/errors.js.map +1 -1
- package/dist/utils/errors.test.js +4 -1
- package/dist/utils/errors.test.js.map +1 -1
- package/dist/wizard/questions.d.ts +4 -0
- package/dist/wizard/questions.d.ts.map +1 -1
- package/dist/wizard/questions.js +59 -1
- package/dist/wizard/questions.js.map +1 -1
- package/dist/wizard/questions.test.js +178 -4
- package/dist/wizard/questions.test.js.map +1 -1
- package/dist/wizard/wizard.d.ts +1 -0
- package/dist/wizard/wizard.d.ts.map +1 -1
- package/dist/wizard/wizard.js +4 -1
- package/dist/wizard/wizard.js.map +1 -1
- package/dist/wizard/wizard.test.js +102 -4
- package/dist/wizard/wizard.test.js.map +1 -1
- package/package.json +1 -1
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---
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name: input-controls-spec
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description: Specify input bindings, rebinding, haptics, dead zones, and cross-play input fairness
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summary: "Documents default bindings per device, input abstraction layer, rebinding system, dead zones, aim assist, haptics, controller disconnect behavior, and accessibility input requirements."
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phase: "specification"
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order: 862
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dependencies: [game-design-document, game-accessibility]
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outputs: [docs/input-controls-spec.md]
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conditional: null
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reads: []
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knowledge-base: [game-input-systems, game-vr-ar-design]
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---
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## Purpose
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Specify the complete input system for the game: default bindings per input
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device (keyboard/mouse, gamepad, touch, motion), the input abstraction layer
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that maps physical inputs to gameplay actions, the rebinding and
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customization system, analog tuning (dead zones, sensitivity curves, aim
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assist), haptic feedback design, controller disconnect behavior, and
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accessibility-driven input requirements from the accessibility plan.
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This step bridges the GDD's gameplay mechanics and the accessibility plan
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into a concrete input specification that implementation can build directly
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from. Every mechanic in the GDD should trace to at least one input action
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documented here.
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## Inputs
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- docs/game-design.md (required) — mechanics and interaction verbs requiring input bindings
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- docs/game-accessibility.md (required) — remappable controls requirements, motor accessibility needs
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- docs/plan.md (required) — target platforms and supported input devices
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- docs/performance-budgets.md (optional) — input latency budgets
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## Expected Outputs
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- docs/input-controls-spec.md — input bindings, abstraction layer, rebinding
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system, analog tuning, haptics, disconnect behavior, and accessibility
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input requirements
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## Quality Criteria
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- (mvp) Default binding table per supported input device (keyboard/mouse, gamepad, touch) with every GDD mechanic mapped to an input action
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- (mvp) Input abstraction layer defined — actions are named semantically (e.g., "jump", "interact") not by physical key
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- (mvp) Rebinding system requirements specified per accessibility plan
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- (mvp) Controller disconnect behavior defined (pause, AI takeover, timeout)
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- (deep) Dead zone and sensitivity curve specifications per analog input (stick, trigger)
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- (deep) Aim assist parameters documented (magnetism strength, slowdown radius, snap-to-target rules) with per-input-device tuning
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- (deep) Haptic feedback map: gameplay events to vibration patterns (intensity, duration, motor selection)
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- (deep) Cross-play input fairness: input-based matchmaking rules, aim assist parity between input types
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- (deep) Simultaneous input handling documented (keyboard + mouse + gamepad hot-switching)
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## Methodology Scaling
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- **deep**: Full input specification with binding tables per device, abstraction
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layer architecture, rebinding UI wireframe descriptions, dead zone curves,
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aim assist tuning parameters, haptic feedback map, cross-play fairness
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rules, accessibility input matrix, and input latency budget. 10-20 pages.
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- **mvp**: Default bindings per device, action abstraction layer, rebinding
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support flag, and controller disconnect behavior. 3-5 pages.
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- **custom:depth(1-5)**:
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- Depth 1: action list with default keyboard/mouse and gamepad bindings only.
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- Depth 2: add input abstraction layer design and rebinding requirements.
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- Depth 3: add dead zones, sensitivity curves, controller disconnect behavior, and touch bindings.
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- Depth 4: add aim assist parameters, haptic feedback map, and cross-play input fairness rules.
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- Depth 5: full specification with input latency budgets, simultaneous input hot-switching, accessibility input matrix, and platform certification input requirements.
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## Mode Detection
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Check for docs/input-controls-spec.md. If it exists, operate in update mode:
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read existing bindings and diff against current GDD mechanics. New mechanics
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may require new input actions. Preserve existing binding defaults and player
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muscle memory conventions. Add bindings for new mechanics without disrupting
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established controls.
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## Update Mode Specifics
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- **Detect prior artifact**: docs/input-controls-spec.md exists
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- **Preserve**: existing default bindings, dead zone values, aim assist
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tuning, haptic patterns, rebinding system design
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- **Triggers for update**: GDD added new mechanics requiring new input
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actions, accessibility plan updated motor requirements, target platforms
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changed (new input devices), performance budgets revised input latency
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targets
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- **Conflict resolution**: if a new mechanic's ideal binding conflicts with
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an existing binding, document both the conflict and recommended resolution
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(rebind the new action, not the established one); never silently reassign
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bindings that players may have committed to muscle memory
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---
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name: localization-plan
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description: Plan target languages, string management, font support (CJK/RTL), UI text expansion, VO localization, cultural adaptation, and LQA
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summary: "Plans the localization strategy — target languages and tiers, string management pipeline, font support for CJK and RTL scripts, UI text expansion handling (~30% for German), voice-over localization approach, cultural adaptation guidelines, and linguistic QA process."
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phase: "specification"
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order: 874
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dependencies: [game-design-document]
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outputs: [docs/localization-plan.md]
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conditional: "if-needed"
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reads: [game-ui-spec, narrative-bible]
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knowledge-base: [game-localization]
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---
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## Purpose
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Plan the localization strategy — the systematic process of adapting the game
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for multiple languages and cultures. Localization is not translation: it
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encompasses string management infrastructure, font and text rendering for
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diverse scripts, UI layout adaptation for text expansion, voice-over
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production across languages, cultural sensitivity review, and a quality
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assurance process that validates every localized build.
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Localization decisions have deep technical implications that must be resolved
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before content production begins. String externalization must be built into
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the code architecture — retrofitting it after thousands of hardcoded strings
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exist is prohibitively expensive. Font atlases must support target scripts
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(CJK characters alone require thousands of glyphs). UI layouts must
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accommodate text expansion (German text is typically 30% longer than English;
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some languages expand by 50% or more). Right-to-left (RTL) scripts (Arabic,
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Hebrew) require mirrored UI layouts. These are not cosmetic adjustments —
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they are architectural requirements that affect every system touching text.
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Three localization depth tiers exist:
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1. **Text-only localization**: All in-game text is translated, but audio
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remains in the original language (with subtitles). Most cost-effective,
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suitable for indie and mid-scale games.
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2. **Partial VO localization**: Text is fully translated, and key narrative
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audio (cinematics, main story) is re-recorded in target languages. Secondary
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audio (barks, incidental dialogue) uses original language with subtitles.
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3. **Full VO localization**: All spoken content is re-recorded in every target
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language. Highest cost, required for AAA titles targeting global markets.
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## Conditional Evaluation
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Enable when: the project config indicates more than one supported locale
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(`supportedLocales.length > 1`) — the game will ship in multiple languages,
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requiring string externalization, font support, UI adaptation, and a
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localization pipeline.
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Skip when: the game ships in a single language only. Games with no text (pure
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visual/musical experiences) or games explicitly scoped to one market with no
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localization plans do not need this specification.
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## Inputs
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- docs/game-design.md (required) — narrative scope, text volume, VO volume, cultural setting informing adaptation needs
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- docs/plan.md (required) — target markets and languages, localization budget and timeline constraints
|
|
56
|
+
- docs/game-ui-spec.md (optional, forward-read) — UI layout system, text rendering approach, font pipeline
|
|
57
|
+
- docs/narrative-bible.md (optional, forward-read) — dialogue volume, character voice profiles, cultural references requiring adaptation
|
|
58
|
+
|
|
59
|
+
## Expected Outputs
|
|
60
|
+
- docs/localization-plan.md — target languages, string management pipeline,
|
|
61
|
+
font strategy, UI adaptation guidelines, VO localization approach, cultural
|
|
62
|
+
adaptation process, and LQA plan
|
|
63
|
+
|
|
64
|
+
## Quality Criteria
|
|
65
|
+
- (mvp) Target languages listed with priority tiers: Tier 1 (ship languages), Tier 2 (post-launch), Tier 3 (community-contributed), with rationale for each tier based on market analysis
|
|
66
|
+
- (mvp) String management pipeline specified: string externalization format (JSON, XLIFF, PO, proprietary), key naming convention, pluralization and gender rules, interpolation/variable syntax, context annotations for translators
|
|
67
|
+
- (mvp) Font strategy documented: font families per script category (Latin, CJK, Cyrillic, Arabic, Devanagari), font atlas generation pipeline, fallback chain, dynamic font loading for memory-constrained platforms
|
|
68
|
+
- (mvp) UI text expansion handling: layout system accommodates 30-50% text growth, truncation and overflow strategy, minimum touch targets preserved regardless of text length, RTL layout mirroring plan (if applicable)
|
|
69
|
+
- (mvp) Localization build pipeline: how localized assets are packaged (per-language bundles, on-demand download, embedded), language switching at runtime (restart required vs hot-swap)
|
|
70
|
+
- (deep) VO localization plan: localization depth per language (text-only, partial VO, full VO), casting direction per language, lip-sync adaptation approach (re-animation, procedural, blend shapes), recording specification (sample rate, format, naming)
|
|
71
|
+
- (deep) Cultural adaptation guidelines: content sensitivity review process, region-specific content variants (violence/gore rating adjustments, culturally inappropriate symbols, color symbolism), legal requirements per market (age rating localization, loot box probability disclosure language)
|
|
72
|
+
- (deep) LQA (Linguistic Quality Assurance) process: in-context review workflow (translators play the build), bug taxonomy (truncation, overlap, mistranslation, placeholder visible, encoding error), severity levels, sign-off criteria per language
|
|
73
|
+
- (deep) Translation memory and terminology management: TM/glossary tooling, term consistency enforcement, brand name and proper noun lock lists, style guide per language
|
|
74
|
+
- (deep) Pseudolocalization testing: automated pseudo-loc pass (accented characters, text expansion simulation, RTL simulation) integrated into CI, visual regression testing for localized UI
|
|
75
|
+
|
|
76
|
+
## Methodology Scaling
|
|
77
|
+
- **deep**: Full localization plan covering tiered language strategy, string
|
|
78
|
+
management with TM/glossary tooling, comprehensive font strategy for all
|
|
79
|
+
target scripts, UI adaptation with RTL support, VO localization with lip-sync
|
|
80
|
+
plan, cultural adaptation guidelines, LQA process with in-context review,
|
|
81
|
+
pseudolocalization in CI, and localization analytics. 15-25 pages.
|
|
82
|
+
- **mvp**: Target languages, string externalization format, font strategy for
|
|
83
|
+
primary scripts, UI text expansion guidelines, and basic localization build
|
|
84
|
+
pipeline. 4-8 pages.
|
|
85
|
+
- **custom:depth(1-5)**:
|
|
86
|
+
- Depth 1: target language list and string externalization format only.
|
|
87
|
+
- Depth 2: add font strategy, UI text expansion handling, and localization build pipeline.
|
|
88
|
+
- Depth 3: add VO localization plan, cultural adaptation guidelines, and pluralization/gender rule system.
|
|
89
|
+
- Depth 4: add LQA process, translation memory tooling, RTL layout mirroring, and pseudolocalization testing.
|
|
90
|
+
- Depth 5: full specification with localization analytics (translation coverage, LQA defect rates, language launch readiness dashboard), community translation infrastructure, and per-region content variant management.
|
|
91
|
+
|
|
92
|
+
## Mode Detection
|
|
93
|
+
Check for docs/localization-plan.md. If it exists, operate in update mode:
|
|
94
|
+
read existing plan and diff against current GDD language targets and narrative
|
|
95
|
+
scope. Preserve existing string management format, font strategy, and VO
|
|
96
|
+
decisions. Update target language tiers if market analysis changed. Add font
|
|
97
|
+
support for new scripts if languages added require them.
|
|
98
|
+
|
|
99
|
+
## Update Mode Specifics
|
|
100
|
+
- **Detect prior artifact**: docs/localization-plan.md exists
|
|
101
|
+
- **Preserve**: string management format and key naming convention, font
|
|
102
|
+
families and atlas generation pipeline, VO localization depth per language,
|
|
103
|
+
LQA process and bug taxonomy, cultural adaptation decisions
|
|
104
|
+
- **Triggers for update**: GDD changed target markets or added languages,
|
|
105
|
+
narrative-bible changed dialogue volume or added culturally sensitive content,
|
|
106
|
+
game-ui-spec changed text rendering or layout system, VO scope changed
|
|
107
|
+
(text-only to partial VO, or partial to full), new platform added with
|
|
108
|
+
different font or text rendering constraints
|
|
109
|
+
- **Conflict resolution**: if adding a new target language requires a script
|
|
110
|
+
not currently supported by the font pipeline (e.g., adding Thai requires
|
|
111
|
+
complex text shaping), document the font engineering cost explicitly and
|
|
112
|
+
propose a phased approach — never add a language to the target list without
|
|
113
|
+
confirming the text rendering pipeline can support its script requirements
|
|
@@ -0,0 +1,116 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: modding-ugc-spec
|
|
3
|
+
description: Specify mod API surface, packaging format, sandboxing, versioning, content moderation, and distribution channels
|
|
4
|
+
summary: "Specifies the modding and user-generated content system — mod API surface and capability tiers, packaging format and validation, runtime sandboxing, compatibility and versioning strategy, content moderation pipeline, and distribution channels (Steam Workshop, mod.io, local file-based) with platform certification implications."
|
|
5
|
+
phase: "specification"
|
|
6
|
+
order: 872
|
|
7
|
+
dependencies: [system-architecture]
|
|
8
|
+
outputs: [docs/modding-spec.md]
|
|
9
|
+
conditional: "if-needed"
|
|
10
|
+
reads: [game-design-document]
|
|
11
|
+
knowledge-base: [game-modding-ugc]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Specify the modding and user-generated content (UGC) system — the APIs,
|
|
16
|
+
packaging formats, runtime boundaries, and distribution infrastructure that
|
|
17
|
+
allow players and third-party creators to extend the game safely and
|
|
18
|
+
sustainably.
|
|
19
|
+
|
|
20
|
+
Modding support is an architectural commitment, not a feature toggle. The mod
|
|
21
|
+
API surface determines what creators can change (textures, levels, gameplay
|
|
22
|
+
rules, UI), the packaging format determines how mods are distributed and
|
|
23
|
+
validated, and the sandboxing model determines what damage a malicious or
|
|
24
|
+
buggy mod can inflict. These decisions cascade into security requirements,
|
|
25
|
+
platform certification constraints, and long-term versioning strategy.
|
|
26
|
+
|
|
27
|
+
Three categories of modding complexity exist, each with different engineering
|
|
28
|
+
costs:
|
|
29
|
+
|
|
30
|
+
1. **Asset replacement**: Swapping textures, models, audio, or localization
|
|
31
|
+
strings. Lowest risk — mods cannot execute code, only replace data.
|
|
32
|
+
2. **Content authoring**: Creating new levels, quests, items, or game entities
|
|
33
|
+
using structured data formats (JSON, YAML, custom editors). Medium risk —
|
|
34
|
+
mods define data that the engine interprets, with schema validation as the
|
|
35
|
+
safety boundary.
|
|
36
|
+
3. **Scripted mods**: Running custom logic via a scripting layer (Lua, C#,
|
|
37
|
+
WASM). Highest risk — mods execute code, requiring sandboxing, resource
|
|
38
|
+
limits, and capability-based permission models.
|
|
39
|
+
|
|
40
|
+
This specification must also address the tension between openness and platform
|
|
41
|
+
certification: console platforms restrict arbitrary code execution and require
|
|
42
|
+
content moderation for UGC, which constrains what modding features can ship on
|
|
43
|
+
each platform.
|
|
44
|
+
|
|
45
|
+
## Conditional Evaluation
|
|
46
|
+
Enable when: the project config indicates modding support (`hasModding` is
|
|
47
|
+
true) — the GDD describes mod support, workshop integration, user-generated
|
|
48
|
+
content, level editors, or any system allowing players to create, share, or
|
|
49
|
+
install content beyond the shipped game.
|
|
50
|
+
|
|
51
|
+
Skip when: the game has no modding or UGC features — players can only
|
|
52
|
+
experience developer-created content. Games with cosmetic customization
|
|
53
|
+
(character creators, paint jobs) that use built-in assets do not require a
|
|
54
|
+
modding specification.
|
|
55
|
+
|
|
56
|
+
## Inputs
|
|
57
|
+
- docs/system-architecture.md (required) — engine architecture, asset loading pipeline, scripting runtime, security boundaries
|
|
58
|
+
- docs/plan.md (required) — target platforms informing modding feasibility per platform (PC vs console vs mobile)
|
|
59
|
+
- docs/game-design.md (optional, forward-read) — moddable systems, expected mod types, community creation goals
|
|
60
|
+
- docs/security.md (optional, forward-read) — threat model, sandboxing requirements, anti-cheat considerations for modded game states
|
|
61
|
+
|
|
62
|
+
## Expected Outputs
|
|
63
|
+
- docs/modding-spec.md — mod API surface, packaging format, sandboxing model,
|
|
64
|
+
versioning strategy, content moderation pipeline, and distribution channel
|
|
65
|
+
integration
|
|
66
|
+
|
|
67
|
+
## Quality Criteria
|
|
68
|
+
- (mvp) Mod capability tiers defined: which game systems are moddable (asset replacement, content authoring, scripted logic) with explicit boundaries for each tier
|
|
69
|
+
- (mvp) Packaging format specified: mod manifest schema, directory structure, required metadata (name, version, author, compatibility range, permissions)
|
|
70
|
+
- (mvp) Runtime sandboxing model documented: what mods can and cannot access (filesystem, network, memory), resource limits (CPU time, memory allocation), and failure isolation (one mod crash does not crash the game)
|
|
71
|
+
- (mvp) Mod loading and conflict resolution: load order management, asset override priority, incompatible mod detection, graceful degradation when mods fail validation
|
|
72
|
+
- (mvp) Distribution channel integration for at least one channel: Steam Workshop, mod.io, or local file-based sideloading
|
|
73
|
+
- (deep) Versioning and compatibility strategy: semantic versioning for mod API, compatibility matrix (which game versions support which mod API versions), migration tooling for mod authors when API breaks
|
|
74
|
+
- (deep) Content moderation pipeline: automated scanning (file type validation, size limits, known-malware signatures), community reporting, manual review queue, takedown process
|
|
75
|
+
- (deep) Platform certification analysis: which modding features are permitted per platform (PC unrestricted, console UGC requires certification-compliant moderation, mobile requires app store policy compliance)
|
|
76
|
+
- (deep) Mod development toolkit: editor tools, debugging support, documentation generation, sample mods, mod template scaffolding
|
|
77
|
+
- (deep) Multiplayer mod compatibility: mod-matching in matchmaking (only connect players with identical mod sets), server-authoritative mod validation, anti-cheat interaction with modded game states
|
|
78
|
+
|
|
79
|
+
## Methodology Scaling
|
|
80
|
+
- **deep**: Full modding specification covering all three capability tiers,
|
|
81
|
+
comprehensive sandboxing with capability-based permissions, multi-channel
|
|
82
|
+
distribution, content moderation pipeline, platform certification analysis,
|
|
83
|
+
versioning strategy with migration tooling, mod development toolkit, and
|
|
84
|
+
multiplayer mod compatibility. 15-25 pages.
|
|
85
|
+
- **mvp**: Mod capability tiers, packaging format, basic sandboxing, single
|
|
86
|
+
distribution channel, and load-order conflict resolution. 4-8 pages.
|
|
87
|
+
- **custom:depth(1-5)**:
|
|
88
|
+
- Depth 1: asset replacement tier only with local file-based sideloading.
|
|
89
|
+
- Depth 2: add content authoring tier with packaging format and manifest schema.
|
|
90
|
+
- Depth 3: add scripted mod tier with sandboxing model, conflict resolution, and second distribution channel.
|
|
91
|
+
- Depth 4: add content moderation pipeline, versioning strategy, platform certification analysis, and mod development toolkit.
|
|
92
|
+
- Depth 5: full specification with multiplayer mod compatibility, automated mod testing infrastructure, mod analytics (install rates, crash rates, popularity), and community curation tools.
|
|
93
|
+
|
|
94
|
+
## Mode Detection
|
|
95
|
+
Check for docs/modding-spec.md. If it exists, operate in update mode: read
|
|
96
|
+
existing modding spec and diff against current system architecture and GDD
|
|
97
|
+
modding requirements. Preserve existing API surface definitions, packaging
|
|
98
|
+
format, and distribution channel integrations. Update sandboxing model if
|
|
99
|
+
security requirements changed. Add new capability tiers if GDD expanded
|
|
100
|
+
moddable systems.
|
|
101
|
+
|
|
102
|
+
## Update Mode Specifics
|
|
103
|
+
- **Detect prior artifact**: docs/modding-spec.md exists
|
|
104
|
+
- **Preserve**: mod API surface definitions, packaging format and manifest
|
|
105
|
+
schema, sandboxing model, distribution channel integrations, versioning
|
|
106
|
+
strategy, content moderation pipeline
|
|
107
|
+
- **Triggers for update**: system architecture changed asset loading or
|
|
108
|
+
scripting runtime, GDD expanded or narrowed moddable systems, security
|
|
109
|
+
requirements changed sandboxing constraints, target platforms changed
|
|
110
|
+
(affects platform certification analysis), distribution channel added or
|
|
111
|
+
removed
|
|
112
|
+
- **Conflict resolution**: if platform certification requirements conflict
|
|
113
|
+
with desired modding features (e.g., console prohibiting scripted mods),
|
|
114
|
+
document the per-platform capability matrix explicitly — never silently
|
|
115
|
+
reduce PC modding capability to match console restrictions; instead, define
|
|
116
|
+
platform-specific mod capability tiers with clear feature parity documentation
|
|
@@ -0,0 +1,104 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: online-services-spec
|
|
3
|
+
description: Specify identity/auth, leaderboards, matchmaking, entitlements, remote config, moderation, and cloud save
|
|
4
|
+
summary: "Specifies online service infrastructure — identity and authentication, leaderboards, matchmaking, entitlements and DLC, remote config, content moderation, and cloud save — bridging system architecture with platform-specific service requirements."
|
|
5
|
+
phase: "specification"
|
|
6
|
+
order: 871
|
|
7
|
+
dependencies: [system-architecture]
|
|
8
|
+
outputs: [docs/online-services-spec.md]
|
|
9
|
+
conditional: "if-needed"
|
|
10
|
+
reads: [game-design-document, netcode-spec]
|
|
11
|
+
knowledge-base: [game-networking, game-liveops-analytics]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Specify the online services layer that sits between the game client and backend
|
|
16
|
+
infrastructure. Online services are the platform-facing systems that handle
|
|
17
|
+
player identity, persistent state, social features, and content delivery —
|
|
18
|
+
distinct from the netcode layer (which handles real-time gameplay
|
|
19
|
+
synchronization) and the economy layer (which handles virtual currency and
|
|
20
|
+
progression).
|
|
21
|
+
|
|
22
|
+
Every online service has platform-specific requirements: Xbox Live, PlayStation
|
|
23
|
+
Network, Steam, Epic Online Services, Apple Game Center, and Google Play Games
|
|
24
|
+
each have mandatory integration points for identity, achievements, entitlements,
|
|
25
|
+
and cloud saves. Abstracting these behind a unified service layer prevents
|
|
26
|
+
platform-specific code from spreading throughout the game codebase.
|
|
27
|
+
|
|
28
|
+
This specification covers: identity and authentication (platform SSO, cross-play
|
|
29
|
+
identity linking), leaderboards (submission, anti-cheat validation, seasonal
|
|
30
|
+
resets), matchmaking (skill-based, region-based, queue management), entitlements
|
|
31
|
+
and DLC (purchase verification, content unlocking), remote configuration
|
|
32
|
+
(feature flags, A/B testing, live tuning), content moderation (chat filtering,
|
|
33
|
+
reporting, sanctions), and cloud save (conflict resolution, migration).
|
|
34
|
+
|
|
35
|
+
## Conditional Evaluation
|
|
36
|
+
Enable when: the game requires any online service beyond local storage — online
|
|
37
|
+
multiplayer, leaderboards, cloud saves, in-app purchases requiring server
|
|
38
|
+
verification, remote configuration, or any feature requiring server
|
|
39
|
+
communication outside of real-time gameplay.
|
|
40
|
+
|
|
41
|
+
Skip when: the game is entirely offline with no online features — no
|
|
42
|
+
leaderboards, no cloud saves, no server-verified purchases, no remote config.
|
|
43
|
+
Games using only local save files and platform-native achievement systems
|
|
44
|
+
(which are handled by platform SDKs without custom backend) do not need this
|
|
45
|
+
specification.
|
|
46
|
+
|
|
47
|
+
## Inputs
|
|
48
|
+
- docs/system-architecture.md (required) — backend service boundaries and data flow
|
|
49
|
+
- docs/plan.md (required) — target platforms informing platform-specific service requirements
|
|
50
|
+
- docs/game-design.md (optional, forward-read) — multiplayer modes, social features, progression requiring persistence
|
|
51
|
+
- docs/netcode-spec.md (optional, forward-read) — matchmaking requirements, session management, connection lifecycle
|
|
52
|
+
|
|
53
|
+
## Expected Outputs
|
|
54
|
+
- docs/online-services-spec.md — service specifications for identity, leaderboards,
|
|
55
|
+
matchmaking, entitlements, remote config, moderation, and cloud save
|
|
56
|
+
|
|
57
|
+
## Quality Criteria
|
|
58
|
+
- (mvp) Identity and authentication flow documented: platform SSO integration per target platform, session token lifecycle, guest-to-account upgrade path
|
|
59
|
+
- (mvp) Every online service specifies: API contract (request/response), failure modes and fallback behavior, data ownership and retention policy
|
|
60
|
+
- (mvp) Cloud save strategy documented: save format, conflict resolution (last-write-wins, merge, user-choice), platform-specific cloud save API mapping
|
|
61
|
+
- (mvp) Entitlement verification flow documented: purchase validation, content unlocking, receipt verification per platform
|
|
62
|
+
- (deep) Leaderboard specification: submission validation (anti-cheat checks before write), ranking algorithm, seasonal reset strategy, regional vs global boards
|
|
63
|
+
- (deep) Matchmaking specification: skill rating system (Elo, Glicko-2, TrueSkill), queue management, region selection, party handling, backfill strategy
|
|
64
|
+
- (deep) Remote configuration specification: feature flag schema, A/B test segmentation, rollout strategy, emergency kill switches
|
|
65
|
+
- (deep) Content moderation specification: text filtering (blocklist + ML classification), player reporting workflow, sanction tiers (warning, mute, temp ban, permanent ban), appeal process
|
|
66
|
+
- (deep) Cross-play identity linking: account merging strategy, entitlement portability, platform TOS compliance for cross-platform purchases
|
|
67
|
+
- (deep) Service degradation strategy: graceful fallback when individual services are unavailable (offline mode, cached leaderboards, local save fallback)
|
|
68
|
+
|
|
69
|
+
## Methodology Scaling
|
|
70
|
+
- **deep**: Full online services specification covering all seven service
|
|
71
|
+
domains with platform-specific integration details, failure mode analysis,
|
|
72
|
+
cross-play considerations, moderation pipeline, and service degradation
|
|
73
|
+
strategy. 15-25 pages.
|
|
74
|
+
- **mvp**: Identity/auth, cloud save, and entitlement verification for primary
|
|
75
|
+
platform. 4-8 pages.
|
|
76
|
+
- **custom:depth(1-5)**:
|
|
77
|
+
- Depth 1: identity/auth flow and cloud save strategy for primary platform only.
|
|
78
|
+
- Depth 2: add entitlement verification and basic leaderboard submission.
|
|
79
|
+
- Depth 3: add matchmaking specification, remote config, and multi-platform identity mapping.
|
|
80
|
+
- Depth 4: add content moderation pipeline, cross-play identity linking, and service degradation strategy.
|
|
81
|
+
- Depth 5: full specification with A/B testing infrastructure, analytics event taxonomy for online services, and platform certification compliance checklist.
|
|
82
|
+
|
|
83
|
+
## Mode Detection
|
|
84
|
+
Check for docs/online-services-spec.md. If it exists, operate in update mode:
|
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85
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+
read existing spec and diff against current system architecture and platform
|
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86
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targets. Preserve existing service API contracts, identity flows, and cloud
|
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87
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save strategy. Update matchmaking if netcode-spec changed session management.
|
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+
Add services for new platforms added to target list.
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|
+
|
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+
## Update Mode Specifics
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- **Detect prior artifact**: docs/online-services-spec.md exists
|
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+
- **Preserve**: identity/auth flow, cloud save conflict resolution strategy,
|
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93
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+
entitlement verification flow, leaderboard ranking algorithm, matchmaking
|
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94
|
+
skill rating system, moderation sanction tiers
|
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95
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+
- **Triggers for update**: system architecture changed backend service
|
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96
|
+
boundaries, target platforms changed (new platform requires new SSO
|
|
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+
integration), netcode-spec changed matchmaking or session management,
|
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98
|
+
GDD added social features or new online modes, economy-design added
|
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99
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+
server-verified purchases
|
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100
|
+
- **Conflict resolution**: if platform requirements conflict across target
|
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101
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+
platforms (e.g., different cloud save APIs with incompatible merge
|
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102
|
+
strategies), document the conflict and propose an abstraction layer that
|
|
103
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+
accommodates all platforms; never implement platform-specific behavior
|
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104
|
+
without the abstraction boundary
|
|
@@ -0,0 +1,87 @@
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|
1
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+
---
|
|
2
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+
name: review-economy
|
|
3
|
+
description: Review economy design for inflation trajectories, exploit vectors, ethical monetization, and legal compliance
|
|
4
|
+
summary: "Multi-pass review of economy design checking inflation/deflation trajectories, exploit vectors, ethical monetization compliance, pay-to-win detection, legal compliance per market, progression-monetization separation, and live-service sustainability."
|
|
5
|
+
phase: "specification"
|
|
6
|
+
order: 869
|
|
7
|
+
dependencies: [economy-design]
|
|
8
|
+
outputs: [docs/reviews/specification-review-economy.md]
|
|
9
|
+
conditional: "if-needed"
|
|
10
|
+
reads: []
|
|
11
|
+
knowledge-base: [review-game-economy, review-step-template, multi-model-review-dispatch]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Multi-pass review of the economy design targeting economy-specific failure modes:
|
|
16
|
+
unchecked inflation or deflation trajectories, exploitable currency conversion
|
|
17
|
+
paths, predatory monetization patterns, pay-to-win competitive advantages,
|
|
18
|
+
legal non-compliance per target market, broken progression-monetization
|
|
19
|
+
separation, and unsustainable live-service economy plans.
|
|
20
|
+
|
|
21
|
+
Economy bugs discovered in live service cost orders of magnitude more to fix
|
|
22
|
+
than those caught at design time — a duplication exploit discovered post-launch
|
|
23
|
+
can destroy an economy in hours, and rebalancing a live economy with real-money
|
|
24
|
+
purchases has legal implications. This review catches these failures before
|
|
25
|
+
implementation begins.
|
|
26
|
+
|
|
27
|
+
At depth 4+, dispatches to external AI models (Codex, Gemini) for
|
|
28
|
+
independent review validation.
|
|
29
|
+
|
|
30
|
+
## Conditional Evaluation
|
|
31
|
+
Enable when: economy-design is enabled (i.e., the game has virtual currencies,
|
|
32
|
+
resource systems, loot tables, or monetization mechanics). If economy-design
|
|
33
|
+
runs, this review must follow it.
|
|
34
|
+
|
|
35
|
+
Skip when: economy-design is skipped (i.e., the game has no resource economy).
|
|
36
|
+
No economy design means no economy review.
|
|
37
|
+
|
|
38
|
+
## Inputs
|
|
39
|
+
- docs/economy-design.md (required) — economy specification to review
|
|
40
|
+
- docs/game-design.md (required) — core loop and progression mechanics for cross-reference
|
|
41
|
+
- docs/plan.md (required) — target markets and business model for legal compliance verification
|
|
42
|
+
|
|
43
|
+
## Expected Outputs
|
|
44
|
+
- docs/reviews/specification-review-economy.md — findings and resolution log
|
|
45
|
+
- docs/economy-design.md — updated with fixes
|
|
46
|
+
- docs/reviews/economy/review-summary.md (depth 4+) — multi-model review synthesis
|
|
47
|
+
- docs/reviews/economy/codex-review.json (depth 4+, if available) — raw Codex findings
|
|
48
|
+
- docs/reviews/economy/gemini-review.json (depth 4+, if available) — raw Gemini findings
|
|
49
|
+
|
|
50
|
+
## Quality Criteria
|
|
51
|
+
- (mvp) Inflation/deflation trajectory verified: currency generation and removal rates produce a stable or managed economy over the player lifecycle
|
|
52
|
+
- (mvp) Exploit vectors audited: duplication, overflow, conversion rate manipulation, and timing exploits identified and mitigated at design level
|
|
53
|
+
- (mvp) Ethical monetization verified: no pay-to-win advantages in PvP contexts, spending limit awareness mechanisms present, no predatory patterns targeting vulnerable players
|
|
54
|
+
- (mvp) Every finding categorized P0-P3 with specific section and issue. Severity definitions: P0 = Breaks downstream work. P1 = Prevents quality milestone. P2 = Known tech debt. P3 = Polish.
|
|
55
|
+
- (mvp) Fix plan documented for all P0/P1 findings; fixes applied to economy-design.md and re-validated
|
|
56
|
+
- (deep) Legal compliance verified per target market: probability disclosure, age-gating, spending limits, loot box classification
|
|
57
|
+
- (deep) Progression-monetization separation verified: removing all real-money paths leaves a satisfying progression experience
|
|
58
|
+
- (deep) Live-service sustainability checked: seasonal economy additions do not compound inflation, event currencies have clear expiration or conversion paths
|
|
59
|
+
- (deep) Economy simulation formulas verified for mathematical consistency (no negative balances, no infinite loops, no unreachable milestones)
|
|
60
|
+
- (mvp) Review report includes explicit Readiness Status section
|
|
61
|
+
- (mvp) Downstream readiness confirmed — no unresolved P0 or P1 findings remain
|
|
62
|
+
- (depth 4+) Multi-model findings synthesized: Consensus, Majority, or Divergent with user escalation
|
|
63
|
+
|
|
64
|
+
## Methodology Scaling
|
|
65
|
+
- **deep**: All 7 review passes (Inflation Trajectory, Exploit Vectors,
|
|
66
|
+
Ethical Monetization, Pay-to-Win Detection, Legal Compliance,
|
|
67
|
+
Progression-Monetization Separation, Live-Service Sustainability).
|
|
68
|
+
Multi-model review dispatched to Codex and Gemini if available, with
|
|
69
|
+
graceful fallback to Claude-only enhanced review.
|
|
70
|
+
- **mvp**: Three passes — Inflation Trajectory, Exploit Vectors, and Ethical
|
|
71
|
+
Monetization only.
|
|
72
|
+
- **custom:depth(1-5)**:
|
|
73
|
+
- Depth 1: two passes — Inflation Trajectory and Exploit Vectors only.
|
|
74
|
+
- Depth 2: three passes — add Ethical Monetization compliance.
|
|
75
|
+
- Depth 3: five passes — add Pay-to-Win Detection and Legal Compliance.
|
|
76
|
+
- Depth 4: all 7 passes + one external model (if CLI available).
|
|
77
|
+
- Depth 5: all 7 passes + multi-model with reconciliation.
|
|
78
|
+
|
|
79
|
+
## Mode Detection
|
|
80
|
+
Re-review mode if previous review exists. If multi-model review artifacts exist
|
|
81
|
+
under docs/reviews/economy/, preserve prior findings still valid.
|
|
82
|
+
|
|
83
|
+
## Update Mode Specifics
|
|
84
|
+
- **Detect**: `docs/reviews/specification-review-economy.md` exists with tracking comment
|
|
85
|
+
- **Preserve**: prior findings still valid, resolution decisions, multi-model review artifacts
|
|
86
|
+
- **Triggers**: upstream artifact changed since last review (compare tracking comment dates)
|
|
87
|
+
- **Conflict resolution**: previously resolved findings reappearing = regression; flag and re-evaluate
|
|
@@ -0,0 +1,73 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: review-game-ui
|
|
3
|
+
description: Review game UI specification for completeness, accessibility coverage, and controller navigation
|
|
4
|
+
summary: "Multi-pass review of game UI spec checking HUD clarity, menu completeness, controller accessibility, settings coverage, FTUE effectiveness, state machine completeness, and platform shell compliance."
|
|
5
|
+
phase: "specification"
|
|
6
|
+
order: 864
|
|
7
|
+
dependencies: [game-ui-spec]
|
|
8
|
+
outputs: [docs/reviews/specification-review-game-ui.md]
|
|
9
|
+
conditional: null
|
|
10
|
+
reads: []
|
|
11
|
+
knowledge-base: [review-game-design, game-accessibility, review-step-template, multi-model-review-dispatch]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Review the game UI specification for completeness, accessibility compliance,
|
|
16
|
+
and controller navigation coverage. This is a multi-pass review targeting
|
|
17
|
+
game-UI-specific failure modes: HUD information overload, incomplete menu
|
|
18
|
+
hierarchies, missing controller navigation paths, inadequate settings coverage,
|
|
19
|
+
ineffective FTUE design, incomplete UI state machines, and platform shell
|
|
20
|
+
non-compliance.
|
|
21
|
+
|
|
22
|
+
At depth 4+, dispatches to external AI models (Codex, Gemini) for
|
|
23
|
+
independent review validation.
|
|
24
|
+
|
|
25
|
+
## Inputs
|
|
26
|
+
- docs/game-ui-spec.md (required) — spec to review
|
|
27
|
+
- docs/game-design.md (required) — for mechanic-to-HUD coverage verification
|
|
28
|
+
- docs/game-accessibility.md (required) — for accessibility requirement compliance
|
|
29
|
+
- docs/input-controls-spec.md (required) — for controller navigation consistency
|
|
30
|
+
|
|
31
|
+
## Expected Outputs
|
|
32
|
+
- docs/reviews/specification-review-game-ui.md — findings and resolution log
|
|
33
|
+
- docs/game-ui-spec.md — updated with fixes
|
|
34
|
+
- docs/reviews/game-ui/review-summary.md (depth 4+) — multi-model review synthesis
|
|
35
|
+
- docs/reviews/game-ui/codex-review.json (depth 4+, if available) — raw Codex findings
|
|
36
|
+
- docs/reviews/game-ui/gemini-review.json (depth 4+, if available) — raw Gemini findings
|
|
37
|
+
|
|
38
|
+
## Quality Criteria
|
|
39
|
+
- (mvp) Every GDD mechanic with player-visible feedback has a corresponding HUD element or UI flow
|
|
40
|
+
- (mvp) Controller navigation verified: every menu screen is reachable and has defined focus order
|
|
41
|
+
- (mvp) Accessibility requirements from game-accessibility.md are reflected in UI spec (colorblind palette, font scaling, subtitle rendering)
|
|
42
|
+
- (mvp) Settings screen covers all five minimum categories (gameplay, video, audio, controls, accessibility)
|
|
43
|
+
- (mvp) Every finding categorized P0-P3 with specific screen, element, and issue
|
|
44
|
+
- (mvp) Fix plan documented for all P0/P1 findings; fixes applied to game-ui-spec.md and re-validated
|
|
45
|
+
- (deep) FTUE teaches all core loop mechanics — no mechanic requires undocumented player discovery
|
|
46
|
+
- (deep) UI state machines cover all transitions (no orphaned states, no missing error/disconnect states)
|
|
47
|
+
- (deep) Platform shell compliance verified (console certification UI requirements)
|
|
48
|
+
- (mvp) Review report includes explicit Readiness Status section
|
|
49
|
+
- (mvp) Downstream readiness confirmed — no unresolved P0 or P1 findings remain
|
|
50
|
+
- (depth 4+) Multi-model findings synthesized: Consensus, Majority, or Divergent with user escalation
|
|
51
|
+
|
|
52
|
+
## Methodology Scaling
|
|
53
|
+
- **deep**: Full multi-pass review covering HUD clarity, menu completeness,
|
|
54
|
+
controller navigation, accessibility compliance, FTUE effectiveness, state
|
|
55
|
+
machine completeness, and platform shell compliance. Multi-model review
|
|
56
|
+
dispatched if available.
|
|
57
|
+
- **mvp**: HUD coverage and controller navigation pass only.
|
|
58
|
+
- **custom:depth(1-5)**:
|
|
59
|
+
- Depth 1: HUD-to-mechanic coverage and basic controller navigation pass (1 review pass)
|
|
60
|
+
- Depth 2: add settings completeness and accessibility compliance passes (2 review passes)
|
|
61
|
+
- Depth 3: add FTUE effectiveness and UI state machine passes (4 review passes)
|
|
62
|
+
- Depth 4: add external model review of UI completeness (4 review passes + external dispatch)
|
|
63
|
+
- Depth 5: multi-model review with reconciliation (4 review passes + multi-model synthesis)
|
|
64
|
+
|
|
65
|
+
## Mode Detection
|
|
66
|
+
Re-review mode if previous review exists. If multi-model review artifacts exist
|
|
67
|
+
under docs/reviews/game-ui/, preserve prior findings still valid.
|
|
68
|
+
|
|
69
|
+
## Update Mode Specifics
|
|
70
|
+
- **Detect**: `docs/reviews/specification-review-game-ui.md` exists with tracking comment
|
|
71
|
+
- **Preserve**: prior findings still valid, resolution decisions, multi-model review artifacts
|
|
72
|
+
- **Triggers**: upstream artifact changed since last review (compare tracking comment dates)
|
|
73
|
+
- **Conflict resolution**: previously resolved findings reappearing = regression; flag and re-evaluate
|