ccalebcarter

game-systems-doc

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# Install this skill:
npx skills add ccalebcarter/purria-skills --skill "game-systems-doc"

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# Description

AAA-quality Game Design Document creation for casino-farming hybrid games. Use when creating GDDs, minigame specifications, system design documents, feature briefs, or technical design docs. Triggers on requests for game design documentation, mechanic specifications, system breakdowns, or professional game dev deliverables. Specialized for card game mechanics, farming simulation systems, and hybrid genre documentation.

# SKILL.md


name: game-systems-doc
description: AAA-quality Game Design Document creation for casino-farming hybrid games. Use when creating GDDs, minigame specifications, system design documents, feature briefs, or technical design docs. Triggers on requests for game design documentation, mechanic specifications, system breakdowns, or professional game dev deliverables. Specialized for card game mechanics, farming simulation systems, and hybrid genre documentation.


Game Systems Documentation

Create professional AAA-quality game design documents with consistent structure, cross-referencing, and implementation-ready specifications.

Document Hierarchy

Document Type Purpose Typical Length
Creative Brief Vision, pillars, target audience 2-5 pages
GDD (Game Design Document) Complete game specification 20-100+ pages
System Design Doc Single system deep-dive 5-20 pages
Feature Brief Individual feature specification 2-8 pages
Technical Design Doc Implementation specifications 10-30 pages

Required Sections by Document Type

System Design Document (Minigames, Core Loops)

1. OVERVIEW
   - System Name & Codename
   - Design Pillars (3-5 guiding principles)
   - Player Fantasy (what experience this delivers)
   - Dependencies (other systems this touches)

2. CORE LOOP
   - Primary loop diagram (Mermaid or ASCII)
   - Session flow with timing
   - Win/loss states and triggers

3. MECHANICS SPECIFICATION
   - Input mechanics (player actions)
   - Processing mechanics (game calculations)
   - Output mechanics (feedback/rewards)
   - Edge cases and failure states

4. ECONOMY INTEGRATION
   - Currency inputs (what players spend)
   - Currency outputs (what players earn)
   - Sink/faucet balance
   - Cross-system influence maps

5. PROGRESSION
   - Unlock conditions
   - Difficulty scaling
   - Mastery indicators

6. UI/UX REQUIREMENTS
   - Screen inventory
   - Key interactions
   - Animation requirements
   - Audio cues

7. TECHNICAL NOTES
   - Data structures
   - State management
   - API endpoints needed
   - Performance considerations

8. METRICS & ANALYTICS
   - KPIs to track
   - A/B test opportunities
   - Balancing levers

9. APPENDICES
   - Probability tables
   - Payout matrices
   - Reference materials

Feature Brief Template

FEATURE: [Name]
STATUS: [Concept | In Design | Ready for Dev | In Development]
OWNER: [Designer name]
VERSION: [X.X]

PROBLEM STATEMENT
What player need does this address?

SOLUTION OVERVIEW
High-level description (2-3 sentences)

SUCCESS CRITERIA
- Metric 1: [target]
- Metric 2: [target]

SCOPE
In Scope:
- Item 1
- Item 2

Out of Scope:
- Item 1

DEPENDENCIES
- System/Feature it requires
- System/Feature it affects

DETAILED SPECIFICATION
[Body of the feature design]

OPEN QUESTIONS
- [ ] Question 1
- [ ] Question 2

Cross-Reference Standards

Use consistent ID formatting for traceability:

  • Systems: SYS-[ABBREV]-[NUM] (e.g., SYS-TULIP-001)
  • Features: FEAT-[ABBREV]-[NUM] (e.g., FEAT-WAGER-012)
  • Mechanics: MECH-[ABBREV]-[NUM] (e.g., MECH-CARD-003)
  • UI Screens: UI-[ABBREV]-[NUM] (e.g., UI-HUD-007)

Reference format in documents: [See SYS-TULIP-001] or [Ref: FEAT-WAGER-012]

Diagram Standards

Use Mermaid for:
- Flow diagrams (game loops, player journeys)
- State machines (game states, UI states)
- Sequence diagrams (multiplayer interactions, API calls)
- Entity relationship diagrams (data models)

Example loop diagram:

graph TD
    A[Session Start] --> B[Place Wager]
    B --> C[Deal Cards]
    C --> D{Player Decision}
    D -->|Hit| C
    D -->|Stand| E[Dealer Plays]
    E --> F{Outcome}
    F -->|Win| G[Payout + Farm Bonus]
    F -->|Lose| H[Consolation Mechanic]
    G --> I[Session End]
    H --> I

Probability & Payout Tables

Format all gambling mechanics with:

Outcome Probability Payout House Edge RTP
[name] X.XX% X:1 X.XX% XX%

Always include:
- Theoretical RTP (Return to Player)
- House edge calculation
- Variance classification (Low/Medium/High)
- Hit frequency

Writing Standards

  • Use active voice and imperative mood
  • Present tense for mechanics ("Player taps to confirm")
  • Future tense for implementation notes ("System will validate...")
  • Specific numbers over vague terms ("3 seconds" not "a few seconds")
  • Define all jargon on first use

Farming in Purria Conventions

Project-specific standards:

  • Seasons: 42-day cycles, reference as Day X of [Season]
  • Currency tiers: Petals (soft) → Seeds (premium) → Bulbs (ultra-rare)
  • Simulin naming: [Function]-[Generation] (e.g., Harvester-Mk3)
  • Card sessions: Always specify table (Tulip Hold'em, Hexfield Fortune, etc.)
  • Influence mapping: Document card→farm effects with INFLUENCE-[ID]

Quality Checklist

Before finalizing any document:

  • [ ] All sections have content (no TBDs in shipped docs)
  • [ ] Cross-references resolve to existing documents
  • [ ] Numbers are specific and justified
  • [ ] Diagrams render correctly
  • [ ] Economy math is validated
  • [ ] Edge cases are addressed
  • [ ] Implementation notes are actionable
  • [ ] Version number is updated

For detailed templates, see references/templates.md

# Supported AI Coding Agents

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