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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
This skill is compatible with the SKILL.md standard and works with all major AI coding agents:
Learn more about the SKILL.md standard and how to use these skills with your preferred AI coding agent.