dqz00116/skill-lib/mvp-design

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Use when designing new modules from scratch, creating minimal viable prototypes, or establishing architectural decisions before implementation

Install

npx vskill@latest install dqz00116/skill-lib/mvp-design

SKILL.md

MVP Design Skill

Overview

This skill guides the design of minimal, production-ready code prototypes with clear architecture and self-documenting code, emphasizing design decisions over implementation details.

Design minimal, production-ready code prototypes with clear architecture and self-documenting code.

When to Use

Use this skill when you need to:

  • Design a new module or subsystem from scratch
  • Create a minimal viable prototype (MVP) for rapid iteration
  • Establish coding patterns and architectural decisions
  • Plan implementation before writing actual code
  • Design replacement systems alongside existing ones

Core Principles

1. Code as Documentation
  • Code itself is readable - clear naming, simple structure
  • Minimal comments - code explains itself
  • Self-documenting functions - verb-based naming, obvious parameters
2. Documentation as Design
  • No code in documentation - code lives in the project
  • Document "why", not "how" - architectural decisions and rationale
  • Focus on design patterns - data flow, component interaction
  • Interface contracts - what goes in, what comes out
3. Minimal Viable Scope
  • 5-6 files maximum - forces focus on essentials
  • 500 lines of code - small enough to complete quickly
  • Core functionality only - defer edge cases to later phases
4. Architectural Alignment
  • Use existing infrastructure - leverage project's patterns
  • Follow established conventions - naming, structure, serialization
  • Zero-intrusive design - parallel development, not replacement

Workflow

Phase 1: Architecture Definition
  1. Identify Core Data Structure
  • What is the fundamental entity?
  • Example: MissionInstance (id, kind, status, progress, target)
  1. Define Primary Operations
  • What actions can be performed?
  • Example: Participate, AddProgress, AcceptReward
  1. Map Infrastructure Dependencies
  • What existing systems to leverage?
  • Example: Tinker serialization, SharedTable config, NetMessage
  1. Establish Design Decisions
  • Document "why" for each major choice
  • Example: "Use Save/Load methods for Tinker compatibility"
Phase 2: Component Design
  1. List Required Files
  • Header + Implementation pairs
  • Configuration files
  • Maximum 6 files
  1. Define Component Responsibilities
  • What each file does
  • How components interact
  1. Design Data Flow
  • Input → Processing → Output
  • Serialization path
  • Database interaction
  1. Specify Interface Contracts
  • Function signatures
  • Input/output types
  • Error handling approach
Phase 3: Documentation Production

Structure:

markdown
# [ModuleName] MVP Design
## 1. Core Architecture
[Architecture diagram showing components and relationships]
## 2. File Inventory
| File | Path | Responsibility |
## 3. Key Design Decisions
[Document "why" for each major decision]
## 4. Implementation Checklist
[Phase-by-phase checklist]
## 5. Integration Points
[How it connects to existing systems]
## 6. Testing Strategy
[How to verify it works]

Design Decisions Template

For each major decision, document:

markdown
### Decision: [Name]
**Choice**: [What was decided]
**Alternatives Considered**:
-Option A: [Description] → Rejected because [reason]
-Option B: [Description] → Rejected because [reason]
**Rationale**:
-[Why this choice]
-[Benefits]
-[Trade-offs]
**Impact**:
-[How it affects other components]
-[Future considerations]

Best Practices

✅ Do
  • Focus on architecture and design
  • Document "why" not "how"
  • Keep scope minimal (5-6 files)
  • Align with existing patterns
  • Use clear, consistent naming
❌ Don't
  • Include actual code in documentation
  • Over-engineer for edge cases
  • Ignore existing conventions
  • Skip design rationale
  • Expand scope mid-design

Example Output Structure

markdown
# PlayerMissionSystem MVP Design
## 1. Core Architecture

[MissionInstance] → [PlayerMissionSystem] → [DatabaseMethod] ↓ [MissionConfigData]

## 2. File Inventory
| File | Path | Responsibility |
|------|------|----------------|
| MissionDefines.h | WorldServer/ | Enums and utilities |
| MissionInstance.h | WorldServer/ | Data structure with Save/Load |
| PlayerMissionSystem.h/cpp | WorldServer/ | Core system implementation |
## 3. Key Design Decisions
### Decision: Use Tinker Save/Load
**Choice**: MissionInstance uses Tinker Save/Load methods
**Alternatives**:
- RTS_PACK → Rejected: bitwise copy too restrictive
- Manual serialization → Rejected: error-prone
**Rationale**:
- Type-safe, extensible
- Consistent with project direction
- Easy to add fields later
## 4. Implementation Checklist
### Phase 1: Data Structures
- [ ] MissionInstance with Save/Load
- [ ] MissionConfigData table structure
### Phase 2: Core System
- [ ] PlayerMissionSystem class
- [ ] Participate, AddProgress, AcceptReward methods
### Phase 3: Integration
- [ ] DatabaseMethod additions
- [ ] Player.h integration
## 5. Integration Points
- Uses: Tinker serialization, SharedTable, NetMessage
- Extends: PlayerSubsystem pattern
- Database: player_mission table
## 6. Testing Strategy
- Unit: MissionInstance Save/Load roundtrip
- Integration: Login → Load → Update → Verify

Integration with Other Skills

  • code-analysis: Understand existing patterns before designing
  • code-generator: Generate implementation from design docs
  • knowledge-base-cache: Store design patterns for reuse

Version History

  • v1.0 (2026-02-10) - Initial release
  • Code-as-documentation principles
  • 3-phase workflow
  • Design decision template

Security

  • Security scanPassed, 90 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

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