idocohen560/claude-unity-game-studio/examples
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Install
npx vskill@latest install idocohen560/claude-unity-game-studio/examplesSKILL.md
Example Session: Using /design-system to Author a GDD
Context: Solo indie dev, week 3 of project. /map-systems already ran and produced design/gdd/systems-index.md. The movement system is listed as MVP tier, Foundation priority.
Starting State:
design/gdd/game-concept.mdexists (survival-crafting game, 2D, Godot 4.6)design/gdd/systems-index.mdexists (15 systems identified, movement is first in design order)- No per-system GDDs written yet
- No upstream dependencies for movement (it is the foundation)
Session Duration: ~60 minutes Turns: 14 Outcome: Complete design/gdd/movement-system.md with all 8 required sections written to file, ready for /design-review
Turn 1: User Invokes the Skill
User:
/design-system movement
Turn 2: Agent Loads Context and Presents the Plan
Agent (game-designer, via /design-system):
I'm loading context before we start:- Readdesign/gdd/game-concept.md— survival-crafting, exploration-heavy, lone survivor stranded on alien planet- Readdesign/gdd/systems-index.md— movement is Foundation / MVP, no upstream deps, downstream: combat, exploration, stamina- No prior GDD found for movement — starting freshTechnical Feasibility Pre-Check:| Domain | Signal ||--------|--------|| Engine | Godot 4.6 — CharacterBody2D with move_and_slide() is well-supported || Physics | Jolt is now the default in 4.6 — 2D movement unaffected, but note for future 3D work || Downstream risk | Stamina system listed as downstream dep — movement must expose a stamina callback hook |The GDD template has 8 required sections. We'll go one at a time:Overview → Player Fantasy → Detailed Rules → Formulas → Edge Cases → Dependencies → Tuning Knobs → Acceptance CriteriaI'll show you a draft of each section, you approve or revise, then I write it to the file before we move on.Creating the file skeleton now with empty section headers — may I writedesign/gdd/movement-system.mdwith placeholders?
User:
Yes
Agent writes design/gdd/movement-system.md with 8 empty section headers.
Turn 3: Section 1 — Overview
Agent:
Section 1 draft — Overview:> The movement system is the player's primary interface with the world. It governs how the lone survivor walks, runs, rolls, and traverses alien terrain. Movement is physically grounded — the planet has heavier-than-Earth gravity, and the survivor is physically exhausted — but remains responsive enough to stay out of the player's way. The system feeds directly into exploration pacing, combat positioning, and the stamina system.Does this capture what you want?
User:
Good but add something about the terrain — surfaces slow you down or have friction modifiers.
Agent:
Revised:> The movement system is the player's primary interface with the world. It governs how the lone survivor walks, runs, rolls, and traverses alien terrain. Movement is physically grounded — the planet has heavier-than-Earth gravity, and the survivor is physically exhausted — but remains responsive enough to stay out of the player's way. Terrain surfaces apply friction and speed modifiers (slick rock, sand, shallow water) that make navigation a meaningful skill. The system feeds directly into exploration pacing, combat positioning, and the stamina system.May I write this to Section 1 in the file?
User:
Yes
Agent writes Section 1 to file.
Turn 4: Section 2 — Player Fantasy
Agent:
Section 2 draft — Player Fantasy:> The player should feel like a tired but capable survivor — not a superhero, not helpless. Early game movement is deliberate and taxing; the player earns fluency over time. When traversing alien terrain, the goal is careful navigation with moments of urgency (running from threats, leaping a gap). The fantasy is "I know this terrain" — every surface type becomes readable and manageable as the player internalizes the friction system.Approve, revise, or change direction?
User:
Love it. Write it.
Agent writes Section 2 to file.
Turn 5: Section 3 — Detailed Rules
Agent:
Section 3 draft — Detailed Rules:> Base States:> - Walk (default): Full directional control, moderate speed, low stamina drain> - Run (hold Shift): Faster, medium stamina drain per second — cancels automatically when stamina hits 0> - Roll/Dodge (tap Space): Quick burst in movement direction, brief invincibility frames, high stamina cost (flat)> - Idle: Zero movement input, stamina regenerates at full rate>> Terrain Modifiers:> - Normal ground: 1.0x speed multiplier, standard friction> - Sand/loose soil: 0.8x speed, 1.1x stamina drain (harder to move)> - Slick rock (wet): 1.1x speed, reduced stop friction (player overshoots)> - Shallow water (ankle-deep): 0.7x speed, no friction modifier> - Deep water: movement disabled, replaced by swimming (separate system, out of scope)>> Collision:> - CharacterBody2D + move_and_slide(); wall slide enabled> - Slopes up to 45° walked normally; >45° blocked> - One-way platforms supported (drop-through with Down + Jump)A lot here — want me to trim or expand anything?
User:
Add that running is disabled when carrying a heavy object (like a large resource chunk).
Agent:
Added to Run rule:> - Run (hold Shift): Faster, medium stamina drain per second — cancels automatically when stamina hits 0. Disabled when carrying heavy objects (signals broadcast by inventory system).Write to file?
User:
Yes
Agent writes Section 3 to file.
Turn 6: Section 4 — Formulas
Agent:
Section 4 draft — Formulas:Let me define variables first, then the formulas:| Variable | Type | Description ||----------|------|-------------||base_walk_speed| float | Base walk speed in px/s (tunable) ||run_multiplier| float | Run speed = walk × this ||terrain_speed_mod| float | Per-terrain multiplier (0.7–1.1) ||stamina_drain_walk| float | Stamina units/sec while walking ||stamina_drain_run| float | Stamina units/sec while running ||stamina_cost_roll| float | Flat stamina cost per roll ||terrain_drain_mod| float | Per-terrain stamina drain multiplier |Effective Speed:```effective_speed = base_walk_speed × run_multiplier (if running, else 1.0) × terrain_speed_mod```Stamina Drain (per second):```drain_per_sec = stamina_drain_walk (or stamina_drain_run if running) × terrain_drain_mod```Roll Stamina Cost (flat):```stamina_after_roll = current_stamina - stamina_cost_roll(clamped to 0 — roll still executes, but player lands with 0 stamina)```Approve or adjust variable names/formulas?
User:
Looks right. Write it.
Agent writes Section 4 to file.
Turn 7–9: Sections 5, 6, 7
(These follow the same pattern — agent drafts, user approves or requests minor tweaks, agent writes each section to file before moving on. Abbreviated here.)
Section 5 — Edge Cases covered:
- Player rolls into a wall (animation completes, no movement bonus)
- Stamina hits 0 mid-run (transitions to walk, no lurch)
- Two terrain types overlapping (lower multiplier wins)
- Roll on slick rock (still applies slick friction to stopping, not to the roll itself)
Section 6 — Dependencies covered:
- Stamina system (downstream): movement exposes
on_stamina_event(type: String, amount: float)signal - Inventory system (downstream): listens to
carrying_heavy_object_changed(is_heavy: bool)signal - Input system: movement direction from
InputMap— standard Godot action names (ui_left,ui_right, etc.) - Terrain layer: tile metadata drives terrain modifier lookup
Section 7 — Tuning Knobs covered:
base_walk_speed(default: 120 px/s)run_multiplier(default: 1.7)- Per-terrain speed and drain modifiers (table of 4 terrain types)
stamina_drain_walk,stamina_drain_run,stamina_cost_roll
Turn 10: Section 8 — Acceptance Criteria
Agent:
Section 8 draft — Acceptance Criteria:These are the testable conditions that prove this system is complete:- [ ] Player walks atbase_walk_speedon normal ground (measured with debug overlay)- [ ] Player runs atbase_walk_speed × run_multiplieron normal ground- [ ] Run automatically cancels when stamina reaches 0, no input required- [ ] Roll executes with correct invincibility frames (verify via hitbox debug mode)- [ ] Each terrain type applies the correct speed modifier (QA table in sprint plan)- [ ] Carrying heavy object disables run (test with inventory integration)- [ ] Stamina system receiveson_stamina_eventsignals during walk, run, and roll- [ ] All movement values come from exported variables — no hardcoded numbers in codeDoes this cover what "done" means to you?
User:
Add one for slopes — make sure >45 degree slopes block movement.
Agent:
Added:- [ ] Slopes ≤45° traversed normally; slopes >45° block movement (player slides back)Write to file?
User:
Yes. Write it.
Agent writes Section 8 to file.
Turn 11: Completion Summary
Agent:
All 8 sections written todesign/gdd/movement-system.md.GDD Status:- ✅ Overview- ✅ Player Fantasy- ✅ Detailed Rules- ✅ Formulas- ✅ Edge Cases- ✅ Dependencies (exposes 2 signals: stamina_event, carrying_heavy)- ✅ Tuning Knobs- ✅ Acceptance CriteriaKey decisions made:- Terrain modifiers as tile metadata (not code constants)- Rolling has a flat stamina cost (not per-second)- Heavy carry disables run (signal-driven, not hardcoded check)Recommended next step: Run/design-review design/gdd/movement-system.mdbefore moving to the next system in your queue (stamina is next in dependency order, per systems-index).The review will validate completeness, internal consistency, and catch anything that needs revision before you build on this GDD.
What This Example Demonstrates
- Incremental file writing: each section written to disk immediately after approval — a session crash loses at most one in-progress section
- Template population: the GDD template's 8 sections become concrete content through dialogue, not bulk generation
- Dependency signaling: agent proactively surfaces downstream signal contracts (stamina, inventory) during the Dependencies section
- Technical feasibility pre-check: agent notes Jolt physics change before design starts, not after implementation breaks
- Section-by-section cycle: no full draft dumped at once — each section is a small, reviewable unit
- Recovery: if the session crashes, the agent re-reads the file on restart and resumes from the first empty section
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckinggame-studios-template/docs/examples/session-design-system-skill.md
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- Repository stars
- 7
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- 7-day trend score
- 10
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