Mvp design
A curated collection of reusable AI Agent Skills for standardized workflows, best practices, and domain expertise.
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Use when designing new modules from scratch, creating minimal viable prototypes, or establishing architectural decisions before implementation
SKILL.md
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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
-
Identify Core Data Structure
- What is the fundamental entity?
- Example: MissionInstance (id, kind, status, progress, target)
-
Define Primary Operations
- What actions can be performed?
- Example: Participate, AddProgress, AcceptReward
-
Map Infrastructure Dependencies
- What existing systems to leverage?
- Example: Tinker serialization, SharedTable config, NetMessage
-
Establish Design Decisions
- Document "why" for each major choice
- Example: "Use Save/Load methods for Tinker compatibility"
Phase 2: Component Design
-
List Required Files
- Header + Implementation pairs
- Configuration files
- Maximum 6 files
-
Define Component Responsibilities
- What each file does
- How components interact
-
Design Data Flow
- Input → Processing → Output
- Serialization path
- Database interaction
-
Specify Interface Contracts
- Function signatures
- Input/output types
- Error handling approach
Phase 3: Documentation Production
Structure:
# [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:
### 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
# 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