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Unikit gd content

Skill NintendaDev/unikit-ai/skills/unikit-gd-content

AI-Powered Code Toolkit for Game Engines

Install
npx -y skills add NintendaDev/unikit-ai --skill unikit-gd-content

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Author and own ONE content type's typed schema (the CONTENT-TYPE.md) at .unikit/gamedesign/content-types/CT-<slug>.md — the content / catalog layer of the GDD (cards, items, weapons, enemies, levels, quests, loot). Use whenever the user wants to ADD a new kind of content or UPDATE its schema, e.g. "add a new content type", "design the loot content", "define the card schema", "add an enemies content type", "add a rarity field to items", "switch this catalog to curated". Create the skeleton, fill its typed field schema (CT.fields), scale, relationships, and validation, AND revise the schema under the delta discipline (a schema change bumps the version + changelog). Selects the scale (bulk | curated) and self-registers content_types/content. This owns the content SCHEMA, not the catalog of values — adding individual entries/units is data handled in the editor, not a schema edit. To add or detail a system use /unikit-gd-system; to add a flow use /unikit-gd-flow; to apply a multi-zone edit use /unikit-gd-apply.

SKILL.md

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Game Design — Per-Content-Type GDD (Authoring & Revision)

Own one content type's design document at .unikit/gamedesign/content-types/CT-<slug>.md — the content / catalog axis of the GDD (the data the game is made of: the cards, items, levels, enemies, quests), alongside the system GDDs (the rules), the flow GDDs (the dynamics), and GAME.md (the whole). This skill owns the content zone (gd-principles → Zone Ownership): the full lifecycle of a CONTENT-TYPE.md lives here — create the skeleton, fill its placeholders, and revise the approved schema (the typed CT.fields + scale + relationships) under the delta discipline. There is no separate editor skill.

A content type is a schema + descriptor, never the catalog of values. GD-IDS.yaml carries the contract (the typed CT.fields, the scale, belongs_to); the bulk instance values live in the editor, not the registry. That split is the heart of this zone — see Schema vs values below.

A content type registers itself: this skill writes the type's own GD-IDS.yaml content_types: and content: entries (and the resources: / tracks: / knobs: facts it owns via a registry-check) and re-renders the ## Content Map [gen] block in GAME.md — there is no add-content in unikit-gd-spec. It never authors a system, never authors a flow, never edits the GAME.md one-pager content, and never adds a system to the roster — those are unikit-gd-system, unikit-gd-flow, and unikit-gd-spec.

Language Awareness — BLOCKING PRE-REQUISITE

BEFORE producing ANY output, silently read .unikit/system/LANGUAGE_RULES.md and apply it to all output and artifacts (fall back to English if it is missing) — including the rule to translate concepts, not transliterate jargon. gd-principles → "Language" adds the game-design specifics: which IDs and stored field values stay English (IDs like CT-*, CU-*, RES-*, field type/enum tokens, and ref<> targets are stable machine values — never translated). Do not announce the language setting.

Phase 0 — Bootstrap

Silently load — do not narrate:

  1. .unikit/system/gamedesign/gd-principles.md (the core) — the collaborative protocol, the facts registry / ID conventions, and the language rules. Plus, from the same gamedesign/ folder, the shards this skill needs: gd-authoring.md (the section-cycle authoring contract + the delta discipline — including the content delta: schema vs values rule that governs this zone), gd-lifecycle.md (the lifecycle & status spine + the content axis block: the CT doc_status spine, belongs_to, and display precedence), and gd-content-axis.md (the content-axis contract this zone authors against: the CT/CU schema model, ref<> resolution, scale ↔ structure, RES/TRACK/KNOB, and the code-reads-content boundary). This skill applies that contract; it does not restate the mechanics. If missing, warn (unikit-ai update) and fall back to the protocol as summarized in this file.

  2. .unikit/gamedesign/GAME.md — pillars, loops, target aesthetics, and non-goals the content must serve; its ## System Map [gen] is the system roster a content type's belongs_to (and any ref<SYS>) depend on. If it does not exist, stop — there is no master spec yet. Read .unikit/gamedesign/concepts/INDEX.md (if it exists) to route precisely: a drafted/approved concept present → recommend /unikit-gd-spec (build the master spec from it); no concept — or no concepts/INDEX.md (or no concepts/ dir) at all → recommend /unikit-gd-brainstorm first, then /unikit-gd-spec.

  3. .unikit/gamedesign/GD-IDS.yaml — find the target type's entry under content_types. If there is no entry, this is a new content type: a content type registers itself, so author it here (Create — Phase 5 writes the content_types: row). The belongs_to a new type needs may reference a system that is not yet on the map; that crossing into the system roster routes back to /unikit-gd-spec add-system (see the re-entry seam in Phase 4) — never write a systems: row here.

  4. .unikit/memory/gamedesign/RULES_INDEX.md — load the core domain rules for this type's purpose, on demand by Load When, plus any studio library rule on the same topic. Read the purpose from the type's name and Overview (what the units are), not from a coarse label; when the purpose is ambiguous, confirm the domain with one AskUserQuestion rather than guessing. Domains are opt-in and combinable — a content type may match more than one:

    Content purposeCore rules to load
    items / loot / geareconomy, balance
    currencies / shop wareseconomy, monetization-ethics
    cards / units / abilitiesbalance, frameworks
    enemies / encountersbalance
    levels / missions / mapslevel-design
    quests / dialogue / lorenarrative
    characters / NPCsnarrative, player-motivation
    cosmetics / battle-passmonetization-ethics, liveops
    progression tracks / unlocksprogression

    Obey the index's Rule-Loading Discipline: load by Load When, load a reference only from its parent rule's > **References**:, and never glob the memory tree (.unikit/memory/gamedesign/**) to discover rules.

  5. .unikit/RULES.md (if present) — project overrides, highest priority.

  6. Schema guard (clean break — no automatic migration). GD-IDS.yaml MUST be version: 2. If it is still version: 1, STOP and report: the design workspace is on the pre-v2 layout — v2 dropped the standalone markdown system-index and now renders the system, flow, funnel, and content maps into GAME.md (## System Map [gen] / ## Flow Map [gen] / ## Funnel [gen] / ## Content Map [gen]); there is no automatic migration. Tell the user to bump GD-IDS.yaml to version: 2 before re-running.

One-way boundary: never read .unikit/code/, project source, or build artifacts. Content crosses to code as a contract (the schema + descriptor), never as data — the bulk values stay in the editor (gd-principles → One-Way Boundary).

Phase 1 — Context

Gather the facts the content type must stay consistent with (read-only):

  • Known facts from GD-IDS.yaml — pillars (the content serves them), the systems (the belongs_to consuming system and any ref<SYS> targets), the resources / tracks already locked (a field may ref<RES> / reference a track), the entities / formulas a field may ref<ENT> / ref<FORM>, and the terms. These are constraints, not suggestions.
  • The consuming system's GDD — read the belongs_to system's header and sections A (Overview), C (Detailed Design), and G (Tuning Knobs) so the schema serves a real consumer (the system that reads these units). A belongs_to aimed at a missing or deprecated system is a registry gap (route it through unikit-gd-spec add-system — Phase 4).
  • Recent unikit-gd-verify reports for this content type, if any (.unikit/gamedesign/reviews/).
  • Explore research (internal design lens) — if this type was seeded from a unikit-gd-explore brief, discover the research deterministically (survives a /clear): read the type's GD-IDS content_types[].research: pointer (authoritative), falling back to the researches/INDEX.md entry whose Target: is this CT-<slug>. Read that research's RESEARCH_BRIEF.md## Content Feature Plan block and use its schema / scale / catalog seeds as the starting drafts — a seeded section is drafted silently in Generation (Phase 4) and confirmed in the group review (Phase 5); a seed is a draft, not an approved write. For a revision (Edit), the matching block is ## Content Improvement Plan. These explore-seeded drafts are untagged normal authored content.

Phase 2 — Resolve Scale + Depth (no flags)

Check .unikit/gamedesign/content-types/CT-<slug>.md and read the intent in the prompt:

  1. Does not existCreate: build the skeleton (Phase 3), then run the Decision-First flow — the scale is the first decision in Phase 4 (it shapes section C and how the units register).
  2. Exists and the prompt describes a change to the approved schema (a field, a type, the scale, belongs_to, a ref<>: "add a rarity field", "retype condition", "switch to curated") → Edit: classify the scale of change and apply the delta (Revision below). Approved schema is changed only through this path.
  3. Exists with [To be designed] placeholders and the intent is to continue / fill (or no change is described) → Fill: resume from the remaining placeholders. Approved text is never overwritten — only placeholders are filled. Skip the skeleton sub-step (Phase 3.1); still fork-scan and run Phases 4–5 over the placeholders.
  4. Exists, complete, no change described → authoring is done; nothing to write. Offer review / verify (Handoff) and stop.

If the type name is ambiguous (matches several entries, or none) → AskUserQuestion listing candidates. Never guess the target.

Catalog churn is not an Edit here. Adding, removing, or editing the individual content units — a curated row's field values, a bulk type's count — is data, not a schema edit (gd-authoring → Content delta). It does not bump the version and needs no changelog. Only a schema change (Phase 2 case 2) runs the Revision delta tail. For a bulk type the instance values never enter GD-IDS at all — they live in the editor.

Depth gate (Create / Fill only). Once the mode is Create or Fill, present one depth picker — the named tiers core/standard/full, each with what it adds, not bare letters:

AskUserQuestion: How deep should this pass go?
Options:
1. core (recommended) — the floor that gets the type to a solid, usable base: Overview,
   Schema (CT.fields), Scale & Generation.
2. standard — core + Relationships & Dependencies, Validation & Edge Cases.
3. full — every section, fully specified.

The picked tier is the ephemeral scope of this pass — NOT stored (gd-authoring / gd-lifecycle); the lasting fact is the inferred status at Phase 6. Edit mode skips the depth gate entirely (it lies flat on the Revision flow).


Load the Mode Body

With the mode resolved (Phase 2) and the depth picked (Create / Fill only), load the matching body on demand and follow it — do not keep both bodies in context. Create / Fill returns to Phase 6 (Registry & State) below; Edit returns to Handoff.

ModeReference body
Create / Fill{{skills_dir}}/{{self_name}}/references/mode-author.md — the Decision-First section-cycle: the A–F section map + core-set, Phase 3 (Skeleton + Fork-Scan), Phase 4 (Decision Interview + Generation, incl. the scale decision + the re-entry seam), Phase 5 (Group Review).
Edit{{skills_dir}}/{{self_name}}/references/mode-revise.md — a schema change: classify the scale (Tuning / Tweak / Rework / Structural-redirect), apply it, then the mandatory delta tail (catalog churn is data — handled directly, not here).

Phase 6 — Registry & State (write content_types: / content:, then re-render the map)

After the sections are authored and accepted:

  1. Write the GD-IDS.yaml content_types[] entry (the type's machine truth — the content type registers itself): id: CT-<slug>, name, status: active, scale, belongs_to (the SYS id from section D), doc_status, version, fields: (the typed schema from section B — for a bulk type this is the SPEC each instance follows; for curated it is the schema each content row subsets), research: (the explore-research folder if seeded — a non-id path; owned here), source: content-types/CT-<slug>.md, added. Then write the units:

    • bulk → one content[] row with kind: set, count, spec (the descriptor only; the values stay in the editor).
    • curated → one content[] row per unit with kind: instance and fields:CT.fields (each value valid by the schema's name + type).

    Get approval before the write; existing values are never changed silently; every fact carries its source (gd-principles → Facts Registry).

  2. Register the facts this type introduces (RES- / TRACK- / KNOB-). A field may reference a resource (ref<RES>), a progression track, or a global tuning knob that is not yet a registry fact. These are facts, registered by the owning zone via a registry-check — not a profile edit:

    • RES-<slug>GD-IDS.yaml resources (a currency / consumable / material),
    • TRACK-<slug>tracks (a season / battle-pass / mastery ladder),
    • KNOB-<slug>knobs (a cross-system balance value; a per-system tuning value stays in that system's section G).

    Before adding one, registry-check: if the fact already exists, reference it; never duplicate or renumber. Get approval for each new fact; each carries its source.

  3. Status (inferred — gd-lifecycle). Set the type's status in the two places that must agree — the CONTENT-TYPE.md header > Status: token and the GD-IDS.yaml doc_status: detailed once the whole core-set (A/B/C) is authored; held at skeleton while a core section carries <!-- deferred --> (the soft floor guard; the WARN in Phase 4); detailed · partial (n/m) (rendered, inferred from the markers) when the core is complete but ≥1 non-core section is deferred. Set version: 1 (header + GD-IDS). Write the initial changelog block to section F (#### v1 — <date> — initial schema with the Fields: + <field> … (new) line and Affected (gd-verify): —) — the single current block (K1).

  4. Regen-on-write — re-render the map (B1). As the last step, re-render GAME.md's ## Content Map [gen] block from GD-IDS (the RULES_INDEX render model): replace only the content between <!-- gen:content-map --> / <!-- /gen:content-map -->never touch the authored one-pager above, and never the ## System Map [gen] / ## Flow Map [gen] / ## Funnel [gen] blocks (those are unikit-gd-spec / unikit-gd-flow renders).

    • Content Map — one row per content_types[] entry, grouped by scale (Bulk, Curated): ID | Content Type | Scale | Status | Ver | Belongs (SYS) | Units | Doc. Status mirrors doc_status (plus deprecated from the status field), with the · partial (n/m) suffix appended when the CONTENT-TYPE.md carries ≥1 <!-- deferred --> (the canonical render format from gd-lifecycle — the same suffix verify and the System/Flow maps use); Ver is until skeleton; Units is the registered count for a bulk type or the number of curated rows.

Handoff & Next Steps

Recommend the next steps (do not auto-invoke):

  • ✅ Verify consistency & impact — /unikit-gd-verify CT-<slug>
  • 🔍 Qualitative review (fresh session) — /unikit-gd-review content-types/CT-<slug>.md
  • 🗺️ Add the consuming/another system — /unikit-gd-spec (add-system)

A review is most independent in a fresh session (the reviewer should not have authored the doc). unikit-gd-verify is read-only — it checks the content type against the registry and prints cross-axis staleness (a belongs_to/ref<SYS> system edit); the ## Content Map [gen] was already re-rendered on this skill's write (B1).

Final: Compact Report

The terminal plaque (TIER A — gd-principles → Language: name leads, ids are parenthetical copy-paste tags, status is a plain phrase):

Content type: <name>  (CT-<slug>)
Scale: <bulk | curated>   Belongs to: <system name> (SYS-<slug>)   ·   Depth: <core | standard | full>  (create/fill)
Action: <create | fill | edit (tuning|tweak|rework) | catalog churn>
Doc: .unikit/gamedesign/content-types/CT-<slug>.md — <ready | ready, a couple of optional blocks left | skeleton, main blocks not filled yet>, vN
Registry: <F> fields; <U> units (<count> bulk | <n> curated); +<R> resources/tracks/knobs  (GD-IDS.yaml)
Map: ## Content Map [gen] re-rendered

No summary document, no report file.

Ownership Boundaries

  • Owns: the full lifecycle of content-types/CT-<slug>.md — creating the skeleton, filling placeholders, and revising the approved schema (Tuning / Tweak / Rework, with the version bump + changelog; the status stays detailed); the type's GD-IDS.yaml facts (content_types[] incl. fields, scale, belongs_to, research:; the content[] units; and the resources / tracks / knobs facts it registers) and its doc_status / version; the scale selection; and the re-render of the ## Content Map [gen] block in GAME.md (the [gen] region only).
  • Not this skill: systems → unikit-gd-system; flows → unikit-gd-flow; the system roster, the GAME.md one-pager content (pillars, win/lose intent, monetization stance) and its ## System Map [gen] render → unikit-gd-spec; quality verdicts → unikit-gd-review; consistency & cross-axis impact → unikit-gd-verify.
  • Never: write, fill, or edit without approval; overwrite approved schema outside the delta discipline; run the delta tail for catalog churn (data, not a schema edit); skip the version bump or changelog on a schema edit (unrecorded delta); change a GD-IDS.yaml value silently; delete or renumber an ID; write the systems: roster or the GAME.md one-pager content; touch the ## System Map [gen] / ## Flow Map [gen] / ## Funnel [gen] blocks; read the code workspace or project source.

Quick Reference

/unikit-gd-content CT-item                        → select scale + create skeleton + author A–F (if no doc yet)
/unikit-gd-content item                           → resolve to the CT-slug; same type
/unikit-gd-content CT-item                        → resume filling placeholders (partial doc)
/unikit-gd-content CT-item "add a rarity field"   → Tweak: edit B Schema, one approval
/unikit-gd-content item "switch to curated"       → Rework: scale flip (C + header + GD-IDS)
/unikit-gd-content CT-card "retype cost to enum"  → Rework: type change + data migration

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