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Aigd concept

Skill ProdaZhang/aigd/aigd-concept

Brainstorm game design with AI; hand the output to another AI to build directly — with deterministic consistency checkers.

Install
npx -y skills add ProdaZhang/aigd --skill aigd-concept

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  • 2 stars2 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

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AIGD Phase 1 · brainstorming & top-level design. Use this when you want to set the concept for a new game, fix the core loop / platform / target users, or split the game into a system list + dependency graph and start the project spine. Produces / revises the project charter + manifest (system list). Part of the aigd package; methodology in ../aigd/references/.

SKILL.md

3.7 KB, as published. Nobody here has run it

AIGD · concept (brainstorming + top-level design) [minimal skeleton]

Package contract: install the whole aigd package (the orchestrator aigd/+references/ and the 6 sub-skills (including aigd-ui-capture) placed at the same level in this environment's skills directory, following the host agent, e.g. Claude Code's .claude/skills/), don't copy this skill alone — the body's ../aigd/references/ depends on aigd/ at the same level, copying it alone breaks the link.

Positioning

Phase 1. Diverge in discussion → converge into "what to make + which systems it's made of". Low-frequency but repeatedly revisable (deeper discussion will circle back to change the concept / platform / system list) — it writes the live spine, not a one-shot artifact.

Read / produce / write back

  • Read: existing spine (if any); ../aigd/references/methodology.md (the naming / numbering / spec parts).
  • Produce / write back (fill per template, see ../aigd/references/templates/):
    • project-charter.md (per project-charter.tpl.md): concept / core loop / pillars / platform / target users / project-specific conventions (naming / units / quality system…).
    • manifest.md (per manifest.tpl.md): system list + dependency graph + number-range pre-allocation + cross-layer index placeholders (Status = Draft).

Recipe

  1. Interview: core experience / core loop / design pillars / monetization / art direction; cut the weak directions.
  2. Split into systems: per the "system-splitting rules" below, fix boundaries → list the systems, draw the dependency graph (edge set), fix the build order; cycle detection → common types are registered first in the project layer (global spec) to break cycles (made concrete as proto/common.proto later at handoff). Also flag "emergent combinations" (those that only make sense when several systems are combined, e.g. combat = movement + skills + damage + AI) — register them as "combination points", leaving them for sync to do up-front integration design rather than patching them in afterward.
  3. Per template, write project-charter.md + manifest.md (one row per system, Status = Draft) + stand up the global-spec skeleton (enum / naming / unit placeholders).

System-splitting rules (the ruler for "one system" in the manifest)

Must meet ≥2 of the following to stand alone as a system, otherwise merge into the parent:

  • Has its own config table (not just consuming someone else's table);
  • Has an independent rule boundary (can be explained apart from other systems);
  • Can be playtested independently (if the game still runs with it turned off, it's an optional module, not a system);
  • Has an independent state machine / lifecycle. Meets all of them → consider splitting further into subsystems (system/subsystem two levels). Counter-examples: "damage formula" is a rule of combat, not a system; "red-dot notification" is a cross-system mechanic, belongs in the global spec.

Admission / exit

  • Admission: none (starting from scratch), or an existing old spine (then it's a revision).
  • Exit: project-charter.md + manifest.md (system list + dependency graph + number-range pre-allocation) complete → only then proceed to aigd-system.

Boundary

Produces only the spine and top-level design, doesn't get into single-system detail (that's aigd-system).

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.