prototype
GitHub用于在游戏设计文档(GDD)前快速构建概念原型,验证核心玩法是否有趣。支持完整流程或轻量级Spike模式,涵盖定义问题、实现、测试及评审等阶段。
Trigger Scenarios
Install
npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -g -y
SKILL.md
Frontmatter
{
"name": "prototype",
"model": "sonnet",
"description": "Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED\/PIVOT\/KILL\/NOT ASSESSED. After \/brainstorm and \/setup-engine.",
"allowed-tools": "Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash \"*\/.claude\/skills\/prototype\/..\/..\/hooks\/yaml-helper.sh\" resolve_config *)",
"argument-hint": "[concept-description] [--path html|engine|paper] [--review full|lean|solo] [--spike]",
"user-invocable": true
}
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow
Resolved above — use as-is; --review overrides review_mode for this run. No
block → defaults in .claude/docs/config-resolution.md.
Prototype
Purpose
This is the concept prototype — a fast, throwaway build that answers one question: "Is this core idea actually fun to interact with?"
Default use — run right after /brainstorm and /setup-engine, before writing
GDDs or architecture docs. Its verdict determines whether the concept is worth the
investment of full design documentation.
Mid-production? You can also run this at any stage to test a specific mechanic,
design change, or technical question. Pass --spike to activate spike mode: a
lightweight ~4-hour build with no GDD prerequisites and no phase gate implications.
Already have GDDs and architecture complete? To validate the full game loop
before committing to Production, run /vertical-slice instead.
Phase 1: Define the Question
Read references/1-question.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Phase 2: Load Concept Context
Read references/2-load-context.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Phase 3: Choose the Prototype Path
Read references/3-choose-path.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Phase 4: Plan the Prototype
Read references/4-plan.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Phase 5: Implement
Read references/5-implement.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Phase 6: Playtest Debrief
Read references/6-debrief.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Phase 7: Generate Prototype Report
Read references/7-report.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Phase 8: Creative Director Review
Read references/8-cd-review.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Phase 9: Summary and Next Steps
Read references/9-summary.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Spike Mode
Triggered by: --spike flag OR "Mid-production spike" entry choice in Phase 1.
Read references/spike-mode.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Important Constraints
- Prototype code must NEVER import from production source files
- Production code must NEVER import from prototype directories
- If the recommendation is PROCEED, production implementation is written from scratch — prototype code is never refactored into production
- Total effort is hard-capped at 1 day (concept prototypes test one mechanic)
- Test ONE mechanic — if scope grows, stop and simplify the question
- No polish. No menus, no game over, no music, no UI unless it IS the mechanic
- If stuck after 2 hours of engine iteration, reframe the question or switch paths
- 3 PIVOT iterations → force a KILL decision. If this is the third time the same concept has produced a PIVOT verdict, the concept likely doesn't work. Ask: "Is this the right idea, or am I in the sunk cost trap?" A new concept prototyped fresh will almost always beat a fourth iteration of a struggling one.
- Building 2-3 different concept variants and picking the best one is a healthier strategy than iterating one concept to death. Natural selection between prototypes beats willpower.
- Networked/multiplayer games: A local prototype cannot validate the feel of a networked mechanic. Latency fundamentally changes how combat, movement, and prediction feel — a prototype running at 0ms local will feel entirely different at 80ms network delay. Use a local prototype to validate that the mechanic is interesting. Do not use it as evidence that it feels good under real network conditions. Network feel requires real peers or simulated latency (e.g., throttle tools, network condition simulators).
Version History
-
05ad7c8
Current 2026-10-19 11:45
版本1.2.0重构了技能结构以共享辅助脚本,更新了引擎参考至Godot 4.7和Unreal Engine 5.8,并移除了自动批准Shell命令的权限。
-
7ed2c3e
2026-09-28 04:03
修复配置命令格式,解决非自动模式下权限检查失败导致技能无法启动的问题
- 984023d 2026-07-25 09:37


