mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios
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122 lines
4 KiB
Markdown
122 lines
4 KiB
Markdown
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# Reverse Documentation Workflow Example
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## Scenario
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Developer built a working skill tree system but never wrote a design doc.
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Code exists in `src/gameplay/skills/`, but `design/gdd/` has no skill-system.md.
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---
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## Session Transcript
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**User:**
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```
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I have a working skill tree system in src/gameplay/skills/ with about 1200 lines
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of code. I never wrote a design doc. Can we create one from the implementation?
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```
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**Game-Designer (reads code, analyzes):**
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```
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I've analyzed your skill tree implementation. Here's what I found:
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STRUCTURE:
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- 3 skill trees: Combat, Survival, Tech
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- 5 tiers per tree (unlock via level + prerequisites)
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- Total 45 skills (15 per tree)
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- Cost: skill points (1 per level, can respec for gold)
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MECHANICS:
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- Passive skills (stat bonuses)
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- Active skills (abilities with cooldowns)
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- Synergy bonuses (cross-tree unlocks at tier 4+)
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IMPLEMENTATION DETAILS:
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- Data-driven (JSON files in assets/data/skills/)
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- Save-compatible (skill state serialized)
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- UI shows locked/unlocked/available states
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QUESTIONS before I draft the design doc:
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1. **Design Intent:** Was the 3-tree structure meant to represent player archetypes
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(fighter/survivor/engineer) or playstyle flexibility?
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2. **Respec Cost:** Respec costs gold - is this meant to:
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- Discourage frequent respecs (commitment to builds)?
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- Create a gold sink (economy balance)?
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- Or should it be free (experimentation encouraged)?
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3. **Synergy System:** Cross-tree synergies appear at tier 4. Was this:
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- Intentional (reward hybrid builds late-game)?
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- Or emergent (accidentally creates hybrid meta)?
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4. **Balance Philosophy:** I see some skills are clearly better (tier-5 passive
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is +50% damage). Is this:
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- Power fantasy (late-game should feel OP)?
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- Or unbalanced (needs tuning)?
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```
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**User:**
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```
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Good questions! Here's the intent:
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1. Yes, the 3 trees are archetypes but I want flexibility
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2. Respec should be cheap - I want experimentation
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3. Synergies were intentional - hybrid builds are a feature
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4. Yeah, tier 5 is meant to be powerful, but +50% might be too much
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```
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**Game-Designer:**
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```
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Perfect, that clarifies the vision. Let me draft the design doc:
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[Shows draft of design/gdd/skill-system.md]
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SECTIONS:
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1. Overview (3-tree system, hybrid-friendly, respec-encouraged)
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2. Design Pillars:
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- Archetype clarity (each tree has identity)
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- Build flexibility (no lock-in, cheap respec)
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- Synergy rewards (cross-tree combinations viable)
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3. Detailed Design (tree structure, unlock rules, respec)
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4. Balance Framework (tier power curve, synergy limits)
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5. Edge Cases (respec during combat? max skills? cap?)
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6. Dependencies (UI, save system, tutorial)
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7. Acceptance Criteria (all trees viable, 10+ hybrid builds, clear tooltips)
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8. Open Questions:
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- Should respec cost scale with level or stay flat?
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- Tier 5 damage bonus: tune to +30% or keep +50%?
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**May I write this to design/gdd/skill-system.md?**
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```
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**User:**
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```
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Yes, write it. But let's tune tier 5 to +30% and make respec cost scale.
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```
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**Game-Designer:**
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```
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✅ Written to design/gdd/skill-system.md
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✅ Marked as [REVERSE-DOCUMENTED FROM IMPLEMENTATION]
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✅ Added TODO: Update tier-5 passive to +30% in assets/data/skills/combat-tree.json
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✅ Added TODO: Implement scaling respec cost formula
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Next steps:
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- Run /balance-check to validate skill tree progression curve?
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- Create ADR documenting why 3 trees instead of 5?
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- Update tutorial to explain hybrid synergies?
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```
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---
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## Key Observations
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1. **Agent asked clarifying questions** - didn't just describe code
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2. **Separated intent from implementation** - user corrected "accidental" imbalance
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3. **Design doc captures "why"** - not just "what the code does"
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4. **Identified missing pieces** - edge cases not in code
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5. **Flagged follow-up work** - balance tuning, ADRs, tutorial
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## Outcome
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The design doc now exists and **matches reality** while also capturing the **intended vision**. Future changes will reference this doc, and new team members understand the *why* behind decisions.
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