game-systems-doc

Game Systems Documentation

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Install skill "game-systems-doc" with this command: npx skills add ccalebcarter/purria-skills/ccalebcarter-purria-skills-game-systems-doc

Game Systems Documentation

Create professional AAA-quality game design documents with consistent structure, cross-referencing, and implementation-ready specifications.

Document Hierarchy

Document Type Purpose Typical Length

Creative Brief Vision, pillars, target audience 2-5 pages

GDD (Game Design Document) Complete game specification 20-100+ pages

System Design Doc Single system deep-dive 5-20 pages

Feature Brief Individual feature specification 2-8 pages

Technical Design Doc Implementation specifications 10-30 pages

Required Sections by Document Type

System Design Document (Minigames, Core Loops)

  1. OVERVIEW

    • System Name & Codename
    • Design Pillars (3-5 guiding principles)
    • Player Fantasy (what experience this delivers)
    • Dependencies (other systems this touches)
  2. CORE LOOP

    • Primary loop diagram (Mermaid or ASCII)
    • Session flow with timing
    • Win/loss states and triggers
  3. MECHANICS SPECIFICATION

    • Input mechanics (player actions)
    • Processing mechanics (game calculations)
    • Output mechanics (feedback/rewards)
    • Edge cases and failure states
  4. ECONOMY INTEGRATION

    • Currency inputs (what players spend)
    • Currency outputs (what players earn)
    • Sink/faucet balance
    • Cross-system influence maps
  5. PROGRESSION

    • Unlock conditions
    • Difficulty scaling
    • Mastery indicators
  6. UI/UX REQUIREMENTS

    • Screen inventory
    • Key interactions
    • Animation requirements
    • Audio cues
  7. TECHNICAL NOTES

    • Data structures
    • State management
    • API endpoints needed
    • Performance considerations
  8. METRICS & ANALYTICS

    • KPIs to track
    • A/B test opportunities
    • Balancing levers
  9. APPENDICES

    • Probability tables
    • Payout matrices
    • Reference materials

Feature Brief Template

FEATURE: [Name] STATUS: [Concept | In Design | Ready for Dev | In Development] OWNER: [Designer name] VERSION: [X.X]

PROBLEM STATEMENT What player need does this address?

SOLUTION OVERVIEW High-level description (2-3 sentences)

SUCCESS CRITERIA

  • Metric 1: [target]
  • Metric 2: [target]

SCOPE In Scope:

  • Item 1
  • Item 2

Out of Scope:

  • Item 1

DEPENDENCIES

  • System/Feature it requires
  • System/Feature it affects

DETAILED SPECIFICATION [Body of the feature design]

OPEN QUESTIONS

  • Question 1
  • Question 2

Cross-Reference Standards

Use consistent ID formatting for traceability:

  • Systems: SYS-[ABBREV]-[NUM] (e.g., SYS-TULIP-001 )

  • Features: FEAT-[ABBREV]-[NUM] (e.g., FEAT-WAGER-012 )

  • Mechanics: MECH-[ABBREV]-[NUM] (e.g., MECH-CARD-003 )

  • UI Screens: UI-[ABBREV]-[NUM] (e.g., UI-HUD-007 )

Reference format in documents: [See SYS-TULIP-001] or [Ref: FEAT-WAGER-012]

Diagram Standards

Use Mermaid for:

  • Flow diagrams (game loops, player journeys)

  • State machines (game states, UI states)

  • Sequence diagrams (multiplayer interactions, API calls)

  • Entity relationship diagrams (data models)

Example loop diagram:

graph TD A[Session Start] --> B[Place Wager] B --> C[Deal Cards] C --> D{Player Decision} D -->|Hit| C D -->|Stand| E[Dealer Plays] E --> F{Outcome} F -->|Win| G[Payout + Farm Bonus] F -->|Lose| H[Consolation Mechanic] G --> I[Session End] H --> I

Probability & Payout Tables

Format all gambling mechanics with:

Outcome Probability Payout House Edge RTP

[name] X.XX% X:1 X.XX% XX%

Always include:

  • Theoretical RTP (Return to Player)

  • House edge calculation

  • Variance classification (Low/Medium/High)

  • Hit frequency

Writing Standards

  • Use active voice and imperative mood

  • Present tense for mechanics ("Player taps to confirm")

  • Future tense for implementation notes ("System will validate...")

  • Specific numbers over vague terms ("3 seconds" not "a few seconds")

  • Define all jargon on first use

Farming in Purria Conventions

Project-specific standards:

  • Seasons: 42-day cycles, reference as Day X of [Season]

  • Currency tiers: Petals (soft) → Seeds (premium) → Bulbs (ultra-rare)

  • Simulin naming: [Function]-[Generation] (e.g., Harvester-Mk3)

  • Card sessions: Always specify table (Tulip Hold'em, Hexfield Fortune, etc.)

  • Influence mapping: Document card→farm effects with INFLUENCE-[ID]

Quality Checklist

Before finalizing any document:

  • All sections have content (no TBDs in shipped docs)

  • Cross-references resolve to existing documents

  • Numbers are specific and justified

  • Diagrams render correctly

  • Economy math is validated

  • Edge cases are addressed

  • Implementation notes are actionable

  • Version number is updated

For detailed templates, see references/templates.md

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