map-systems
When this skill is invoked:
1. Parse Arguments
Two modes:
- No argument:
/map-systems— Run the full decomposition workflow (Phases 1-5) to create or update the systems index. next:/map-systems next— Pick the highest-priority undesigned system from the index and hand off to/design-system(Phase 6).
2. Phase 1: Read Concept (Required Context)
Read the game concept and any existing design work. This provides the raw material for systems decomposition.
Required:
- Read
design/gdd/game-concept.md— fail with a clear message if missing:"No game concept found at
design/gdd/game-concept.md. Run/brainstormfirst to create one, then come back to decompose it into systems."
Optional (read if they exist):
- Read
design/gdd/game-pillars.md— pillars constrain priority and scope - Read
design/gdd/systems-index.md— if exists, resume from where it left off (update, don't recreate from scratch) - Glob
design/gdd/*.md— check which system GDDs already exist
If the systems index already exists:
- Read it and present current status to the user
- Use
AskUserQuestionto ask: "The systems index already exists with [N] systems ([M] designed, [K] not started). What would you like to do?"- Options: "Update the index with new systems", "Design the next undesigned system", "Review and revise priorities"
3. Phase 2: Systems Enumeration (Collaborative)
Extract and identify all systems the game needs. This is the creative core of the skill — it requires human judgment because concept docs rarely enumerate every system explicitly.
Step 2a: Extract Explicit Systems
Scan the game concept for directly mentioned systems and mechanics:
- Core Mechanics section (most explicit)
- Core Loop section (implies what systems drive each loop tier)
- Technical Considerations section (networking, procedural generation, etc.)
- MVP Definition section (required features = required systems)
Step 2b: Identify Implicit Systems
For each explicit system, identify the hidden systems it implies. Games always need more systems than the concept doc mentions. Use this inference pattern:
- "Inventory" implies: item database, equipment slots, weight/capacity rules, inventory UI, item serialization for save/load
- "Combat" implies: damage calculation, health system, hit detection, status effects, enemy AI, combat UI (health bars, damage numbers), death/respawn
- "Open world" implies: streaming/chunking, LOD system, fast travel, map/minimap, point of interest tracking, world state persistence
- "Multiplayer" implies: networking layer, lobby/matchmaking, state synchronization, anti-cheat, network UI (ping, player list)
- "Crafting" implies: recipe database, ingredient gathering, crafting UI, success/failure mechanics, recipe discovery/learning
- "Dialogue" implies: dialogue tree system, dialogue UI, choice tracking, NPC state management, localization hooks
- "Progression" implies: XP system, level-up mechanics, skill tree, unlock tracking, progression UI, progression save data
Explain in conversation text why each implicit system is needed (with examples).
Step 2c: User Review
Present the enumeration organized by category. For each system, show:
- Name
- Category
- Brief description (1 sentence)
- Whether it was explicit (from concept) or implicit (inferred)
Then use AskUserQuestion to capture feedback:
- "Are there systems missing from this list?"
- "Should any of these be combined or split?"
- "Are there systems listed that this game does NOT need?"
Iterate until the user approves the enumeration.
4. Phase 3: Dependency Mapping (Collaborative)
For each system, determine what it depends on. A system "depends on" another if it cannot function without that other system existing first.
Step 3a: Map Dependencies
For each system, list its dependencies. Use these dependency heuristics:
- Input/output dependencies: System A produces data System B needs
- Structural dependencies: System A provides the framework System B plugs into
- UI dependencies: Every gameplay system has a corresponding UI system that depends on it (but UI is designed after the gameplay system)
Step 3b: Sort by Dependency Order
Arrange systems into layers:
- Foundation: Systems with zero dependencies (designed and built first)
- Core: Systems depending only on Foundation systems
- Feature: Systems depending on Core systems
- Presentation: UI and feedback systems that wrap gameplay systems
- Polish: Meta-systems, tutorials, analytics, accessibility
Step 3c: Detect Circular Dependencies
Check for cycles in the dependency graph. If found:
- Highlight them to the user
- Propose resolutions (interface abstraction, simultaneous design, breaking the cycle by defining a contract between the two systems)
Step 3d: Present to User
Show the dependency map as a layered list. Highlight:
- Any circular dependencies
- Any "bottleneck" systems (many others depend on them — these are high-risk)
- Any systems with no dependents (leaf nodes — lower risk, can be designed late)
Use AskUserQuestion to ask: "Does this dependency ordering look right? Any
dependencies I'm missing or that should be removed?"
5. Phase 4: Priority Assignment (Collaborative)
Assign each system to a priority tier based on what milestone it's needed for.
Step 4a: Auto-Assign Based on Concept
Use these heuristics for initial assignment:
- MVP: Systems mentioned in the concept's "Required for MVP" section, plus their Foundation-layer dependencies
- Vertical Slice: Systems needed for a complete experience in one area
- Alpha: All remaining gameplay systems
- Full Vision: Polish, meta, and nice-to-have systems
Step 4b: User Review
Present the priority assignments in a table. For each tier, explain why systems were placed there.
Use AskUserQuestion to ask: "Do these priority assignments match your vision?
Which systems should be higher or lower priority?"
Explain reasoning in conversation: "I placed [system] in MVP because the core loop requires it — without [system], the 30-second loop can't function."
Step 4c: Determine Design Order
Combine dependency sort + priority tier to produce the final design order:
- MVP Foundation systems first
- MVP Core systems second
- MVP Feature systems third
- Vertical Slice Foundation/Core systems
- ...and so on
This is the order the team should write GDDs in.
6. Phase 5: Create Systems Index (Write)
Step 5a: Draft the Document
Using the template at .claude/docs/templates/systems-index.md, populate the
systems index with all data from Phases 2-4:
- Fill the enumeration table
- Fill the dependency map
- Fill the recommended design order
- Fill the high-risk systems
- Fill progress tracker (all systems "Not Started" initially, unless GDDs already exist)
Step 5b: Approval
Present a summary of the document:
- Total systems count by category
- MVP system count
- First 3 systems in the design order
- Any high-risk items
Ask: "May I write the systems index to design/gdd/systems-index.md?"
Wait for approval. Write the file only after "yes."
Step 5c: Update Session State
After writing, update production/session-state/active.md with:
- Task: Systems decomposition
- Status: Systems index created
- File: design/gdd/systems-index.md
- Next: Design individual system GDDs
7. Phase 6: Design Individual Systems (Handoff to /design-system)
This phase is entered when:
- The user says "yes" to designing systems after creating the index
- The user invokes
/map-systems [system-name] - The user invokes
/map-systems next
Step 6a: Select the System
- If a system name was provided, find it in the systems index
- If
nextwas used, pick the highest-priority undesigned system (by design order) - If the user just finished the index, ask: "Would you like to start designing individual systems now? The first system in the design order is [name]. Or would you prefer to stop here and come back later?"
Use AskUserQuestion for: "Start designing [system-name] now, pick a different
system, or stop here?"
Step 6b: Hand Off to /design-system
Once a system is selected, invoke the /design-system [system-name] skill.
The /design-system skill handles the full GDD authoring process:
- Gathers context from game concept, systems index, and dependency GDDs
- Creates a file skeleton immediately
- Walks through all 8 required sections one at a time (collaborative, incremental)
- Cross-references existing docs to prevent contradictions
- Routes to specialist agents for domain expertise
- Writes each section to file as soon as it's approved
- Runs
/design-reviewwhen complete - Updates the systems index
Do not duplicate the /design-system workflow here. This skill owns the systems
index; /design-system owns individual system GDDs.
Step 6c: Loop or Stop
After /design-system completes, use AskUserQuestion:
- "Continue to the next system ([next system name])?"
- "Pick a different system?"
- "Stop here for this session?"
If continuing, return to Step 6a.
8. Phase 7: Suggest Next Steps
After the systems index is created (or after designing some systems), suggest the appropriate next actions:
- "Run
/design-system [system-name]to write the next system's GDD" - "Run
/design-review [path]on each completed GDD to validate quality" - "Run
/gate-check pre-productionto check if you're ready to start building" - "Prototype the highest-risk system with
/prototype [system]" - "Plan the first implementation sprint with
/sprint-plan new"
Collaborative Protocol
This skill follows the collaborative design principle at every phase:
- Question -> Options -> Decision -> Draft -> Approval at every step
- AskUserQuestion at every decision point (Explain -> Capture pattern):
- Phase 2: "Missing systems? Combine or split?"
- Phase 3: "Dependency ordering correct?"
- Phase 4: "Priority assignments match your vision?"
- Phase 5: "May I write the systems index?"
- Phase 6: "Start designing, pick different, or stop?" then hand off to
/design-system
- "May I write to [filepath]?" before every file write
- Incremental writing: Update the systems index after each system is designed
- Handoff: Individual GDD authoring is owned by
/design-system, which handles incremental section writing, cross-referencing, design review, and index updates - Session state updates: Write to
production/session-state/active.mdafter each milestone (index created, system designed, priorities changed)
Never auto-generate the full systems list and write it without review. Never start designing a system without user confirmation. Always show the enumeration, dependencies, and priorities for user validation.