完善 brainstorm 支柱文档与审查强度规则
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@@ -32,8 +32,14 @@ profile text into a generic default agent.
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## Review Modes
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Review intensity controls whether director gates run. It can be set globally
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(persists across sessions) or overridden per skill run.
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Review intensity controls whether director and lead **review gates** run. It is
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not a global switch for all custom-agent or subagent usage: a future team
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workflow may still call specialist agents as part of its core work. Apply
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review mode only to gate invocations such as `CD-PILLARS`, `TD-FEASIBILITY`,
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`PR-SCOPE`, and the `*-PHASE-GATE` checks.
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Review intensity can be set globally (persists across sessions) or overridden
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per skill run.
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**Global config**: `production/review-mode.txt` — one word: `full`, `lean`, or `solo`.
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Set once during `/start`. Edit the file directly to change it at any time.
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@@ -45,14 +51,14 @@ Examples:
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```
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/brainstorm space horror → uses global mode
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/brainstorm space horror --review full → forces full mode this run
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/architecture-decision --review solo → skips all gates this run
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/architecture-decision --review solo → skips review gates this run
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```
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| Mode | What runs | Best for |
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|------|-----------|----------|
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| `full` | All gates active — every workflow step reviewed | Teams, learning users, or when you want thorough director feedback at every step |
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| `lean` | PHASE-GATEs only (`/gate-check`) — per-skill gates skipped | **Default** — solo devs and small teams; directors review at milestones only |
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| `solo` | No director gates anywhere | Game jams, prototypes, maximum speed |
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| `full` | All key director / lead review gates call their custom agents | Teams, learning users, or when you want thorough director feedback at every step |
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| `lean` | Only PHASE-GATE review gates such as `/gate-check` call directors; ordinary per-skill review gates are skipped | **Default** — solo devs and small teams; directors review at milestones only |
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| `solo` | All director review gates are skipped | Game jams, prototypes, maximum speed |
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**Check pattern — apply before every gate spawn:**
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@@ -63,8 +69,9 @@ Before spawning gate [GATE-ID]:
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3. Else default to lean
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Apply the resolved mode:
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- solo → skip all gates. Note: "[GATE-ID] skipped — Solo mode"
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- lean → skip unless this is a PHASE-GATE (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
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- solo → skip all director / lead review gates. Note: "[GATE-ID] skipped — Solo mode"
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- lean → skip ordinary per-skill review gates; only run PHASE-GATE checks
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(CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
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Note: "[GATE-ID] skipped — Lean mode"
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- full → spawn as normal
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```
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@@ -79,9 +86,12 @@ Apply the resolved mode:
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3. Else default to `lean`
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Apply the resolved mode:
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- `solo` → **skip all gates**. Note in output: `[GATE-ID] skipped — Solo mode`
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- `lean` → **skip unless this is a PHASE-GATE** (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE). Note: `[GATE-ID] skipped — Lean mode`
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- `full` → spawn as normal
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- `full` → **spawn all key director / lead review gates** as described by the skill.
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- `lean` → **spawn only PHASE-GATE review gates** such as `/gate-check`
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(CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE). Skip ordinary
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per-skill review gates and note: `[GATE-ID] skipped — Lean mode`
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- `solo` → **skip all director review gates**. Note in output:
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`[GATE-ID] skipped — Solo mode`
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```
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# Apply mode check, then:
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@@ -146,8 +156,15 @@ or any time pillars are revised)
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**Context to pass**:
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- Full pillar set with names, definitions, and design tests
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- Anti-pillars list
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- Pillar conflict priority
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- Core fantasy statement
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- Unique hook ("Like X, AND ALSO Y")
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- Required output document path for `/brainstorm`: `design/gdd/game-pillars.md`
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- Template to use when the document is created or updated:
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`references/studio-docs/templates/game-pillars.md`
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- Existing `design/gdd/game-pillars.md` contents, if the file already exists
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- Orchestrator assessment: missing / present and current / present but stale /
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present but incomplete
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**Prompt**:
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> "Review these game pillars. Are they falsifiable — could a real design decision
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@@ -155,7 +172,18 @@ or any time pillars are revised)
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> they differentiate this game from its closest comparables? Would they help resolve
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> a design disagreement in practice, or are they too vague to be useful? Return
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> specific feedback for each pillar and an overall verdict: APPROVE (strong), CONCERNS
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> [list] (needs sharpening), or REJECT (weak — pillars do not carry weight)."
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> [list] (needs sharpening), or REJECT (weak — pillars do not carry weight).
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> When this gate is invoked from `/brainstorm` after the user has locked pillars,
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> ensure `design/gdd/game-pillars.md` exists as the brainstorm-stage pillar
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> source of truth. If it already exists and matches the locked pillars, review it
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> in place and avoid rewriting for churn. If it is missing, stale, or incomplete,
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> create or update it with `references/studio-docs/templates/game-pillars.md` as
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> the structure. The initial brainstorm version must capture core fantasy, unique
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> hook, target MDA aesthetics, 3-5 pillars, design tests, anti-pillars, conflict
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> priority, and validation status; deeper cross-department implications can be
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> marked TBD for later refinement. Begin the response with the required verdict
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> token, then state whether the pillar document is current, created, updated, or
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> blocked."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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