27 lines
1.4 KiB
Markdown
27 lines
1.4 KiB
Markdown
---
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paths:
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- "design/gdd/**"
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---
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# Design Document Rules
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These rules apply to per-system GDDs under `design/gdd/**`.
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`design/gdd/game-concept.md` uses
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`references/studio-docs/templates/game-concept.md`. In full `/brainstorm`
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review mode, `design/gdd/game-pillars.md` is created or updated through the
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`creative-director` subagent during CD-PILLARS. In lean or solo mode, the main
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brainstorm workflow creates the initial version directly. It uses
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`references/studio-docs/templates/game-pillars.md`.
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- Every design document MUST contain these 8 sections: Overview, Player Fantasy, Detailed Rules, Formulas, Edge Cases, Dependencies, Tuning Knobs, Acceptance Criteria
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- Formulas must include variable definitions, expected value ranges, and example calculations
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- Edge cases must explicitly state what happens, not just "handle gracefully"
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- Dependencies must be bidirectional — if system A depends on B, B's doc must mention A
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- Tuning knobs must specify safe ranges and what gameplay aspect they affect
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- Acceptance criteria must be testable — a QA tester must be able to verify pass/fail
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- No hand-waving: "the system should feel good" is not a valid specification
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- Balance values must link to their source formula or rationale
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- Design documents MUST be written incrementally: create skeleton first, then fill
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each section one at a time with user approval between sections. Write each
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approved section to the file immediately to persist decisions and manage context
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