Create design documents for Stapledons Voyage game features. Use when user asks to create a design doc, plan a feature, or document game mechanics. Handles both planned/ and implemented/ docs.
Create well-structured design documents for Stapledons Voyage game features.
Most common usage:
# User says: "Create a design doc for NPC pathfinding"
# This skill will:
# 1. Ask for key details (priority, complexity)
# 2. Create design_docs/planned/npc-pathfinding.md
# 3. Fill template with proper structure
# 4. Guide you through customization
Invoke this skill when:
scripts/create_planned_doc.sh <doc-name> [version]Create a new design document in design_docs/planned/.
scripts/move_to_implemented.sh <doc-name> <version>Move a design document from planned/ to implemented/ after completion.
Ask user:
Every feature should be scored against the game's core pillars.
IMPORTANT: Before creating any design doc, read these files maintained by game-vision-designer:
| File | Purpose | When to Check |
|---|---|---|
| core-pillars.md | Authoritative pillar definitions | Always - score feature against each |
| design-decisions.md | Prior decisions & rationale | Check for relevant constraints |
| open-questions.md | Unresolved design questions | See if feature touches these |
| game-vision.md | Full game design document | Deep context when needed |
Score against each pillar in core-pillars.md:
| Pillar | Question |
|---|---|
| Time Dilation Consequence | Does this reinforce irreversible time choices? |
| Civilization Simulation | Does it enhance galaxy-scale simulation? |
| Philosophical Depth | Does it add moral/philosophical decisions? |
| Ship & Crew Life | Does it connect to finite crew narrative? |
| Legacy Impact | Does it contribute to Year 1,000,000 report? |
| Hard Sci-Fi Authenticity | Does it maintain scientific plausibility? |
Feature types:
Check design-decisions.md for:
This is a hard sci-fi game. All visual effects must be based on real physics.
| Effect | Physics Basis | When to Use |
|---|---|---|
| SR Doppler Shift | Light wavelength changes with relative velocity | Relativistic travel |
| SR Aberration | Stars appear to bunch forward at high velocity | High-speed scenes |
| GR Lensing | Light bends around massive objects | Near black holes, neutron stars |
| GR Redshift | Light escaping gravity wells shifts red | Near massive objects |
| Time Dilation | γ = 1/ā(1-v²/c²) | All relativistic travel |
| Parallax | Distant objects move slower than near ones | Depth perception |
| Rejected Effect | Why It's Wrong | What to Use Instead |
|---|---|---|
| Star Streaks | Stars are too distant for motion blur | SR aberration (stars bunch forward) |
| Radial Motion Blur | No physical basis at relativistic speeds | SR Doppler shift (color change) |
| Warp Tunnels | Pure fantasy, no physics | Actual SR/GR visual distortion |
| Sound in Space | No medium for sound waves | Silence, or ship interior sounds |
| Engine Glow Trails | No medium to illuminate in vacuum | Point-source engine light only |
| Instant Communication | Violates light speed limit | Time-delayed messages |
| Artificial Gravity Plates | No known physics | Rotation or acceleration |
Before finalizing any visual/physics design:
Example narrative justification: Lower velocities (0.1c-0.5c instead of 0.9c) because "the AI pilot slows for crew sightseeing" - physics is still accurate, just at visible intensities.
Before designing, know what's already available:
| Reference | Contents |
|---|---|
| engine-capabilities.md | Complete engine reference |
| gr-effects.md | GR physics & shaders |
| ai-handler-system.md | AI effect & providers |
Available Engine Features:
Important for this project: All game logic is written in AILANG. Consider:
Game-specific sections:
docs/vision/core-pillars.mddocs/vision/design-decisions.mdWhen creating a design doc:
docs/vision/core-pillars.md and score the featuredocs/vision/design-decisions.md for constraintsgame-vision-designerFor visual/physics features, include:
## Physics Basis
- Effect: [name]
- Principle: [cite equation or physics concept]
- Reference: [link to physics explanation]
## Rejected Alternatives
| Hollywood Effect | Why Rejected |
|------------------|--------------|
| [effect] | [physics reason] |
# NPC Movement System
## Status
- Status: Planned
- Priority: P1
- Estimated: 2 days
## Game Vision Alignment
Checked against [core-pillars.md](docs/vision/core-pillars.md):
| Pillar | Alignment | Notes |
|--------|-----------|-------|
| Time Dilation Consequence | N/A | Infrastructure feature |
| Civilization Simulation | ā
Supports | NPCs populate civilizations |
| Ship & Crew Life | ā
Supports | Crew members use this system |
| Hard Sci-Fi Authenticity | N/A | No physics implications |
**Prior Decisions:** None directly relevant in design-decisions.md.
## Feature Overview
NPCs should move around the world grid, avoiding obstacles.
## AILANG Implementation
### Types (in sim/world.ail)
```ailang
type Direction = North | South | East | West
type MoveResult = Moved(Coord) | Blocked(string)
export pure func move(npc: NPC, dir: Direction, world: World) -> MoveResult
export pure func pathfind(npc: NPC, target: Coord, world: World) -> [Direction]
## AILANG Feedback Integration
**If you encounter AILANG limitations while designing:**
1. Note the limitation in the design doc
2. Design a workaround
3. Report to AILANG core via `ailang-feedback` skill:
```bash
~/.claude/skills/ailang-feedback/scripts/send_feedback.sh feature \
"Feature needed for <game feature>" \
"Description of what would help" \
"stapledons_voyage"
design_docs/
āāā planned/ # Future features
ā āāā feature.md
ā āāā v0_1_0/ # Targeted for game v0.1.0
āāā implemented/ # Completed features
ā āāā v0_1_0/
āāā README.md # Feature index
Define your data structures first - they drive the implementation.
Any operation on 64x64 grid (4096 tiles) needs careful design.
ailang check EarlyType-check your planned code snippets before committing to the design.
ailang promptReference ailang prompt output when documenting AILANG syntax.