Token导航 LogoToken导航TokenDH.com
研究检索执行命令github未标认证来源可访问许可证需确认审计通过

map-systems地图系统

Agent Skill

map-systems 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

988

周安装

42

GitHub Stars

16,574

下载量

346
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:map-systems(地图系统)
来源仓库:https://github.com/donchitos/claude-code-game-studios
仓库路径:skills/map-systems
安装命令:
npx skills add https://github.com/donchitos/claude-code-game-studios --skill map-systems
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/donchitos/claude-code-game-studios --skill map-systems

简介

map-systems 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。

  • 它支持通过关键词、任务场景或来源线索进行信息检索与筛选。
  • 可通过 npx skills add 命令从指定 GitHub 仓库安装并使用。
  • 建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

When this skill is invoked:

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).

Also resolve the review mode (once, store for all gate spawns this run):

  1. If --review [full|lean|solo] was passed → use that
  2. Else read production/review-mode.txt → use that value
  3. Else → default to lean

See .claude/docs/director-gates.md for the full check pattern.


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.mdfail with a clear message if missing: "No game concept found at design/gdd/game-concept.md. Run /brainstorm first 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 AskUserQuestion to 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"


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.


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:

  1. Foundation: Systems with zero dependencies (designed and built first)
  2. Core: Systems depending only on Foundation systems
  3. Feature: Systems depending on Core systems
  4. Presentation: UI and feedback systems that wrap gameplay systems
  5. 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?"

Review mode check — apply before spawning TD-SYSTEM-BOUNDARY:

  • solo → skip. Note: "TD-SYSTEM-BOUNDARY skipped — Solo mode." Proceed to priority assignment.
  • lean → skip (not a PHASE-GATE). Note: "TD-SYSTEM-BOUNDARY skipped — Lean mode." Proceed to priority assignment.
  • full → spawn as normal.

After dependency mapping is approved, spawn technical-director via Task using gate TD-SYSTEM-BOUNDARY (.claude/docs/director-gates.md) before proceeding to priority assignment.

Pass: the dependency map summary, layer assignments, bottleneck systems list, any circular dependency resolutions.

Present the assessment. If REJECT, revise the system boundaries with the user before moving to priority assignment. If CONCERNS, note them inline in the systems index and continue.


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."

"Why" column guidance: When explaining why each system was placed in a priority tier, mix technical necessity with player-experience reasoning. Do not use purely technical justifications like "Combat needs damage math" — connect to player experience where relevant. Examples of good "Why" entries:

  • "Required for the core loop — without it, placement decisions have no consequence (Pillar 2: Placement is the Puzzle)"
  • "Ballista's punch-through identity is established here — this stat definition is what makes it feel different from Archer"
  • "Foundation for all economy decisions — players must understand upgrade costs to make meaningful placement choices"

Pure technical necessity ("X depends on Y") is insufficient alone when the system directly shapes player experience.

Review mode check — apply before spawning PR-SCOPE:

  • solo → skip. Note: "PR-SCOPE skipped — Solo mode." Proceed to writing the systems index.
  • lean → skip (not a PHASE-GATE). Note: "PR-SCOPE skipped — Lean mode." Proceed to writing the systems index.
  • full → spawn as normal.

After priorities are approved, spawn producer via Task using gate PR-SCOPE (.claude/docs/director-gates.md) before writing the index.

Pass: total system count per milestone tier, estimated implementation volume per tier (system count × average complexity), team size, stated project timeline.

Present the assessment. If UNREALISTIC, offer to revise priority tier assignments before writing the index. If CONCERNS, note them and continue.

Step 4c: Determine Design Order

Combine dependency sort + priority tier to produce the final design order:

  1. MVP Foundation systems first
  2. MVP Core systems second
  3. MVP Feature systems third
  4. Vertical Slice Foundation/Core systems
  5. ...and so on

This is the order the team should write GDDs in.


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."

Review mode check — apply before spawning CD-SYSTEMS:

  • solo → skip. Note: "CD-SYSTEMS skipped — Solo mode." Proceed to Phase 7 next steps.
  • lean → skip (not a PHASE-GATE). Note: "CD-SYSTEMS skipped — Lean mode." Proceed to Phase 7 next steps.
  • full → spawn as normal.

After the systems index is written, spawn creative-director via Task using gate CD-SYSTEMS (.claude/docs/director-gates.md).

Pass: systems index path, game pillars and core fantasy (from design/gdd/game-concept.md), MVP priority tier system list.

Present the assessment. If REJECT, revise the system set with the user before GDD authoring begins. If CONCERNS, record them in the systems index as a > **Creative Director Note** at the top of the relevant tier section.

Step 5c: Update Session State

After writing, create production/session-state/active.md if it does not exist, then update it with:

  • Task: Systems decomposition
  • Status: Systems index created
  • File: design/gdd/systems-index.md
  • Next: Design individual system GDDs

Verdict: COMPLETE — systems index written to design/gdd/systems-index.md. If the user declined: Verdict: BLOCKED — user did not approve the write.


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 next was 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-review when 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.


Phase 7: Suggest Next Steps

After the systems index is created (or after designing some systems), present next actions using AskUserQuestion:

  • "Systems index is written. What would you like to do next?"

- [A] Start designing GDDs — run /design-system [first-system-in-order] - [B] Ask a director to review the index first — ask creative-director or technical-director to validate the system set before committing to 10+ GDD sessions - [C] Stop here for this session

The director review option ([B]) is worth highlighting: having a Creative Director or Technical Director review the completed systems index before starting GDD authoring catches scope issues, missing systems, and boundary problems before they're locked in across many documents. It is optional but recommended for new projects.

After any individual GDD is completed:

  • "Run /design-review design/gdd/[system].md in a fresh session to validate quality"
  • "Run /gate-check systems-design when all MVP GDDs are complete"

Collaborative Protocol

This skill follows the collaborative design principle at every phase:

  1. Question -> Options -> Decision -> Draft -> Approval at every step
  2. 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

  1. "May I write to [filepath]?" before every file write
  2. Incremental writing: Update the systems index after each system is designed
  3. Handoff: Individual GDD authoring is owned by /design-system, which handles incremental section writing, cross-referencing, design review, and index updates
  4. Session state updates: Write to production/session-state/active.md after 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.

Context Window Awareness

If context reaches or exceeds 70% at any point, append this notice:

Context is approaching the limit (≥70%). The systems index is saved to design/gdd/systems-index.md. Open a fresh Claude Code session to continue designing individual GDDs — run /map-systems next to pick up where you left off.

Recommended Next Steps

  • Run /design-system [first-system-in-order] to author the first GDD (use design order from the index)
  • Run /map-systems next to always pick the highest-priority undesigned system automatically
  • Run /design-review design/gdd/[system].md in a fresh session after each GDD is authored
  • Run /gate-check pre-production when all MVP GDDs are authored and reviewed

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

36.43%
按下载量换算126

Claude

28.61%
按下载量换算99

Cursor

20.37%
按下载量换算70

Gemini CLI

8.75%
按下载量换算30

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/donchitos/claude-code-game-studios --skill map-systems 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills