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v0.3.2 β€” Hybrid workflow, init-template, Godot MCP, docs cleanup
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# Hybrid Discovery-Production Workflow
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## Overview
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This document defines a pragmatic hybrid workflow that balances **creative agility** during pre-production with **production discipline** once the game's direction is proven. It is designed for indie teams (1–5 people) who need to iterate quickly to find the fun, but still want professional-grade coordination when building the real thing.
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**When to use this workflow**: Small teams, unknown designs, short timelines (weeks to a few months), prototypes that may be pivoted or killed.
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**When to use the full OCGS workflow**: Large teams (5–15+), known designs, long timelines (6+ months), funded projects with publisher requirements.
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---
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## Two-Phase Model
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The project lifecycle is split into two modes with **different rules**:
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| Dimension | Discovery | Production |
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|-----------|-----------|------------|
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| **Goal** | Find the fun | Ship a polished game |
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| **Process overhead** | Low | High (full OCGS) |
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| **Time to playable** | 2–4 days | 2–4 weeks planning first |
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| **GDDs** | Quick-design / bullet points | Formal GDDs |
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| **Architecture** | None | ADRs required |
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| **Code location** | `prototypes/` | `src/` |
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| **Tests** | Manual playtest only | Unit + integration + QA |
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| **Sprint planning** | Weekly goals (informal) | Formal sprint plan |
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| **Agents** | 4 core roles | 10 core roles |
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---
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## Phase 1: Discovery (Pre-Production)
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### Goal
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Answer one question per prototype: *Is this mechanic/system/fun?*
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### Rules
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- **No formal GDDs.** Use `/quick-design` for lightweight specs, or bullet points in a markdown file.
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- **No architecture.** Build throwaway scenes in `prototypes/`.
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- **Minimal agents.** Only `creative-director`, `game-designer`, `prototyper`, and `godot-specialist` (or engine equivalent).
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- **Time-boxed.** 2–4 weeks maximum per prototype.
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- **Kill cheaply.** If it's not fun, pivot or scrap. No sunk-cost fallacy.
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### What NOT to do in Discovery
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- Architecture Decision Records (ADRs)
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- Epic/story breakdowns
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- QA plans
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- Asset pipeline setup
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- Unit tests (prototypes are throwaway)
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- Formal sprint plans
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### Deliverable
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A working prototype that answers one core design question.
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---
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## Phase 2: Production (Post-Prototype)
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### Goal
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Build, polish, and ship the game with full quality gates.
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### Rules
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- Use the existing OCGS framework, but with a **consolidated agent hierarchy** (see below).
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- All changes require design review, architecture review, and QA sign-off.
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- Code lives in `src/` with full coding standards.
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- Every system has an ADR in `docs/architecture/`.
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- Tests first for gameplay systems (TDD).
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### Slimmed Agent Hierarchy (49 β†’ 10)
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| Tier | Role | Responsibilities |
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|------|------|------------------|
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| 1 | `creative-director` | Vision, final say on design |
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| 1 | `technical-director` | Architecture, tech choices, code quality |
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| 2 | `game-designer` | Core mechanics, balance, progression |
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| 2 | `art-director` | Visual identity, asset specs |
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| 2 | `lead-programmer` | Code review, task breakdown |
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| 3 | `gameplay-programmer` | Player systems, combat, UI |
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| 3 | `technical-artist` | Shaders, VFX, rendering pipeline |
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| 3 | `qa-lead` | Test strategy, bug triage |
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| 3 | `sound-designer` | Audio direction |
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| 3 | `writer` | Narrative, lore, dialogue |
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> **Note**: The `producer` role is merged into `technical-director`. Cross-domain coordination falls to `technical-director` (sprint planning, milestone reviews, scope management). Gate checks and release coordination are shared with `creative-director`. Design conflicts escalate to `creative-director`.
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### Merged / Deferred Roles
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The following roles from the full 49-agent roster are either merged into the 10 above, or deferred until late production:
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- `engine-programmer`, `tools-programmer` β†’ `lead-programmer`
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- `ai-programmer`, `network-programmer` β†’ `gameplay-programmer` (until needed)
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- `level-designer`, `world-builder` β†’ `game-designer`
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- `ui-programmer`, `ux-designer` β†’ `gameplay-programmer`
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- `economy-designer`, `systems-designer` β†’ `game-designer`
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- `performance-analyst` β†’ `technical-artist` / `lead-programmer`
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- `security-engineer`, `accessibility-specialist`, `live-ops-designer` β†’ deferred until late production
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- `community-manager`, `analytics-engineer`, `localization-lead` β†’ post-launch only
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---
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## Decision Gates
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| Gate | Trigger | Checks |
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|------|---------|--------|
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| **Prototype Gate** | 2–4 weeks or prototype complete | Is it fun? Is scope realistic? |
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| **Production Gate** | Prototype approved | Is there a GDD? Is architecture defined? Is team staffed? |
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| **Alpha Gate** | Core loop complete | Balance, performance, major bugs |
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| **Ship Gate** | Content complete | QA sign-off, no critical bugs |
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**Removed gates** (vs. full OCGS):
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- Full architecture review (lightweight ADR is enough)
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- Complete epic/story breakdown before implementation
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- Pre-commit architecture for every feature
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---
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## The `/prototype` Fast Lane
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A new skill/command that shortcuts the path to a playable prototype:
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1. `creative-director` approves concept (informal/chat).
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2. `prototyper` + `godot-specialist` build it.
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3. Manual playtest.
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4. `creative-director` + `game-designer` decide: **iterate**, **pivot**, or **productionize**.
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**Average time to playable**: 2–3 days instead of 2–3 weeks of planning.
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---
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## Artifact Comparison
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| Artifact | Discovery | Production |
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|----------|-----------|------------|
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| Game concept doc | Informal (`design/concept.md`) | Formal GDDs |
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| Architecture | None | ADRs required |
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| Code | `prototypes/` | `src/` with standards |
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| Tests | Manual playtest only | Unit + integration |
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| Sprint plans | Weekly goals in chat | Formal sprint plan |
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| QA | "Does it crash?" | Full QA plan |
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---
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## When to Switch to Full OCGS
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Switch back to the **full 49-agent framework** if any of these become true:
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- Team grows beyond 5 people
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- Project timeline exceeds 6 months
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- Multiple features need parallel development
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- You need live ops, analytics, or multiplayer
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- Funding/publisher requires formal process
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---
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## Comparison
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| Aspect | Full OCGS | Hybrid |
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|--------|-----------|--------|
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| Time to first prototype | 2–4 weeks | 2–4 days |
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| Process overhead (early) | High | Low |
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| Coordination (late) | Excellent | Good |
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| Team size | 5–15 | 1–5 |
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| Best for | Known game, funded, long timeline | Unknown game, indie, iterating |
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---
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## Migration Path
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If a project starts with the hybrid workflow and later needs the full OCGS framework:
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1. **Archive prototypes** to `prototypes/archive/`.
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2. **Promote surviving designs** to formal GDDs in `design/`.
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3. **Write ADRs** for the architecture of systems proven in prototypes.
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4. **Recruit additional agents** from the full roster as needed.
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5. **Switch to `src/`** with full coding standards.
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6. **Enable all quality gates** from the full framework.
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---
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## Notes
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This workflow is a **first-class citizen** of the OCGS framework, not a hack. All existing OCGS skills, gates, and documentation remain valid and are simply deferred to the Production phase. The `/prototype` skill is designed to integrate cleanly with the existing command structure.

β€Ž.opencode/docs/skills-reference.mdβ€Ž

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| Command | Purpose |
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|---------|---------|
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| `/prototype` | Rapid throwaway prototype to validate a mechanic (relaxed standards, isolated worktree) |
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| `/hybrid-prototype` | Fast-lane prototype for discovery phase β€” 2-3 day build, no formal gates, lightweight DECISION.md |
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| `/onboard` | Generate contextual onboarding document for a new contributor or agent |
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| `/localize` | Localization workflow: string extraction, validation, translation readiness |
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---
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name: hybrid-prototype
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description: "Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase."
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argument-hint: "[concept-description]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task
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agent: prototyper
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isolation: worktree
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---
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## Overview
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This skill implements the **Discovery Phase fast lane** as described in `.opencode/docs/hybrid-workflow.md`. It is intentionally lightweight: no formal GDD, no architecture, no epic breakdown. Just build it, play it, decide.
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**Time budget**: 1-3 days.
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**Agents involved**: `creative-director`, `game-designer`, `prototyper`, `godot-specialist` (or engine equivalent).
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---
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## Phase 1: Concept & Question (5 minutes)
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Read the concept description from the argument. State the **one core question** this prototype must answer. If the concept is vague, ask the user to clarify before proceeding.
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Examples of good questions:
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- "Does the combat feel responsive with 200ms input lag?"
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- "Is resource scarcity actually fun, or just frustrating?"
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- "Does the movement mechanic support the intended platforming challenges?"
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Bad question: "Is this game fun?" (Too broad. Narrow it down.)
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**Ask the user**: "The core question for this prototype is: [question]. Proceed?"
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---
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## Phase 2: Plan (15 minutes)
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Define the minimum viable prototype in 3-5 bullet points:
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- What is the absolute minimum code to answer the question?
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- What can be hardcoded / placeholder / skipped?
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- What is the success criteria? (e.g., "Player can complete 3 jumps in a row without dying")
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**Present the plan to the user and ask for confirmation.**
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---
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## Phase 3: Build (1-2 days)
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**Ask**: "May I create the prototype directory at `prototypes/[concept-name]/` and begin implementation?"
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If yes, create the directory. Every file must begin with:
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```
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// PROTOTYPE - NOT FOR PRODUCTION
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// Question: [Core question being tested]
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// Date: [Current date]
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```
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**Rules for prototype code**:
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- Hardcode values freely
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- Use placeholder assets (colored squares, simple shapes)
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- Skip error handling
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- Use the simplest approach that works
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- Copy code rather than importing from production
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- NEVER import from `src/` β€” prototypes are isolated
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**Run the prototype** as you build. Test continuously. Fix blockers, but don't polish.
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---
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## Phase 4: Playtest (2-4 hours)
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Play the prototype yourself. Then ask the user to play it. Collect observations:
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- What worked?
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- What felt bad?
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- Did it answer the core question?
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- Any surprising discoveries?
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**Document findings informally** β€” a bulleted list is fine.
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---
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## Phase 5: Decide (30 minutes)
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Collaborate with `creative-director` and `game-designer` (via Task or conversation) to make a decision:
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| Verdict | Meaning | Next Step |
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|---------|---------|-----------|
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| **ITERATE** | Core is promising, but needs adjustment | Run `/hybrid-prototype [revised-concept]` |
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| **PIVOT** | The concept doesn't work, but a related one might | Run `/brainstorm` or `/hybrid-prototype [new-direction]` |
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| **PRODUCTIONIZE** | It's fun and proven β€” move to production | Begin GDD in `/design-system`, architecture in `/create-architecture` |
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| **KILL** | It's not fun and no clear fix | Stop. The prototype report is the deliverable. |
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**Update `prototypes/[concept-name]/DECISION.md`** with:
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```markdown
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# Prototype Decision: [Concept Name]
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## Question
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[Core question]
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## Result
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[What happened]
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## Verdict
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[ITERATE / PIVOT / PRODUCTIONIZE / KILL]
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## Reasoning
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[Why]
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## Next Steps
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[What to do next]
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```
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**Ask**: "May I write the decision to `prototypes/[concept-name]/DECISION.md`?"
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---
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## Phase 6: Done
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Output a summary to the user: the core question, the verdict, and the next step.
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If **PRODUCTIONIZE**: remind them to switch to the Production phase workflow (`/design-system`, `/create-architecture`, etc.)
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If **ITERATE / PIVOT / KILL**: no further action needed.
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---
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## Constraints
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- Prototype code must NEVER import from production source files
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- Production code must NEVER import from prototype directories
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- If productionizing, rewrite from scratch β€” do not refactor prototype code
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- Timebox strictly: if it's not working after 3 days, kill or pivot
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- Keep the question narrow β€” one prototype, one question
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- **Workflow isolation**: This skill explicitly bypasses `production/review-mode.txt`. Any stale review-mode state from a previous full OCGS session is ignored β€” the hybrid fast lane always runs without formal gates.
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---
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## Differences from Full `/prototype` Skill
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| Aspect | `/prototype` (Full OCGS) | `/hybrid-prototype` (Fast Lane) |
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|--------|--------------------------|----------------------------------|
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| Review mode gates | Solo / Lean / Full | None (always fast) |
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| Creative Director review | Formal gate spawn | Informal chat/Task |
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| Report format | Formal `REPORT.md` | Lightweight `DECISION.md` |
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| Agents involved | All tiers | 4 core roles only |
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| Time to verdict | 1-3 days + review overhead | 1-3 days total |
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| Next step on PROCEED | Formal GDD + ADR | Start GDD when ready |

β€ŽAGENTS.mdβ€Ž

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The state file should contain: current task, progress checklist, key decisions
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made, files being worked on, and open questions.
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## Workflow Modes
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This project supports two workflow modes. Choose the one that fits your team size and project maturity:
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### Hybrid Workflow (Recommended for Indie Teams)
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- **Discovery Phase**: Rapid prototyping to find the fun. Low process overhead, minimal agents, throwaway code in `prototypes/`.
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- **Production Phase**: Full OCGS discipline once the design is proven. Formal GDDs, ADRs, tests, and quality gates.
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- **Best for**: Teams of 1–5, unknown designs, iterating to find the fun.
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- **See**: `docs/hybrid-workflow.md` for full details.
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### Full OCGS Workflow
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- **All phases formal**: Every feature goes through design β†’ architecture β†’ stories β†’ code β†’ tests β†’ review.
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- **Best for**: Teams of 5–15, known designs, long timelines, publisher requirements.
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- **See**: Full documentation in `docs/` and `.opencode/skills/`.
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## Getting Started
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Run `/start` in OpenCode to begin the guided onboarding flow.
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Or jump directly to:
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- `/brainstorm` β€” explore game ideas from scratch
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- `/setup-engine godot 4.6` β€” configure your engine
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- `/project-stage-detect` β€” analyze an existing project
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- `/prototype` β€” rapid prototype a concept
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- `/hybrid-prototype` β€” fast-lane prototype for discovery phase
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## Available Commands
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Type `/` in OpenCode to see all 72 commands. Key categories:
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Type `/` in OpenCode to see all available commands. Key categories:
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- **Onboarding**: `/start`, `/help`, `/project-stage-detect`, `/setup-engine`
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- **Design**: `/brainstorm`, `/map-systems`, `/design-system`, `/quick-design`
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- **Architecture**: `/create-architecture`, `/architecture-decision`, `/architecture-review`
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- **Stories**: `/create-epics`, `/create-stories`, `/dev-story`, `/sprint-plan`
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- **Reviews**: `/design-review`, `/code-review`, `/balance-check`, `/gate-check`
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- **QA**: `/qa-plan`, `/smoke-check`, `/soak-test`, `/regression-suite`
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- **Prototyping**: `/prototype`, `/hybrid-prototype`
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- **Team**: `/team-combat`, `/team-narrative`, `/team-ui`, `/team-release`
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## Studio Hierarchy

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