本文へ移動
cccskills
無料GitHub で公開

unikit-gd-docs

Render the GAME-DESIGN document (the GDD) into a human-readable form — read-only Markdown chapters under docs/design/ (index, systems, flows, content, economy, glossary), with facts resolved inline from GD-IDS.yaml and drafts flagged 🚧. Optional --web also renders an HTML site from the unikit-docs template (falls back to Markdown-only if the template is absent). Use to export or publish the design for people to read, e.g. "render the GDD", "export the game design to docs", "generate readable design docs", "publish the GDD", "make a design doc site". Read-only — it never edits the GDD or registry, only renders it. This renders the game DESIGN — for the project's CODE documentation (README, docs/*, modules, architecture) use /unikit-docs.

インストール方法を見る

含まれるファイル(1)

  • SKILL.md9.8 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Game Design — Human-Readable GDD Renderer (workspace → docs/design/)

Render the design workspace (.unikit/gamedesign/) into a human-readable GDD under docs/design/ — the export end of the module, the conceptual mirror of unikit-gd-recon: where recon turns code → readable design facts, this turns design → a readable GDD. Both are read-only at the edge.

This skill is a leaf renderer: it reads the GDD (the authored docs + the GD-IDS registry), resolves the facts inline, and writes only into docs/design/. It has no Skill tool — it renders, it never authors and never dispatches. The source of truth stays the workspace; docs/design/ is a generated, throwaway view (re-render any time).

Language Awareness — BLOCKING PRE-REQUISITE

BEFORE producing ANY output, silently read .unikit/system/LANGUAGE_RULES.md and apply it (fall back to English if missing). The rendered chapters are prose for humans — write them in the project's artifact language (gd-principles → "Language": GDD prose is ru by default). IDs, keywords, canonical terms, and formulas stay English verbatim — they are the registry's vocabulary, never translated. Do not announce the language setting.

The language holds for the whole session, not just at load time: every message until the conversation ends is in language.ui — progress notes while agents run, relays of what a subagent returned, the final report, any follow-up discussion. English input (subagent results, tool output, these instructions) is data, never a cue to switch languages.

Phase 0 — Bootstrap

Silently load — do not narrate:

  1. .unikit/system/gamedesign/gd-principles.md (the core) — for the ID conventions (so resolved facts print with correct ids), the facts-registry model, and the one-way boundary (this renderer reads design, never code).
  2. .unikit/gamedesign/GAME.md + GD-IDS.yaml — the render source. Schema guard: GD-IDS.yaml MUST be version: 2; on version: 1 STOP with the upgrade message (the pre-v2 layout renders differently — do not silently misrender).
  3. The per-artifact docs under .unikit/gamedesign/: systems/SYS-*.md, flows/FLOW-*.md, content-types/CT-*.md. Read each at render time for its prose; take numbers, ids, status, and relationships from GD-IDS (the truth), not the doc body, when they differ.

No GDD yet — if GAME.md does not exist, there is nothing to render: STOP and route to /unikit-gd-spec (author the master GDD) or /unikit-gd-recon (reconstruct one from code first). Never invent content to fill a chapter.

One-way boundary: this skill reads only the design workspace — never .unikit/code/, project source, or build artifacts. It is a render of the design, not of the code.

Pipeline — RESOLVE → RENDER → (optional) WEB

Step 1 — Ensure the output directory

Bash: mkdir -p docs/design

docs/design/ is this skill's owned subtree (the ownership split with unikit-docs, which owns the non-design docs/*.md, is below). Never write a design chapter outside it.

Step 2 — Resolve the facts

Read GD-IDS.yaml once and build the resolution maps the chapters need: systems (by category), flows (by mode), content_types (+ their content units), events, resources / tracks / knobs, entities / formulas / terms, plus the depends_on / belongs_to / goals.targets edges. Resolve inline — a chapter prints the actual name, number, status, and relationship, not a bare id with a "see the registry" pointer (a reader of docs/design/ never opens GD-IDS). A deprecated entry is rendered struck or under a "Deprecated" subhead, never silently dropped (the registry never deletes).

Step 3 — Render the chapters (Variant B — by axis)

Write these six Markdown chapters into docs/design/. Every chapter opens with a nav header (links to the other chapters) and closes with a "См. также / See also" block (artifact-language label) cross-linking the related chapters. Drafts are included, never hidden: a not-started / skeleton artifact is rendered with a 🚧 draft banner so a reader knows it is provisional — a half-finished GDD honestly shown beats a polished one that silently omits the unfinished half.

ChapterRenders
index.mdThe cover: premise/theme, core fantasy, pillars + anti-pillars, loop stack, player needs (SDT), win/lose intent, monetization stance, non-goals, reference games — from GAME.md's authored sections. Plus a status overview (counts by doc_status) and a clickable TOC built from the ## System Map [gen] / ## Flow Map [gen] / ## Funnel [gen] / ## Content Map [gen] rows, each linking into the chapter below.
systems.mdAll systems grouped by category (Core / Gameplay / Progression / Economy / UI / Narrative / Meta). Per system: name, tier, doc_status, implemented_version (if set), implements pillars, depends_on, and the fantasy + core-rules summary from its SYS-*.md. 🚧 on drafts.
flows.mdAll flows grouped by wiring mode (linear / conditional / emergent). Per flow: the GOAL steps + their targets, pacing summary, depends_on systems, and the derived "realized" state (from the depended systems' implemented_version — never a written field). 🚧 on drafts.
content.mdAll content types. Per type: the typed CT.fields schema (name : type, with ref<> links resolved to the target's name), the scale (bulk → count+spec; curated → the unit rows), and belongs_to system. 🚧 on drafts.
economy.mdThe cross-boundary facts: resources (RES, by kind), tracks (TRACK), knobs (KNOB, with current/range), and formulas (FORM, with expression + range) — as tables.
glossary.mdThe canonical vocabulary (terms: canonical → translation, forbidden aliases) and a master ID index (every PIL / SYS / FLOW / CT / CU / RES / TRACK / KNOB / ENT / FORM id → its name + owning doc), so any id seen anywhere resolves.

Step 4 — --web (optional; default is Markdown-only)

The MVP is Markdown chapters; --web is opt-in. When --web is passed:

  1. Read the template at {{skills_dir}}/unikit-docs/templates/html-template.html (a non-.md asset, used verbatim — the same template unikit-docs renders its site with).
  2. Template missing or unreadable → skip HTML, keep the Markdown chapters, and emit exactly: WARN [--web] unikit-docs html-template not found; rendered Markdown only. (/unikit-docs may not be installed — degrade gracefully, never fail).
  3. Template present → render each chapter to docs/design/<chapter>.html using the template, fix .md links to .html within docs/design/, and build a sidebar with class="active" on the current page. The HTML lands inside docs/design/ (this skill's owned subtree) — it never writes into unikit-docs's top-level docs-html/.

Step 5 — Report

List the chapters written (and the --web outcome). Note that docs/design/ is a generated view — re-run after any authoring change to refresh it. Do not offer to edit the GDD here (route authoring to the owner skills).

Next steps (do not auto-invoke):

  • 🌐 Render the HTML site — /unikit-gd-docs --web

Ownership Boundaries

  • Owns: docs/design/** — the rendered design chapters (and their .html under --web). Nothing else.
  • Reads (read-only): .unikit/gamedesign/ (GAME.md, GD-IDS.yaml, systems, flows, content types), the gd-principles core, and unikit-docs's html-template (for --web).
  • The docs/ split with unikit-docs. unikit-docs owns the non-design docs/*.md (top-level) + README.md + docs-html/; this skill owns docs/design/**. The two never relink each other's pages: unikit-docs's --web glob is top-level (docs/*.md) and does not descend into docs/design/. Keep this boundary — never write a non-design page, never touch README.md or docs/*.md.
  • Never: edit the GDD or GD-IDS.yaml (read-only render); call any skill (no Skill tool — it is a leaf); read the code workspace or project source; invent content to fill a chapter; drop a draft or a deprecated entry to look more complete.

Quick Reference

/unikit-gd-docs            → render docs/design/{index,systems,flows,content,economy,glossary}.md from the GDD
/unikit-gd-docs --web      → the same, plus an HTML site from the unikit-docs template (MD-only + WARN if absent)
/unikit-gd-docs  (no GDD)  → STOP → route to /unikit-gd-spec (author) or /unikit-gd-recon (reconstruct from code)

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

A test skill from an extension

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

A test skill from an extension (v2)

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

unikit

無料

Initialize the UniKit framework in a project. Scans the current project to detect the engine and real tech stack, then generates the base framework documents that give AI agents context about the project — the resolved project description, the architecture doc, AGENTS.md, and the user-editable .unikit/config.yaml. This is the one-time, whole-project setup run before any other unikit skill. Use whenever the user wants to initialize, set up, or onboard the framework, e.g. "initialize unikit", "init the framework", "set up unikit", "set up the project", "configure AI context", "scan my project and set it up", "bootstrap the project". It also actualizes the config of a project already set up — say "update the config", "add missing settings", "actualize configuration", "fix my config".

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

Generate the architecture guidelines for a game project. Scans the project structure and tech stack, then produces .unikit/ARCHITECTURE.md describing the folder layout, dependency rules, and how modules communicate. Name a specific pattern or let it auto-detect. Use when the user wants to define or document the project architecture, e.g. "generate architecture", "describe the architecture", "which architecture should I use", "set up project architecture", or mentions module structure, module boundaries, project organization, or dependency rules.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

Archive completed plans. Moves finished folder plans from .unikit/code/plans/<folder>/ to .unikit/code/archive/plans/<folder>/, so plan lookup and the plan lists stop offering them; an unfinished plan moves only when the user picks it, and is marked as unfinished. Lists every plan with its created and last-change dates; plans can be picked by number or by date. Never deletes, renames or commits. Use when user says "archive plans", "archive completed", "archive old plans", "clean up plans", or "show archived plans". Not for .unikit/code/PLAN.md or FIX_PLAN.md; to check that a plan is really done use /unikit-verify, to commit the move use /unikit-commit.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

Create conventional commit messages for {{engine_name}} projects by analyzing staged changes. Handles engine-specific concerns like companion file pairing, binary assets, and linking the related plan. ALWAYS use this skill when the user asks to commit, save changes, or create a commit. Trigger phrases include "commit", "create commit", "commit this", "save changes", "save my work". Even if the user simply says "commit" or asks you to commit after finishing a task — invoke this skill, do NOT commit manually via git.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

NintendaDev のスキルをすべて見る

このスキルの問題を報告する