design-system

Guide section-by-section GDD authoring for a single game system.

72|7|Updated Apr 29, 2026
One-click install
npx skills add https://github.com/striderZA/OpenCodeGameStudios --skill design-system-striderza
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: design-system
Source: https://github.com/striderZA/OpenCodeGameStudios/tree/main/.opencode/skills/design-system
Command: npx skills add https://github.com/striderZA/OpenCodeGameStudios --skill design-system-striderza

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill guides you through producing a complete, consistent, section-by-section Game Design Document (GDD) for a single game system, while pulling in required cross-system context and dependencies so you don’t design in isolation.

Core Features & Use Cases

  • Guided, section-by-section authoring for the full system GDD (Overview through Acceptance Criteria), with structured questions and incremental drafts.
  • Context-first design by reading the game concept, systems index, entity registry facts (when available), and prior consistency failure patterns to reduce contradictions.
  • Dependency-aware integration that identifies upstream/downstream systems and surfaces interface, formula, and edge-case assumptions that must be respected.
  • Retrofit support to fill only missing or placeholder sections without overwriting existing content.

Quick Start

Use the command /design-system combat-system to design the combat system from scratch using the current game concept and systems index.

Frequently Asked Questions about design-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I write a complete game design document for a single system without losing consistency?

Guided section-by-section game design document authoring enforces consistency by collecting game context, mapping dependencies, and drafting incrementally with approval gates. It reads upstream system facts to prevent cross-system contradictions during GDD creation.

Can I retrofit missing sections into an existing game design document without overwriting content?

Retrofitting an incomplete game design document detects missing sections and fills placeholders using non-destructive edits. The workflow validates existing GDD content, normalizes system names, and preserves original text while appending only required new sections.

How does dependency mapping work when designing a new game system?

Dependency mapping identifies upstream and downstream systems by reading the systems index, then surfaces interface, formula, and edge-case assumptions that must be respected. This constraint-aware integration ensures the new system design fits the existing game architecture.

What do I need to set up before authoring a system game design document?

Authoring a system game design document requires a YAML-frontmatter-configured workflow, a game concept file, and a systems index for context reads. A feasibility pre-check validates these inputs and normalizes system names before skeleton creation begins.

What is the best way to structure a game design document so it covers all required sections?

The best way to structure a game design document is through a skeleton creation phase that lays out all required sections from Overview through Acceptance Criteria. Approval-gated drafting then fills each section incrementally, ensuring full system coverage.

Why does my game design document have cross-system contradictions when I design in isolation?

Cross-system contradictions occur when game design documents are authored without reading the game concept, entity registry, and prior consistency failure patterns. Context-first design pulls these facts in before drafting to validate interfaces and enforce dependency-aware constraints.