scaffold-bulk-seed-input

Seed input-related markdown documents from a primary design document.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/rmans/ClaudeScaffold --skill scaffold-bulk-seed-input
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: scaffold-bulk-seed-input
Source: https://github.com/rmans/ClaudeScaffold/tree/main/Install/.claude/skills/scaffold-bulk-seed-input
Command: npx skills add https://github.com/rmans/ClaudeScaffold --skill scaffold-bulk-seed-input

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill automates the initial population of crucial input-related documents based on the game's design document, reducing manual setup and ensuring consistency.

Core Features & Use Cases

  • Automated Document Seeding: Pre-fills action maps, input philosophies, default bindings (keyboard/mouse and gamepad), and UI navigation based on the design doc.
  • Phased Approach: Ensures dependencies between input documents are respected (e.g., action map informs bindings).
  • Use Case: After defining core player verbs and input feel in the design doc, run this Skill to generate a solid starting point for all input configurations, which can then be refined.

Quick Start

Run the scaffold-bulk-seed-input skill to seed all input documents.

Frequently Asked Questions about scaffold-bulk-seed-input

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

FAQPage Schema
How do I generate input configuration documents from a game design doc?

Input document seeding works by sequentially extracting player verbs, input feel, and accessibility targets from a primary design doc, then proposing content for action maps, input philosophies, default bindings, and UI navigation with user confirmation before writing.

What input documents are needed when scaffolding game input configurations?

Scaffolding game input configurations typically requires an action-map, an input-philosophy document, default-bindings for keyboard and mouse, default-bindings for gamepad, and a ui-navigation document to ensure complete input coverage.

Can I auto-populate keyboard, mouse, and gamepad default bindings from a single design file?

Yes, automated bulk seeding can extract player verbs from a single design file to propose default bindings for both keyboard/mouse and gamepad, ensuring consistency across all control schemes before writing the files.

How to ensure action maps and input bindings stay consistent during document generation?

A phased approach to input document generation ensures consistency by respecting dependencies, meaning the action map is seeded first to directly inform the subsequent default-bindings-kbm and default-bindings-gamepad documents.

Do I need a completed game design document before seeding input markdown files?

You need a primary design document containing defined core player verbs, input feel, and accessibility targets to serve as the source material for seeding the input markdown files effectively.