--- name: game-systems-doc description: AAA-quality Game Design Document creation for casino-farming hybrid games. Use when creating GDDs, minigame specifications, system design documents, feature briefs, or technical design docs. Triggers on requests for game design documentation, mechanic specifications, system breakdowns, or professional game dev deliverables. Specialized for card game mechanics, farming simulation systems, and hybrid genre documentation. --- # Game Systems Documentation Create professional AAA-quality game design documents with consistent structure, cross-referencing, and implementation-ready specifications. ## Document Hierarchy | Document Type | Purpose | Typical Length | |--------------|---------|----------------| | Creative Brief | Vision, pillars, target audience | 2-5 pages | | GDD (Game Design Document) | Complete game specification | 20-100+ pages | | System Design Doc | Single system deep-dive | 5-20 pages | | Feature Brief | Individual feature specification | 2-8 pages | | Technical Design Doc | Implementation specifications | 10-30 pages | ## Required Sections by Document Type ### System Design Document (Minigames, Core Loops) ``` 1. OVERVIEW - System Name & Codename - Design Pillars (3-5 guiding principles) - Player Fantasy (what experience this delivers) - Dependencies (other systems this touches) 2. CORE LOOP - Primary loop diagram (Mermaid or ASCII) - Session flow with timing - Win/loss states and triggers 3. MECHANICS SPECIFICATION - Input mechanics (player actions) - Processing mechanics (game calculations) - Output mechanics (feedback/rewards) - Edge cases and failure states 4. ECONOMY INTEGRATION - Currency inputs (what players spend) - Currency outputs (what players earn) - Sink/faucet balance - Cross-system influence maps 5. PROGRESSION - Unlock conditions - Difficulty scaling - Mastery indicators 6. UI/UX REQUIREMENTS - Screen inventory - Key interactions - Animation requirements - Audio cues 7. TECHNICAL NOTES - Data structures - State management - API endpoints needed - Performance considerations 8. METRICS & ANALYTICS - KPIs to track - A/B test opportunities - Balancing levers 9. APPENDICES - Probability tables - Payout matrices - Reference materials ``` ### Feature Brief Template ``` FEATURE: [Name] STATUS: [Concept | In Design | Ready for Dev | In Development] OWNER: [Designer name] VERSION: [X.X] PROBLEM STATEMENT What player need does this address? SOLUTION OVERVIEW High-level description (2-3 sentences) SUCCESS CRITERIA - Metric 1: [target] - Metric 2: [target] SCOPE In Scope: - Item 1 - Item 2 Out of Scope: - Item 1 DEPENDENCIES - System/Feature it requires - System/Feature it affects DETAILED SPECIFICATION [Body of the feature design] OPEN QUESTIONS - [ ] Question 1 - [ ] Question 2 ``` ## Cross-Reference Standards Use consistent ID formatting for traceability: - Systems: `SYS-[ABBREV]-[NUM]` (e.g., `SYS-TULIP-001`) - Features: `FEAT-[ABBREV]-[NUM]` (e.g., `FEAT-WAGER-012`) - Mechanics: `MECH-[ABBREV]-[NUM]` (e.g., `MECH-CARD-003`) - UI Screens: `UI-[ABBREV]-[NUM]` (e.g., `UI-HUD-007`) Reference format in documents: `[See SYS-TULIP-001]` or `[Ref: FEAT-WAGER-012]` ## Diagram Standards Use Mermaid for: - Flow diagrams (game loops, player journeys) - State machines (game states, UI states) - Sequence diagrams (multiplayer interactions, API calls) - Entity relationship diagrams (data models) Example loop diagram: ```mermaid graph TD A[Session Start] --> B[Place Wager] B --> C[Deal Cards] C --> D{Player Decision} D -->|Hit| C D -->|Stand| E[Dealer Plays] E --> F{Outcome} F -->|Win| G[Payout + Farm Bonus] F -->|Lose| H[Consolation Mechanic] G --> I[Session End] H --> I ``` ## Probability & Payout Tables Format all gambling mechanics with: | Outcome | Probability | Payout | House Edge | RTP | |---------|-------------|--------|------------|-----| | [name] | X.XX% | X:1 | X.XX% | XX% | Always include: - Theoretical RTP (Return to Player) - House edge calculation - Variance classification (Low/Medium/High) - Hit frequency ## Writing Standards - Use active voice and imperative mood - Present tense for mechanics ("Player taps to confirm") - Future tense for implementation notes ("System will validate...") - Specific numbers over vague terms ("3 seconds" not "a few seconds") - Define all jargon on first use ## Farming in Purria Conventions Project-specific standards: - Seasons: 42-day cycles, reference as `Day X of [Season]` - Currency tiers: Petals (soft) → Seeds (premium) → Bulbs (ultra-rare) - Simulin naming: `[Function]-[Generation]` (e.g., Harvester-Mk3) - Card sessions: Always specify table (Tulip Hold'em, Hexfield Fortune, etc.) - Influence mapping: Document card→farm effects with `INFLUENCE-[ID]` ## Quality Checklist Before finalizing any document: - [ ] All sections have content (no TBDs in shipped docs) - [ ] Cross-references resolve to existing documents - [ ] Numbers are specific and justified - [ ] Diagrams render correctly - [ ] Economy math is validated - [ ] Edge cases are addressed - [ ] Implementation notes are actionable - [ ] Version number is updated For detailed templates, see `references/templates.md`