unikit-gd-content

Solid

Author and own ONE content type's typed schema (the CONTENT-TYPE.md) at .unikit/gamedesign/content-types/CT-<slug>.md — the content / catalog layer of the GDD (cards, items, weapons, enemies, levels, quests, loot). Use whenever the user wants to ADD a new kind of content or UPDATE its schema, e.g. "add a new content type", "design the loot content", "define the card schema", "add an enemies content type", "add a rarity field to items", "switch this catalog to curated". Create the skeleton, fill its typed field schema (CT.fields), scale, relationships, and validation, AND revise the schema under the delta discipline (a schema change bumps the version + changelog). Selects the scale (bulk | curated) and self-registers content_types/content. This owns the content SCHEMA, not the catalog of values — adding individual entries/units is data handled in the editor, not a schema edit. To add or detail a system use /unikit-gd-system; to add a flow use /unikit-gd-flow; to apply a multi-zone edit use /unikit-gd-apply.

AI & Automation 16 stars 1 forks Updated 5 days ago MIT

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50
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Description 5%
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Skill Content

# Game Design — Per-Content-Type GDD (Authoring & Revision) Own **one content type's design document** at `.unikit/gamedesign/content-types/CT-<slug>.md` — the **content / catalog** axis of the GDD (the data the game is made of: the cards, items, levels, enemies, quests), alongside the system GDDs (the rules), the flow GDDs (the dynamics), and `GAME.md` (the whole). This skill owns the **content zone** (`gd-principles` → Zone Ownership): the **full lifecycle** of a `CONTENT-TYPE.md` lives here — **create** the skeleton, **fill** its placeholders, and **revise** the approved **schema** (the typed `CT.fields` + scale + relationships) under the delta discipline. There is no separate editor skill. A content type is a **schema + descriptor, never the catalog of values**. `GD-IDS.yaml` carries the contract (the typed `CT.fields`, the `scale`, `belongs_to`); the bulk instance values live in the editor, not the registry. That split is the heart of this zone — see **Schema vs values** below. A content type registers **itself**: this skill writes the type's own `GD-IDS.yaml` `content_types:` and `content:` entries (and the `resources:` / `tracks:` / `knobs:` facts it owns via a registry-check) and re-renders the `## Content Map [gen]` block in `GAME.md` — there is **no add-content in `unikit-gd-spec`**. It never authors a system, never authors a flow, never edits the `GAME.md` one-pager content, and never adds a system to the roster — those are `unikit-gd-system`, `unikit-gd-flow`, ...

Details

Author
NintendaDev
Repository
NintendaDev/unikit-ai
Created
3 months ago
Last Updated
5 days ago
Language
Shell
License
MIT

Similar Skills

Semantically similar based on skill content — not just same category

API & Backend Solid

unikit-gd-system

Author and own ONE system's design document (the A–K SYSTEM GDD) at .unikit/gamedesign/systems/SYS-<slug>.md — the depth layer of the GDD, single-system scope. Create the skeleton and walk the collaborative section-cycle to write its parameters, rules, formulas, and acceptance criteria ("detail the combat system", "write the GDD for the inventory system", "fill in the rest of this system doc", "spec out the parameters of X"), AND revise it after approval under the delta discipline ("raise the damage by 10%", "tune the economy", "rework the status system", "nerf X", "change this rule") — a number change is Tuning, a small rule a Tweak, restructuring a Rework; each bumps the version and logs the delta. To add a NEW system or restructure the system map use /unikit-gd-spec; to edit GAME.md content use /unikit-gd-spec; the moment an edit also touches a second system, a content type, a flow, or GAME.md (two or more zones) use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

16 Updated 5 days ago
NintendaDev
Data & Documents Solid

unikit-gd-spec

Create and own the master game design document (GAME.md — the authored one-pager plus the generated [gen] system/flow maps) and the GD-IDS.yaml facts registry — the top-level, big-picture layer of the GDD and the machine interface the code side reads. Use it to write the master spec from a concept or dialogue, import an existing GDD (a file path or URL), edit GAME.md content ("change a pillar", "rework the monetization stance", "tweak the loop stack"), pitch the game ("pitch" → PITCH.md), re-decompose the systems ("remap"), and — importantly — to add a new system to the design map ("let's add a new system", "add a crafting system to the game design", "add this to the GDD"). This is the structural, map-level layer plus GAME.md content edits. To write or fill in the detailed parameters of one existing system, use /unikit-gd-system; to apply one edit spanning several zones at once use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

16 Updated 5 days ago
NintendaDev
API & Backend Solid

unikit-gd-flow

Author and own one flow's design document (the FLOW.md objective flow) at .unikit/gamedesign/flows/FLOW-<slug>.md — the dynamics layer of the GDD (what the player does over time). Create the skeleton and walk the collaborative section-cycle to write its objectives, pacing, dependencies, and funnel events ("design the first-session flow", "map the onboarding sequence", "write the FLOW for the boss encounter"), AND revise it after approval under the delta discipline ("retune the pacing", "add a branch", "change a GOAL", "rework the onboarding") — a cue/number change is Tuning, a small step change a Tweak, restructuring a Rework; each bumps the version and logs the delta. Selects the wiring mode (linear | conditional | emergent) and re-renders the ## Flow Map [gen] / ## Funnel [gen] blocks in GAME.md. To add or detail a system use /unikit-gd-system; to edit GAME.md content use /unikit-gd-spec; to apply a multi-zone edit use /unikit-gd-apply; for a new game concept use /unikit-gd-brainstorm.

16 Updated 5 days ago
NintendaDev