unikit-gd-docs

Solid

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.

Data & Documents 16 stars 1 forks Updated 5 days ago MIT

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Quality Score: 84/100

Stars 20%
41
Recency 20%
100
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

# 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. ## 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 rend...

Details

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

Similar Skills

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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.

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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.

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AI & Automation Solid

unikit-docs

Generate and maintain the project's TECHNICAL documentation from its codebase — scans the project structure, tech stack, and module boundaries, then writes a lean README landing page plus detailed topic pages (architecture, modules, setup, build, APIs), only the docs that are relevant. Use whenever the user wants to create, update, or validate documentation of the CODE or the project itself, e.g. "generate documentation", "create docs", "write the README", "update the project docs", "document the codebase", "document this project's architecture", "validate the project documentation". This is CODE / project documentation only — it never documents the game design. To render the GAME DESIGN (the GDD: systems, flows, content, economy) for people to read use /unikit-gd-docs.

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NintendaDev