rd-design-doc

Writes game design documents covering mechanics, numeric design, player experience, and edge cases.

Updated Jan 29, 2026
One-click install
npx skills add https://github.com/Sky9th/RedDust-Abandon --skill rd-design-doc-sky9th
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: rd-design-doc
Source: https://github.com/Sky9th/RedDust-Abandon/tree/main/.claude/skills/rd-design-doc
Command: npx skills add https://github.com/Sky9th/RedDust-Abandon --skill rd-design-doc-sky9th

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game design decisions often live only in chat discussions or code comments, making it hard for designers and programmers to understand system intent later. This Skill enforces a structured six-section template so every game system gets a complete, decision-focused design document. ## Core Features & Use Cases - Six-Section Template: Generates design docs with System Positioning, Gameplay Mechanics, Numeric Design, Player Experience, Edge Cases, and A测 Scope sections. - Decision Criteria: Distinguishes when a design doc is needed (new mechanics, balance changes, player-visible behavior) versus when a session or tech doc suffices. - Quality Gates: Enforces concreteness, rationale for decisions, cross-references, minimum length, and kebab-case naming rules. - Use Case: After discussing a new NPC morale system, ask the AI to write the design doc and it produces a complete document with formulas, tuning targets, edge case tables, and A测 scope boundaries saved to .agent/design/. ## Quick Start Ask the AI to write a design doc for the new morale system covering mechanics, numbers, and A测 scope.

Frequently Asked Questions about rd-design-doc

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

FAQPage Schema
How do I write a game design document for a new mechanic?▼

Use the six-section template: System Positioning, Gameplay Mechanics, Numeric Design, Player Experience, Edge Cases, and A测 Scope. Each section has required sub-questions, and every design decision must include rationale and alternatives.

When should I create a design doc versus a session doc?▼

Create a design doc for new mechanics, system interaction changes, player-visible behavior changes, balance design, UX flows, or content structure. Use a session doc for pure implementation, bug fixes, refactors, and small tuning changes.

What goes in the numeric design section of a game design doc?▼

Include base values, formulas with actual math, scaling curves, balance targets like TTK or depletion rates, and tuning knobs. Numbers are design targets, not implementation truth; mark unknowns as TBD with the guiding design principle.

Where are design documents stored and how are they named?▼

Design docs go in .agent/design/{subsystem}/{topic}.md using kebab-case ASCII filenames with no dates, Chinese characters, or spaces. Subsystem directories like character/ or combat/ organize docs by game area.

Why does a design doc need an edge cases section?▼

Every system has boundary conditions: zero and maximum values, conflicting system interactions, missing dependencies, save/load behavior, and multi-entity scenarios. The template requires at least five edge cases in a table mapping each case to expected behavior.