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project-stage-detect skill

by Donchitos·Donchitos/Claude-Code-Game-Studios·25k stars·MIT

Analyze project state, detect stage, identify gaps, recommend next steps. 'Where are we in development?'

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Install the project-stage-detect skill

A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.

git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios
mkdir -p ~/.claude/skills
cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/project-stage-detect ~/.claude/skills/project-stage-detect
available in every project

In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub

The instructions your agent would load

SKILL.md as published, without the frontmatter. Read it on GitHub

Project Stage Detection

This skill scans your project to determine its current development stage, completeness of artifacts, and gaps that need attention. It's especially useful when:

  • Starting with an existing project
  • Onboarding to a codebase
  • Checking what's missing before a milestone
  • Understanding "where are we?"

Workflow

!bash "${CLAUDESKILLDIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow,automation

Automation mode: Resolve modes.automation (project.local.yaml → project.yaml → default collaborative). Every AskUserQuestion call and every file write follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automationalwaysask categories always prompt).

Resolved above — use as-is. No block → defaults in .claude/docs/config-resolution.md.

Resolve the tier — do not assume it. Saying "surface gaps per the resolved workflow

tier" without resolving it — no bootstrap, no helper call — leaves

the tier as whatever the model assumed. The tier decides what counts as a gap

at all: at full every missing doc is one; at minimal none of them are,

because a brief plus an engine is the normal state and code is the expected

next step. Guessing high tells a jam project it is missing GDDs, an art bible

and ADRs — the exact "process feels mismatched to my project" experience

modes.rigor exists to prevent. A missing bootstrap is invisible to a static

read — the config block simply does not render — so verify it by running.

workflow (per .claude/docs/workflow-modes.md). The tier governs which absent documents count as gaps (step 3) — below full, optional docs are not flagged.

1. Scan Key Directories

Start with the deterministic pass — it answers "what exists" for every catalogued artifact in one call:

Bash: bash .claude/scripts/artifact-check.sh

With no --phase it reports every phase, so a single call covers the whole project: per step, PRESENT / ABSENT / SHORT (with count= and min=) / PATTERNMISS / NOCHECK. Use it instead of hand-globbing each artifact below, and treat its NO_CHECK total as the honest bound on what existence checks can tell you.

It reports observations only — this skill still decides what stage those observations imply, and the tier still governs which absences are gaps at all (see the workflow-tier note below).

Then analyze what the script cannot: content quality, counts it does not track, and the judgement calls.

Design Documentation (design/):

  • Count GDD files in design/gdd/*.md
  • Check for game-concept.md (or design/game-brief.md at minimal), game-pillars.md, systems-index.md
  • If systems-index.md exists, count total systems vs. designed systems
  • Analyze completeness (Overview, Detailed Design, Edge Cases, etc.)
  • Count narrative docs in design/narrative/
  • Count level designs in design/levels/

Source Code (the code root — src/ Godot, Assets/ Unity, Source/ Unreal; resolve per .claude/docs/code-root-resolution.md):

  • Count source files (language-agnostic)
  • Identify major systems (directories with 5+ files)
  • Check for core/, gameplay/, ai/, networking/, ui/ directories
  • Estimate lines of code (rough scale)

Production Artifacts (production/):

  • Check for active sprint plans
  • Look for milestone definitions
  • Find roadmap documents

Prototypes (prototypes/):

  • Count prototype directories
  • Check for READMEs (documented vs undocumented)
  • Assess if prototypes are archived or active

Architecture Docs (docs/architecture/):

  • Count ADRs (Architecture Decision Records)
  • Check for overview/index documents

Tests (tests/):

  • Count test files
  • Estimate test coverage (rough heuristic)

2. Classify Project Stage

Based on scanned artifacts, determine stage. Check project.stage in project.yaml first (if present); else production/stage.txt (legacy fallback) — either is an explicit override from /gate-check. Otherwise, auto-detect using these heuristics (check from most-advanced backward):

Always run the heuristics, even when a stage is configured — then COMPARE.

The configured value is authoritative for what the stage is; it is not

evidence that the artifacts support it. Report both, and when they disagree say

so explicitly:

> "Configured stage: Release. Observed artifacts indicate

> Pre-Production (2 source files, 0 ADRs, no architecture doc, no epics).

> These disagree — the configured stage may be stale, or work exists outside

> this repo."

Reading config and reporting it back is not detection. This skill's own

description promises "analyze project state, detect stage", and a stage

detector that cannot contradict its input is the one thing it must never be.

Observed live: it reported Release for a project whose artifacts matched its

own Pre-Production row, four stages below, and said nothing.

3. Collaborative Gap Identification

Surface gaps per the resolved workflow tier:

missing critical (Foundation-layer) ADRs. Do NOT flag an absent art bible unless visual-asset stories exist, and do NOT flag non-core UX specs.

  • full — flag every missing doc type (GDDs, art bible, UX specs, ADRs) as a gap.
  • standard — flag only required docs: missing GDDs for built systems and

absent GDDs, art bible, UX specs, or ADRs as gaps; the expected next step is code.

  • minimal — a design/game-brief.md + engine present is the normal state. Do NOT flag

DO NOT just list missing files. Instead, ask clarifying questions (only for gaps the tier above says to surface):

  • "I see combat code (src/gameplay/combat/) but no design/gdd/combat-system.md. Was this prototyped first, or should we reverse-document?"
  • "You have 15 ADRs but no architecture overview. Should I create one to help new contributors?"
  • "No sprint plans in production/. Are you tracking work elsewhere (Jira, Trello, etc.)?"
  • "I found a game concept but no systems index. Have you decomposed the concept into individual systems yet, or should we run /map-systems?"
  • "Prototypes directory has 3 projects with no READMEs. Were these experiments, or do they need documentation?"

4. Generate Stage Report

Use template: .claude/docs/templates/project-stage-report.md

More skills from Donchitos/Claude-Code-Game-Studios

  • AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
  • Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
  • Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
  • Aart-bibleAuthor the Art Bible — visual identity gating asset production. Run before /map-systems.
  • Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
  • Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
  • Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
  • AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
  • Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
  • Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
  • AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
  • Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.

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