AgentSkillsCN

roadmap-planner

以“玩家可以 X”为核心,按冲刺周期生成可玩增量,并细化至各代理的任务分配。从原型阶段逐步扩展至量产规模。

SKILL.md
--- frontmatter
name: roadmap-planner
description: Generate sprint-based implementation roadmaps with "Player can X" playable increments and per-agent breakdowns. Scales from prototype to production.
domain: project
type: planner
version: 1.0.0
trigger: user
allowed-tools:
  - Read
  - Write
  - Glob

Roadmap Planner Skill

This skill reads a GDD and generates a sprint-based implementation roadmap organized around playable increments. Each sprint produces something the user can playtest, with work broken down per agent and structured through the Phase A/B/C/D flow.

The roadmap automatically scales based on the current lifecycle phase: fewer tighter sprints for prototypes, more expansive sprints for vertical slices and production.

Workflow Context

FieldValue
Assigned Agentdesign-lead
Sprint PhasePhase 0 (pre-sprint design pipeline)
Directory Scopedocs/
Workflow ReferenceSee docs/agent-team-workflow.md

When to Use This Skill

Invoke this skill when the user:

  • Says "create roadmap" or "plan implementation"
  • Wants to break down a GDD into sprints
  • Says "what should I build first?"
  • Wants to see how work maps across the agent team
  • Asks for a prototype, vertical slice, or production roadmap

Lifecycle Detection

Before starting, read docs/.workflow-state.json to determine the current lifecycle phase.

json
{ "lifecycle_phase": "prototype" | "vertical_slice" | "production" }

If the file does not exist or the field is missing, ask the user. Default to prototype if unclear.

code
=== ROADMAP PLANNER ===
Lifecycle Phase: [PROTOTYPE / VERTICAL SLICE / PRODUCTION]
Sprint Range: [1-4 / 3-6 / 6-12+]
Focus: [Core loop testing / Polish + content expansion / Full game shipping]
===

Phase-Specific Behavior Summary

AspectPrototypeVertical SliceProduction
Sprint count1-43-66-12+
FocusTest core loop, riskiest mechanic firstPolish, content expansion, quality barAll systems, all content, shipping
GDD inputdocs/prototype-gdd.mddocs/vertical-slice-gdd.mddocs/production-gdd.md
Output filedocs/prototype-roadmap.mddocs/vertical-slice-roadmap.mddocs/production-roadmap.md
Lifecycle gateGo / Pivot / KillGo to production / Iterate / CancelAlpha / Beta / Release gates
Sprint goal style"Player can [test mechanic]""Player can [experience polished X]""Player can [use complete system]"

Core Principle

Sprints are organized around playable increments, not systems.

  • Build toward "Player can X" — a sentence the user can verify by playing
  • Every sprint ends with a mandatory user review gate (Phase D)
  • Within each sprint, follow visible-first ordering
  • Agents work in parallel where possible, sequentially where dependencies require

Visible-First Ordering (Within Sprints)

code
1. Visual elements (sprites, scenes, UI)    <- See it first
2. Player interaction (input, feedback)     <- Feel it second
3. Core systems (logic, rules)              <- Make it work
4. Data structures (resources, configs)     <- Refine later
5. Polish (juice, effects)                  <- Last

Ordering rules:

  1. Scenes before scripts — visual structure first, behavior second
  2. Sprites before data — placeholder sprites immediately, stat Resources later
  3. Hardcode before configure — hardcode values first, extract to data files later
  4. Input before logic — player clicking/pressing first, game rules second
  5. Feedback before polish — show something happened (even ugly), make it pretty later

Agent Directory Ownership

AgentDirectoriesWhat They Deliver
systems-devscripts/autoloads/, scripts/systems/, scripts/resources/Autoloads, managers, event buses, Resource classes
gameplay-devscripts/entities/, scripts/components/, scenes/gameplay/, scenes/levels/Player controller, enemies, combat, physics, levels
ui-devscripts/ui/, scenes/ui/, resources/themes/HUD, menus, popups, damage numbers, themes
content-architectdata/ (all subdirectories)Character data, encounters, items, world data
asset-artistassets/, music/, sfx/, voice/Sprites, tilesets, animations, music, SFX
design-leaddocs/features/, docs/ideas/Feature specs, idea briefs
qa-docsdocs/code-reviews/Code reviews, systems bible, changelog

Follow directory ownership strictly when assigning tasks. When a deliverable spans multiple agents, split it into agent-scoped tasks.


Sprint Structure: Phase A/B/C/D

Every sprint follows this four-phase flow:

code
Phase A: Spec & Foundation
|- design-lead writes/finalizes feature specs -> USER APPROVES
|- systems-dev implements autoloads, managers, Resource classes
|- asset-artist begins generating assets (parallel)

Phase B: Implementation
|- gameplay-dev implements entities, scenes, mechanics
|- ui-dev implements HUD, menus, screens
|- content-architect creates data files
|- asset-artist continues (parallel)

Phase C: QA & Documentation
|- qa-docs reviews all code, updates systems bible + architecture doc + changelog
|- developers fix critical issues from review
|- design-lead pipelines specs for NEXT sprint (parallel)

Phase D: User Review (ALL AGENTS PAUSED)
|- User playtests the build
|- User decides per feature: accept / request changes / reject
|- User reviews proposed scope for next sprint
|- Next sprint begins ONLY after user approval

Dependency Flow

code
design-lead (specs) -> systems-dev (APIs, Resources) -> gameplay-dev / ui-dev / content-architect -> qa-docs -> USER
asset-artist runs in parallel throughout Phases A and B

The 5-Part Task Format

markdown
#### Task [Agent][Sprint].[Number]: [Clear Action Verb] [Specific Thing]
**What:** One sentence — visible/testable outcome.
**How:** 3-5 implementation steps.
**Acceptance:** 2-4 checkbox criteria.
**Files:** Files to create/modify (within agent's directories).
**Hardcoded Values:** Magic numbers to use now (extract later).

Task size: 1-3 hours each. Too large = split it. Too small = combine it.

Detail by type: Visual tasks focus on appearance/position. Interaction tasks focus on input/feedback. System tasks focus on rules/API surface. Data tasks focus on shape/fields/examples.


Feature-to-Agent Mapping

GDD PatternAgentDirectory
"manager", "autoload", "bus", "state machine", "Resource class"systems-devscripts/autoloads/, scripts/systems/, scripts/resources/
"player", "enemy", "entity", "combat", "physics", "level", "component"gameplay-devscripts/entities/, scenes/gameplay/, scenes/levels/
"HUD", "menu", "panel", "bar", "button", "screen", "theme"ui-devscripts/ui/, scenes/ui/
"enemy data", "item data", "encounter table", "quest", "dialogue"content-architectdata/
"sprite", "tileset", "animation", "music", "sound effect"asset-artistassets/, music/, sfx/
"feature spec", "idea brief"design-leaddocs/features/, docs/ideas/
"code review", "systems bible", "changelog"qa-docsdocs/code-reviews/

PROTOTYPE ROADMAP

Prototype Workflow

Step 1: Read Prototype GDD

Find docs/prototype-gdd.md. Extract: critical questions (Section 2), core mechanics (Section 3), content scope (Section 4), prototype scope (Section 5), implementation phases (Section 6), success metrics (Section 7), risks (Section 8).

Step 2: Identify Playable Increments

Decompose the core loop into sequential capabilities. Each capability = one sprint's "Player can X" goal.

Rules:

  • Each sprint produces something playable
  • Early sprints test the riskiest mechanic first
  • Later sprints integrate, add content, polish
  • Final sprint answers the GDD's critical questions

Step 3: Determine Sprint Count

ScopeSprintsReasoning
Single mechanic test1-2Build + polish
Core loop (2-3 mechanics)2-3One per mechanic + integration
Full prototype3-4Mechanics + content + polish

Do not exceed 4 sprints for a prototype.

Step 4: Per-Agent Breakdown

For each sprint ask: What autoloads/managers (systems-dev)? What entities/scenes (gameplay-dev)? What UI (ui-dev)? What data (content-architect)? What assets (asset-artist)?

Prototype Lifecycle Gate

code
After all sprints:
- [ ] User plays full prototype build
- [ ] Critical questions scored 1-5 each
- [ ] Decision: GO (vertical slice) / PIVOT (revise + retest) / KILL (abandon)

Save to: docs/prototype-roadmap.md


VERTICAL SLICE ROADMAP

Vertical Slice Workflow

Step 1: Read Vertical Slice GDD

Find docs/vertical-slice-gdd.md. Extract: prototype validation results, features being polished, new features, content expansion, quality bar definitions, technical requirements, development phases, success criteria.

Step 2: Identify Playable Increments

Vertical slice increments focus on polish and expansion:

  • Sprint 1: "Player can [experience refactored core loop with improved feel]"
  • Sprint 2: "Player can [use new features added since prototype]"
  • Sprint 3: "Player can [experience expanded content]"
  • Sprint 4: "Player can [hear and see the polished experience]"
  • Sprint 5: "Player can [play the balanced, complete slice]"

Rules:

  • Early sprints refactor and stabilize prototype codebase
  • Middle sprints add features and expand content
  • Later sprints focus on polish (art, audio, juice, VFX)
  • Final sprint is balance + bug fixing
  • Quality bar references guide every polish task

Step 3: Determine Sprint Count

ScopeSprintsReasoning
Light polish3Refactor + expand + polish
Standard slice4-5Refactor + features + content + polish + balance
Deep slice5-6Multiple content passes + extensive polish

Step 4: Quality Bar Integration

For every polish task, reference the GDD's quality bar: name reference game, specify VFX/juice per interaction, list audio requirements, include performance targets as acceptance criteria.

Vertical Slice Lifecycle Gate

code
After all sprints:
- [ ] User plays complete vertical slice
- [ ] Validation questions scored (quality, engagement, repeatability, vision)
- [ ] Quantitative targets assessed
- [ ] Decision: GO (production) / ITERATE (fix + retest) / CANCEL

Save to: docs/vertical-slice-roadmap.md


PRODUCTION ROADMAP

Production Workflow

Step 1: Read Production GDD

Find docs/production-gdd.md. Extract: all game systems, progression/economy, content scope, player experience, narrative, art/audio direction, technical requirements, monetization, production plan, KPIs.

Step 2: Create Feature Inventory

Extract ALL features into a flat list. For each assign:

  • Type: Core System | Content | UI | Polish | Integration | Technical
  • Priority: Critical | High | Medium | Low
  • Effort: S (1-2 days) | M (3-5 days) | L (1-2 weeks) | XL (2+ weeks)
  • Dependencies: What must exist first

Step 3: Identify Playable Increments

code
Sprint 1-2:  Core Foundation — "Player can [play basic core loop]"
Sprint 3-4:  Systems Completion — "Player can [use all major mechanics]"
Sprint 5-6:  Content Production — "Player can [experience all content]"
Sprint 7-8:  Progression & Balance — "Player can [progress through full game]"
Sprint 9-10: Polish & Juice — "Player can [enjoy polished experience]"
Sprint 11+:  Testing & Ship — "Player can [play stable release build]"

Rules:

  • Core systems before content that uses them
  • Playable milestone at each sprint end
  • Polish after functionality works
  • Front-load uncertain/risky features
  • Each sprint still produces something evaluable

Step 4: Determine Sprint Count

ScopeSprintsReasoning
Small indie (1-3 months)6-8Foundation + systems + content + polish + ship
Medium indie (3-6 months)8-12More content passes, deeper polish
Large indie (6+ months)12+Full content pipeline, extensive testing

Step 5: Enhanced Task Format

Production tasks add Type, Priority, Effort, Requirements, and Implementation Notes to the standard 5-part format.

Step 6: Asset Schedule & Risk Register

Asset Schedule: table with category, count, sprint needed, assigned agent. Risk Register: table with risk, impact, mitigation strategy, sprint affected.

Production Lifecycle Gates

code
Alpha (systems complete):
- [ ] All gameplay systems functional
- [ ] All content placeholder-complete
- [ ] No critical bugs

Beta (content complete):
- [ ] All content final, all art/audio integrated
- [ ] Performance targets met

Release:
- [ ] Zero critical bugs, minimal minor
- [ ] Platform requirements met

Save to: docs/production-roadmap.md


ROADMAP OUTPUT STRUCTURE (ALL PHASES)

markdown
# [GAME TITLE] -- [Phase] Implementation Roadmap

**Based On:** [Phase] GDD v[X.Y] | **Lifecycle:** [Phase] | **Sprints:** [N]
**Target:** [Core question / quality proof / shipping goal] | **Created:** [Date]

---

## Quick Start
Critical path to first playable: Sprint 1 delivers "[Player can X]"
Key agents: [relevant agents]

---

## Sprint 1: "Player can [ACTION]"

**Playable Increment:** [What user can do and test]
**Acceptance Criteria:**
- [ ] [Observable criterion 1]
- [ ] [Observable criterion 2]

### Phase A: Spec & Foundation
**Feature Specs (design-lead):** [spec file list]
**Systems Work (systems-dev):** [tasks in 5-part format]
**Assets Work (asset-artist):** [tasks in 5-part format]

### Phase B: Implementation
**Gameplay Work (gameplay-dev):** [tasks with dependencies noted]
**UI Work (ui-dev):** [tasks with dependencies noted]
**Content Work (content-architect):** [tasks]

### Phase C: QA & Documentation
qa-docs reviews all sprint code, updates bible/architecture/changelog

### Phase D: User Review
**Playtest checklist:** [acceptance criteria user verifies by playing]
**User decides:** per feature accept/changes/reject, next sprint scope approve/modify

---

## Sprint 2: "Player can [NEXT ACTION]"
[Same structure]

---

[Continue for all sprints]

---

## Lifecycle Gate: [Phase-Specific]
[Gate criteria and decision framework]

---

## Risk Mitigation
Per risk: risk, mitigation (assigned to sprint + agent), fallback

## Content & Asset Checklist
Assets (asset-artist), Data (content-architect), Systems (systems-dev) — each with sprint assignment and file path

Quality Checklist

Sprint Structure:

  • Each sprint has a "Player can X" playable increment
  • Each sprint has Phase A/B/C/D breakdown
  • Each sprint ends with user review gate
  • Acceptance criteria are observable and testable

Per-Agent Breakdown:

  • Work assigned by directory ownership
  • Dependencies between agents marked explicitly
  • systems-dev in Phase A; gameplay-dev, ui-dev, content-architect in Phase B

Task Quality:

  • Tasks use 5-part format
  • Tasks follow visible-first ordering
  • File paths match agent directory ownership

Phase-Specific:

  • Prototype: 1-4 sprints, riskiest mechanic in Sprint 1, Go/Pivot/Kill gate
  • Vertical Slice: 3-6 sprints, quality bar refs in polish tasks, Go/Iterate/Cancel gate
  • Production: 6-12+ sprints, full feature inventory, asset schedule, Alpha/Beta/Release gates

Workflow Summary

  1. Read docs/.workflow-state.json to detect lifecycle phase
  2. Display phase header with sprint range and focus
  3. Find and read the phase-appropriate GDD
  4. Extract features, mechanics, content scope
  5. Identify playable increments ("Player can X" milestones)
  6. Determine sprint count based on phase guidelines
  7. Break each increment into per-agent work by directory ownership
  8. Map dependencies between agents within each sprint
  9. Write full roadmap with Phase A/B/C/D per sprint
  10. Add lifecycle gate, risks, asset checklist
  11. Save to docs/[phase]-roadmap.md

Integration with Other Skills

  • Reads From: gdd-generator (input GDD for current phase)
  • Feeds Into: feature-spec-generator (Sprint 1 features need specs before Phase A)
  • Works With: changelog-updater, systems-bible-updater, version-control-helper, code-reviewer

Key Principles

DO: Organize around playable increments; per-agent work by directory ownership; Phase A/B/C/D every sprint; mandatory user review gates; visible-first ordering; explicit dependencies; 5-part task format; riskiest mechanic early; scale sprints to phase.

DO NOT: Organize by system layer; create day-by-day solo schedules; skip review gates; assign work outside agent directories; create non-playable sprints; make tasks too large or too small; ignore dependencies; add tasks not in GDD.


This skill transforms a GDD at any lifecycle phase into a sprint-based, agent-team roadmap where every sprint delivers a playable increment, work is distributed by directory ownership, and the user retains creative control through mandatory review gates.