# Aigd Concept

> AIGD Phase 1 · brainstorming & top-level design. Use this when you want to set the concept for a new game, fix the core loop / platform / target users, or split the game into a system list + dependency graph and start the project spine. Produces / revises the project charter + manifest (system list). Part of the aigd package; methodology in ../aigd/references/.

- **Type:** Skill
- **Install:** `agentstack add skill-prodazhang-aigd-aigd-concept`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [ProdaZhang](https://agentstack.voostack.com/s/prodazhang)
- **Installs:** 0
- **Category:** [AI & ML](https://agentstack.voostack.com/c/ai-and-ml)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [ProdaZhang](https://github.com/ProdaZhang)
- **Source:** https://github.com/ProdaZhang/aigd/tree/main/aigd-concept

## Install

```sh
agentstack add skill-prodazhang-aigd-aigd-concept
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## About

# AIGD · concept (brainstorming + top-level design)　[minimal skeleton]

> **Package contract**: install the whole `aigd` package (the orchestrator `aigd/`+`references/` and the 6 sub-skills (including aigd-ui-capture) placed at the same level in this environment's skills directory, following the host agent, e.g. Claude Code's `.claude/skills/`), **don't copy this skill alone** — the body's `../aigd/references/` depends on `aigd/` at the same level, copying it alone breaks the link.

## Positioning
Phase 1. Diverge in discussion → converge into "what to make + which systems it's made of". **Low-frequency but repeatedly revisable** (deeper discussion will circle back to change the concept / platform / system list) — it writes the live spine, not a one-shot artifact.

## Read / produce / write back
- **Read**: existing spine (if any); `../aigd/references/methodology.md` (the naming / numbering / spec parts).
- **Produce / write back** (fill per template, see `../aigd/references/templates/`):
  - `project-charter.md` (per `project-charter.tpl.md`): concept / core loop / pillars / platform / target users / **project-specific conventions** (naming / units / quality system…).
  - `manifest.md` (per `manifest.tpl.md`): system list + dependency graph + number-range pre-allocation + cross-layer index placeholders (Status = Draft).

## Recipe
1. Interview: core experience / core loop / design pillars / monetization / art direction; **cut the weak directions**.
2. Split into systems: per the "system-splitting rules" below, fix boundaries → list the systems, draw the dependency graph (edge set), fix the build order; cycle detection → common types are **registered first in the project layer (global spec)** to break cycles (made concrete as `proto/common.proto` later at handoff). **Also flag "emergent combinations"** (those that only make sense when several systems are combined, e.g. combat = movement + skills + damage + AI) — register them as "combination points", leaving them for sync to do **up-front integration design** rather than patching them in afterward.
3. Per template, write `project-charter.md` + `manifest.md` (one row per system, Status = Draft) + stand up the global-spec skeleton (enum / naming / unit placeholders).

## System-splitting rules (the ruler for "one system" in the manifest)
Must meet **≥2 of the following** to stand alone as a system, otherwise merge into the parent:
- **Has its own config table** (not just consuming someone else's table);
- **Has an independent rule boundary** (can be explained apart from other systems);
- **Can be playtested independently** (if the game still runs with it turned off, it's an optional module, not a system);
- **Has an independent state machine / lifecycle**.
Meets all of them → consider splitting further into subsystems (`system/subsystem` two levels).
Counter-examples: "damage formula" is a rule of combat, not a system; "red-dot notification" is a cross-system mechanic, belongs in the global spec.

## Admission / exit
- **Admission**: none (starting from scratch), or an existing old spine (then it's a revision).
- **Exit**: `project-charter.md` + `manifest.md` (system list + dependency graph + number-range pre-allocation) complete → only then proceed to `aigd-system`.

## Boundary
Produces only the spine and top-level design, doesn't get into single-system detail (that's aigd-system).

## Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

- **Author:** [ProdaZhang](https://github.com/ProdaZhang)
- **Source:** [ProdaZhang/aigd](https://github.com/ProdaZhang/aigd)
- **License:** MIT

Install and usage instructions live in the source repository linked above.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-prodazhang-aigd-aigd-concept
- Seller: https://agentstack.voostack.com/s/prodazhang
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
