map-systems

map-systems is a skill for Claude Code from CodePhobiia/claude-roblox-game-studio. It costs 26 tokens per session (993 once invoked), scanned A, original, MIT.

A game-design workflow for making a complete inventory of a game's systems, such as combat, inventory, quests, shops, and social features. It records the systems and their dependencies in `design/gdd/systems-index.md`, where GDD means game design document.

In plain words
What is it for?
It scans design documents, source code, and sprint records, then lists each game system and marks whether it is planned or implemented.
Why use it?
It prevents planned or existing gameplay features from being overlooked and makes relationships between them easier to track.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit It scans design documents, source code, and sprint records, then lists each game system and marks whether it is planned or implemented.

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Install with agentmods
npx agentmods add skills/codephobiia/claude-roblox-game-studio/map-systems
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add CodePhobiia/claude-roblox-game-studio --skill map-systems
Clone the repo
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studio

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for map-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/map-systems.svg)](https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/map-systems)
Your own site
<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/map-systems"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/map-systems.svg" alt="Measured on agentmods" height="20"></a>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 993 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00026 $0.00993
Opus 5 $0.00013 $0.00496
Sonnet 5 $0.00005 $0.00199
Haiku 4.5 $0.00003 $0.00099

Measured 7d ago against content hash fec81d577df2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

map-systems scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/map-systems/SKILL.md · 132 lines

How it starts

The opening of the file, as written. The whole thing — 132 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/map-systems — System Inventory

Delegate to: game-designer

Purpose

A "system" is a cohesive gameplay feature with its own rules, data, and player interaction (e.g., Combat, Inventory, Shop, Quests, Friends). The systems index is the source of truth for "what does this game have."

Steps

1. Scan Existing State

  • Read design/gdd/ for existing GDDs
  • Read src/ for code organization hints
  • Check production/sprints/ for recently worked-on systems

2. Identify Systems

List every system, planned or implemented:

Common Roblox game systems:

  • Core Loop: the primary gameplay action
  • Combat: damage, abilities, weapons
  • Inventory: items, equipment, storage
  • Progression: XP, levels, skills
  • Economy: currencies, shops, trading
  • Quests: missions, objectives, rewards
  • Social: friends, parties, guilds, chat
  • UI/HUD: menus, notifications
  • Onboarding: tutorial, FTUE
  • Daily Rewards: login streaks
  • Codes: redemption system
  • Settings: audio, graphics, controls
  • Monetization: GamePasses, DevProducts
  • Leaderboards: global rankings
  • Events: seasonal content
  • Cosmetics: skins, pets, accessories

3. Categorize by Status

For each system:

  • Not started — exists only as an idea
  • In design — GDD being written
  • In implementation — code being written
  • Implemented — feature in code, not yet polished
  • Polished — feature complete and tested
  • Live — shipped to players

4. Identify Dependencies

Which systems depend on which?

Example:

Shop
├── depends on: Inventory (to place bought items)
├── depends on: Economy (to charge currency)
└── depends on: UI (to display items)

Trading
├── depends on: Inventory
├── depends on: Economy (for trade tax)
├── depends on: Friends (to choose trade partner)
└── depends on: DataStore (for atomic swap)

5. Priority Scoring

For each system, assess:

  • Player value (1-5): How important for the player experience?
  • Effort (1-5): How much work to build?
  • Risk (L/M/H): How uncertain is the implementation?
  • Monetization impact (1-5): Does this drive revenue?

Read the full file on GitHub · 132 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 7d ago First seen · 132 lines · 26 tokens per session scan A fec81d577df2

Subscribe to this mod's changes

map-systems is a skill published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 26 tokens to every session and 993 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.