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.
npx skills add pixel-cellar/Claude-Code-Game-Studios --skill map-systemsgit clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-StudiosWrote 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.
[](https://agentmods.dev/skills/pixel-cellar/claude-code-game-studios/map-systems)<a href="https://agentmods.dev/skills/pixel-cellar/claude-code-game-studios/map-systems"><img src="https://agentmods.dev/badge/skills/pixel-cellar/claude-code-game-studios/map-systems/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/pixel-cellar/claude-code-game-studios/map-systems"><img src="https://agentmods.dev/badge/skills/pixel-cellar/claude-code-game-studios/map-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00032 | $0.03069 |
| Opus 5.5 | $0.00013 | $0.01228 |
| Sonnet 5.5 | $0.00006 | $0.00614 |
| Haiku 4.5 | $0.00003 | $0.00307 |
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 1mo 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.
How it starts
The opening of the file, as written. The whole thing — 261 lines — stays where its author put it; the contents beside it link to each section on GitHub.
当此技能被调用时:
1. 解析参数
两种模式:
- 无参数:
/map-systems— 运行完整的拆解工作流(阶段 1-5)以创建或更新系统索引。 next:/map-systems next— 从索引中选择最高优先级的未设计系统并交接给/design-system(阶段 6)。
2. 阶段 1:读取概念(必需上下文)
读取游戏概念和任何已有的设计工作。这为系统拆解提供了原始材料。
必需:
- 读取
design/gdd/game-concept.md— 如果缺失则明确报错退出:"在
design/gdd/game-concept.md未找到游戏概念。请先运行/brainstorm创建一个,然后再回来将其拆解为系统。"
可选(如果存在则读取):
- 读取
design/gdd/game-pillars.md— 游戏支柱约束优先级和范围 - 读取
design/gdd/systems-index.md— 如果存在,从上次中断处继续(更新,而非从头重建) - Glob
design/gdd/*.md— 检查哪些系统 GDD 已经存在
如果系统索引已存在:
- 读取并向用户展示当前状态
- 使用
AskUserQuestion询问: "系统索引已存在,包含 [N] 个系统([M] 个已设计,[K] 个未开始)。您希望做什么?"- 选项:"更新索引中的新系统"、"设计下一个未设计系统"、"审查并修订优先级"
3. 阶段 2:系统枚举(协作式)
提取并识别游戏需要的所有系统。这是本技能的核心创意环节 — 它需要人工判断,因为概念文档很少明确列举每个系统。
步骤 2a:提取显式系统
扫描游戏概念中直接提及的系统和机制:
- 核心机制部分(最明确)
- 核心循环部分(暗示驱动每层循环的系统)
- 技术考量部分(联网、程序化生成等)
- MVP 定义部分(必需功能 = 必需系统)
步骤 2b:识别隐式系统
对于每个显式系统,识别它所暗示的隐藏系统。游戏需要的系统总是比概念文档中提到的多。使用以下推理模式:
- "背包" 暗示:物品数据库、装备槽、重量/容量规则、背包 UI、物品序列化以实现存读档
- "战斗" 暗示:伤害计算、生命值系统、命中检测、状态效果、敌人 AI、战斗 UI(血条、伤害数字)、死亡/重生
- "开放世界" 暗示:流式加载/分块、LOD (Level of Detail) 系统、快速旅行、地图/小地图、兴趣点追踪、世界状态持久化
- "多人游戏" 暗示:网络层、大厅/匹配、状态同步、反作弊、网络 UI(延迟、玩家列表)
- "制作" 暗示:配方数据库、材料收集、制作 UI、成功/失败机制、配方发现/学习
- "对话" 暗示:对话树系统、对话 UI、选择追踪、NPC 状态管理、本地化钩子
- "成长" 暗示:经验值系统、升级机制、技能树、解锁追踪、成长 UI、成长存档数据
在对话中解释为什么需要每个隐式系统(附示例)。
步骤 2c:用户审核
按类别组织展示枚举结果。对于每个系统,展示:
- 名称
- 类别
- 简要描述(一句话)
- 是显式的(来自概念)还是隐式的(推理得出)
然后使用 AskUserQuestion 收集反馈:
- "此列表中是否缺少系统?"
- "是否有需要合并或拆分的系统?"
- "是否有此游戏不需要的系统?"
迭代直到用户批准枚举结果。
4. 阶段 3:依赖映射(协作式)
对于每个系统,确定它依赖什么。如果系统 A 没有系统 B 就无法运行,则系统 A "依赖" 系统B。
步骤 3a:映射依赖
对于每个系统,列出其依赖项。使用以下依赖启发式规则:
- 输入/输出依赖:系统 A 产生系统 B 需要的数据
- 结构依赖:系统 A 提供系统 B 接入的框架
- UI 依赖:每个游戏系统都有对应的 UI 系统,UI 系统依赖于它(但 UI 在游戏系统之后设计)
步骤 3b:按依赖顺序排序
将系统排列为层级:
- 基础层:零依赖的系统(首先设计和构建)
- 核心层:仅依赖基础层系统的系统
- 功能层:依赖核心层系统的系统
- 表现层:包裹游戏系统的 UI 和反馈系统
- 打磨层:元系统、教程、分析、无障碍
步骤 3c:检测循环依赖
检查依赖图中的循环。如果发现:
- 向用户高亮显示
- 提出解决方案(接口抽象、同时设计、通过定义两系统间的契约来打破循环)
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.
- 1mo ago First seen · 261 lines · 32 tokens per session scan A d3d20da7f092
map-systems is a skill published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (361 stars, last pushed 6mo ago), licensed MIT. It adds 32 tokens to every session and 3,069 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-09-03.
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