map-systems

map-systems is a skill for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 32 tokens per session (3,069 once invoked), scanned A, original, MIT.

A workflow for breaking a game concept into separate systems and mapping the dependencies between them. For example, an inventory may also require item data, equipment rules, a user interface, and save data.

In plain words
What is it for?
Use it to enumerate game systems, record their design status, set priorities, and hand the next system to a design workflow.
Why use it?
It helps reveal hidden work that a high-level game idea does not mention. It also creates a shared index for deciding what to design next.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: names the AskUserQuestion tool.

Good fit Use it to enumerate game systems, record their design status, set priorities, and hand the next system to a design workflow.

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Install with agentmods
npx agentmods add skills/pixel-cellar/claude-code-game-studios/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 pixel-cellar/Claude-Code-Game-Studios --skill map-systems
Clone the repo
git clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-Studios

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/pixel-cellar/claude-code-game-studios/map-systems/github.svg)](https://agentmods.dev/skills/pixel-cellar/claude-code-game-studios/map-systems)
Your own site
<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.

agentmods 80×15 button for map-systems

Your own site · 80×15
<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>
Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,069 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 $0.00032 $0.03069
Opus 5.5 $0.00013 $0.01228
Sonnet 5.5 $0.00006 $0.00614
Haiku 4.5 $0.00003 $0.00307

Measured 1mo ago against content hash d3d20da7f092, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 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.

.claude/skills/map-systems/SKILL.md · 261 lines

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:

  1. 基础层:零依赖的系统(首先设计和构建)
  2. 核心层:仅依赖基础层系统的系统
  3. 功能层:依赖核心层系统的系统
  4. 表现层:包裹游戏系统的 UI 和反馈系统
  5. 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)

Read the full file on GitHub · 261 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. 1mo ago First seen · 261 lines · 32 tokens per session scan A d3d20da7f092

Subscribe to this mod's changes

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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