.agents/skills/reverse-document/SKILL.md
Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
npx skillsauth add scotidev/GameDevStudio reverse-documentInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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This skill analyzes existing implementation (code, prototypes, systems) and generates appropriate design or architecture documentation. Use this when:
Format: /reverse-document <type> <path>
Type options:
design → Generate a game design document (GDD section)architecture → Generate an Architecture Decision Record (ADR)concept → Generate a concept document from prototypePath: Directory or file to analyze
src/gameplay/combat/ → All combat-related codesrc/core/event-system.cpp → Specific fileprototypes/stealth-mech/ → Prototype directoryExamples:
/reverse-document design src/gameplay/magic-system
/reverse-document architecture src/core/entity-component
/reverse-document concept prototypes/vehicle-combat
Read and understand the code/prototype:
For design docs (GDD):
For architecture docs (ADR):
For concept docs (prototype analysis):
DO NOT just describe the code. ASK about intent:
Design questions:
Architecture questions:
Concept questions:
Before drafting, show what you discovered:
I've analyzed src/gameplay/combat/. Here's what I found:
MECHANICS IMPLEMENTED:
- 3-hit combo system with timing windows
- Guard-break mechanic (heavy attack vs blocking enemy)
- Stamina system (depletes on attack/dodge, regens when idle)
- Stagger system (builds up, triggers vulnerable state)
FORMULAS DISCOVERED:
- Damage = Base * (1 + StrengthScaling * Level)
- Stagger buildup = AttackStaggerValue / (Enemy.Poise * 0.5)
- Stamina cost = BaseStaminaCost * (1 - EfficiencyBonus)
UNCLEAR INTENT AREAS:
1. Stamina system — pacing or resource management?
2. Stagger — core pillar or supporting feature?
3. Damage scaling — power fantasy or needs tuning?
Before I draft the design doc, could you clarify these points?
Wait for user to clarify intent before drafting.
Based on type, use appropriate template:
| Type | Template | Output Path |
|------|----------|-------------|
| design | templates/design-doc-from-implementation.md | design/gdd/[system-name].md |
| architecture | templates/architecture-doc-from-code.md | docs/architecture/[decision-name].md |
| concept | templates/concept-doc-from-prototype.md | prototypes/[name]/CONCEPT.md or design/concepts/[name].md |
Draft structure:
Collaborative protocol:
I've drafted the combat system design doc based on your code and clarifications.
[Show key sections: Overview, Mechanics, Formulas, Design Intent]
ADDITIONS I MADE:
- Documented stamina as "pacing mechanic" per your clarification
- Added edge cases not in code (what if stamina hits 0 mid-combo?)
- Flagged balance concern: exponential damage scaling at high levels
SECTIONS MARKED AS INCOMPLETE:
- "Enemy AI interaction with stagger" (not fully implemented yet)
- "Weapon variety and scaling" (only sword implemented so far)
May I write this to design/gdd/combat-system.md?
Wait for approval. User may request changes before writing.
When approved, write the file with special markers:
---
status: reverse-documented
source: src/gameplay/combat/
date: 2026-02-13
verified-by: [User name]
---
# Combat System Design
> **Note**: This document was reverse-engineered from the existing implementation.
> It captures current behavior and clarified design intent. Some sections may be
> incomplete where implementation is partial or intent was unclear.
[Rest of document...]
After writing, suggest next steps:
✅ Written to design/gdd/combat-system.md
FOLLOW-UP RECOMMENDED:
1. Run /balance-check on combat formulas (exponential scaling concern)
2. Create ADR for stamina system architecture decision
3. Implement missing edge cases:
- Stamina depletion mid-combo behavior
- Stagger state during dodge
4. Extend design doc when weapon variety is implemented
Would you like me to tackle any of these now?
| If analyzing... | Use template... | Because... |
|----------------|-----------------|------------|
| src/gameplay/* | design-doc-from-implementation.md | Gameplay mechanics → GDD |
| src/core/*, src/ai/* | architecture-doc-from-code.md | Core systems → ADR |
| prototypes/* | concept-doc-from-prototype.md | Experiments → concept doc |
| src/networking/* | architecture-doc-from-code.md | Technical systems → ADR |
| src/ui/* | design-doc-from-implementation.md | UI/UX → design spec |
User: /reverse-document design src/gameplay/combat
Agent: I'll analyze your combat implementation to create a design doc.
[Reads code, discovers mechanics, formulas]
Agent: I've analyzed src/gameplay/combat/. Here's what I found:
[Shows mechanics, formulas, unclear areas]
Before drafting, could you clarify:
1. Stamina system intent?
2. Is stagger a core pillar?
3. Damage scaling — intentional or needs tuning?
User: 1. Stamina is for pacing, prevent button mashing
2. Stagger is core — I want deliberate combat
3. Yeah, exponential is too much, should be linear
Agent: Perfect, that clarifies the vision. Let me draft the design doc.
[Shows draft with clarified intent]
May I write this to design/gdd/combat-system.md?
User: Yes, write it.
Agent: ✅ Written to design/gdd/combat-system.md
✅ Marked as [REVERSE-DOCUMENTED]
✅ Flagged damage scaling for rebalancing
Next steps:
- Update damage formula to linear scaling
- Run /balance-check to validate progression curve
- Document stagger as core pillar in game-pillars.md
This skill follows the collaborative design principle:
Never assume intent. Always ask before documenting "why".
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