
Map Systems
- 1 installs
- 8 repo stars
- Updated April 16, 2026
- codephobiia/claude-roblox-game-studio
Helps with ai & agent building tasks.
About
map-systems is a Claude Code skill for ai & agent building. It helps developers move faster with AI-assisted coding.
- map-systems
- AI & Agent Building
- AI-coding skill
Map Systems by the numbers
- 1 all-time installs (skills.sh)
- Ranked #14,102 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
- Data as of Jul 22, 2026 (Skillselion catalog sync)
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| Installs | 1 |
|---|---|
| repo stars | ★ 8 |
| Last updated | April 16, 2026 |
| Repository | codephobiia/claude-roblox-game-studio ↗ |
What it does
Helps with ai & agent building tasks.
Files
/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?
High player value + low effort = do first High player value + high effort = plan carefully Low value + low effort = defer Low value + high effort = consider cutting
6. Generate Index
Save to design/gdd/systems-index.md:
# Systems Index
**Last Updated**: YYYY-MM-DD
## Summary
- Total systems: X
- Not started: X
- In design: X
- In implementation: X
- Implemented: X
- Polished: X
- Live: X
## Systems
### Core Loop
- **Status**: Implemented
- **Priority**: P0 (critical)
- **Value**: 5 | **Effort**: 4 | **Risk**: Medium
- **GDD**: `design/gdd/core-loop-gdd.md`
- **Depends On**: (none — core)
- **Depended On By**: Combat, Progression, Economy
- **Notes**: [any context]
### Combat
- **Status**: In implementation
- **Priority**: P0
- **Value**: 5 | **Effort**: 4 | **Risk**: Medium
- **GDD**: `design/gdd/combat-gdd.md`
- **Depends On**: Core Loop, Inventory
- **Depended On By**: Quests
- **Notes**: Hit detection in progress
...
## Dependency Graph
[ASCII or mermaid diagram showing system dependencies]
## Priority List (recommended build order)
1. Core Loop
2. Combat
3. Inventory
4. Progression
5. ...7. Present to User
Present the index for review. On approval, save to disk. Offer to update individual GDD statuses or add missing system GDDs.