t1k:designer:base:diagram-authoring
| Field | Value |
|---|---|
| Module | base |
| Version | 1.13.2 |
| Effort | low |
| Tools | — |
Keywords: design diagram, economy flow, game design diagram, level layout, mermaid template, narrative branch, quest tree
How to invoke
Section titled “How to invoke”/t1k:designer:base:diagram-authoringDesign Diagram Authoring
Section titled “Design Diagram Authoring”Copy-ready Mermaid templates and authoring guidance for the four most common game-design diagrams. This skill ships templates + reference docs, not code analysis. Rendering is delegated to /t1k:preview.
When This Skill Triggers
Section titled “When This Skill Triggers”- Starting a new GDD section that needs a visual (quest tree, economy, narrative, level)
- Sketching design intent before implementation
- Updating a design diagram alongside a gameplay change
- Need a Mermaid starting snippet that’s more than a blank canvas
What This Skill Is NOT
Section titled “What This Skill Is NOT”- Not an adapter — does not parse code, does not implement
detect(), does not register with the adapter-discovery scan - Not a renderer —
/t1k:preview --from-file <template>handles that viamermaid-cli - Not prescriptive — templates are starting points; edit freely
The Four Templates
Section titled “The Four Templates”| Template | Mermaid Type | Use For |
|---|---|---|
templates/quest-tree.mmd | flowchart TD | Branching quest progression, prerequisites, hub-and-spoke structures |
templates/economy-flow.mmd | flowchart LR | Currency sources (faucets) → sinks, conversion rates, inflation control |
templates/narrative-branch.mmd | classDiagram | Character relationships + branching narrative lanes by Act/chapter |
templates/level-spatial.mmd | flowchart LR | Level zones, gates (one-way vs two-way), spatial progression |
1. Copy a template into your project
Section titled “1. Copy a template into your project”cp .claude/modules/design-base/skills/design-diagram-authoring/templates/quest-tree.mmd \ docs/design/my-quest-tree.mmd2. Edit the placeholders
Section titled “2. Edit the placeholders”Each template is heavily commented. Replace placeholder labels (Quest A, Gold, Act 1 Intro, Zone A) with your actual design.
3. Render with /t1k:preview
Section titled “3. Render with /t1k:preview”/t1k:preview --from-file docs/design/my-quest-tree.mmdOr render inline:
/t1k:preview --diagram "quest tree for the prologue act"4. Paste into your GDD
Section titled “4. Paste into your GDD”Render produces SVG/PNG. Embed in GDD markdown alongside the .mmd source so both are tracked in git.
Reference Docs (pattern guidance)
Section titled “Reference Docs (pattern guidance)”references/quest-trees.md— linear / branch / hub-and-spoke / Act-based patternsreferences/economy-flows.md— faucet/sink distinction, conversion nodes, inflation leaksreferences/narrative-branches.md— decision vs outcome nodes, character arcs, consequence layeringreferences/level-spatial.md— zones, gates, one-way edges, spatial vs logical adjacency
Scripts
Section titled “Scripts”scripts/list-templates.cjs— lists the four template names (used by/t1k:find-skilland doctor integrity checks)
Rendering prerequisite
Section titled “Rendering prerequisite”Install mermaid-cli once via the base preset:
t1k diagram installThe install.json in this skill advertises the dependency (requires: ["mermaid-cli"]) with isAdapter: false, so the installer rolls it up without registering the skill in adapter discovery.
Authoring tips
Section titled “Authoring tips”- Keep diagrams under ~30 nodes. Mermaid rendering degrades and designers stop reading beyond that.
- One diagram per concern. Split quest prerequisites and narrative branches into two diagrams even when they touch the same NPCs.
- Source of truth is the
.mmdfile. Never hand-edit rendered SVGs — edit the source and re-render. - Comment intent, not mechanics.
%% Act 1 gate — player must have fire talismannot%% edge from A to B.
Gotchas
Section titled “Gotchas”- Mermaid v11 ≠ v10 — quest tree templates use v11
subgraph direction; if your renderer is pinned to v10, edges go horizontal instead of vertical. Pin renderer or invoke/mermaidjs-v11skill explicitly. - Diagram density caps cognition at ~12 nodes — past that, split into sub-diagrams. A 30-node quest tree is unreadable on mobile review.
- Authoring is not adapting — this skill produces static design diagrams; if you want code-derived diagrams, use the engine adapter (e.g., rn-script-graph).