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t1k:designer:base:diagram-authoring

FieldValue
Modulebase
Version1.13.2
Effortlow
Tools

Keywords: design diagram, economy flow, game design diagram, level layout, mermaid template, narrative branch, quest tree

/t1k:designer:base: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.

  • 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
  • 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 via mermaid-cli
  • Not prescriptive — templates are starting points; edit freely
TemplateMermaid TypeUse For
templates/quest-tree.mmdflowchart TDBranching quest progression, prerequisites, hub-and-spoke structures
templates/economy-flow.mmdflowchart LRCurrency sources (faucets) → sinks, conversion rates, inflation control
templates/narrative-branch.mmdclassDiagramCharacter relationships + branching narrative lanes by Act/chapter
templates/level-spatial.mmdflowchart LRLevel zones, gates (one-way vs two-way), spatial progression
Terminal window
cp .claude/modules/design-base/skills/design-diagram-authoring/templates/quest-tree.mmd \
docs/design/my-quest-tree.mmd

Each template is heavily commented. Replace placeholder labels (Quest A, Gold, Act 1 Intro, Zone A) with your actual design.

/t1k:preview --from-file docs/design/my-quest-tree.mmd

Or render inline:

/t1k:preview --diagram "quest tree for the prologue act"

Render produces SVG/PNG. Embed in GDD markdown alongside the .mmd source so both are tracked in git.

  • references/quest-trees.md — linear / branch / hub-and-spoke / Act-based patterns
  • references/economy-flows.md — faucet/sink distinction, conversion nodes, inflation leaks
  • references/narrative-branches.md — decision vs outcome nodes, character arcs, consequence layering
  • references/level-spatial.md — zones, gates, one-way edges, spatial vs logical adjacency
  • scripts/list-templates.cjs — lists the four template names (used by /t1k:find-skill and doctor integrity checks)

Install mermaid-cli once via the base preset:

t1k diagram install

The 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.

  • 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 .mmd file. Never hand-edit rendered SVGs — edit the source and re-render.
  • Comment intent, not mechanics. %% Act 1 gate — player must have fire talisman not %% edge from A to B.
  • 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-v11 skill 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).