roguelike · diff
git:20260924.c4867c8 to git:20260930.26f7352
33 added, 21 removed. Audit C to C.
---
genre_slug: roguelike
status: draft
- maturity: partial
- variants_mature: []
variants_draft: [run-based-solo, run-based-coop, meta-progression]
- last_updated: 2026-09-22
+ last_updated: 2026-09-30
+ pattern_counts: proven=0 confirmed=0 hypothesis=0 contested=0
---
# Genre Skill: Roguelike
- STATUS: draft — no variant is "mature" yet. Same logic as the Survival
- genre: see `~/.claude/skills/genre/survival/SKILL.md` for the full
- explanation of the two-tier promotion mechanism (variant → mature,
- then eventual convergence → genre).
+ This file is read by the kit whenever a project has `Claude/docs/.genre = roguelike`. Same learning mechanism as Survival.
- ## Known variants (prototype, to confirm/rename with real data)
+ ## How this skill learns (Skill Harness)
- Since no real roguelike maps have been analyzed yet, these 3 variants are
- just a reasonable starting hypothesis for the genre — they should be
- treated as placeholders, renamed or removed as soon as the first real maps
- show a different classification (especially once the official Epic tags
- in `~/.claude/skills/genre/fortnite-tags-known.json` are known):
+ This skill starts EMPTY on purpose and is never pre-written from general knowledge. It learns from
+ the maps the owner actually builds, one map at a time — no need to wait for 3 maps:
- 1. **run-based-solo** — attempt-based runs, one player per run
- 2. **run-based-coop** — attempt-based runs, shared run in co-op
- 3. **meta-progression** — roguelike with persistent progression between runs
- (unlocks/upgrades that carry over between attempts)
+ - After a playtest (or on request) the `skill-reflector` agent QUEUES lessons. Nothing is learned
+ until the owner approves it on the **Skills** page of the Agent Console.
+ - Every pattern carries a confidence level computed from the owner's own maps:
+ **hypothesis** (1 map) → **confirmed** (2 maps) → **proven** (3+ maps, or 2 + a retention metric).
+ A map that does the opposite turns it into **contested**; nothing is silently overwritten.
+ - How to use the list below: PROVEN = follow as a rule. CONFIRMED = follow by default, say why if you
+ deviate. HYPOTHESIS = only a suggestion, tell the owner it is unproven. CONTESTED = show both options
+ and ask. If the list is empty, there is simply nothing learned yet — do not invent patterns.
+ - Private vs shareable: map names, task IDs and notes live in `local/` (never exported, never
+ committed). `pack/patterns.json` holds only generalized patterns + support counts and is the one
+ part that can be shared or merged from the community. Do not edit the block below by hand
+ (`python Claude/hooks/skills_lib.py ...` regenerates it).
- Promotion rule identical to Survival: 3 maps per variant + 1 pattern
- repeated in 2+ of them. `references/evidence-shared.md` stays empty until
- there are at least 2 mature variants to compare.
+ ## Known variants (prototype placeholders — rename or drop as soon as real maps show otherwise)
+ **run-based-solo** (attempt-based runs, one player), **run-based-coop** (shared run in co-op),
+ **meta-progression** (persistent unlocks between attempts). See `references/variants.md`.
+
+
## Dependencies (one-way, never the reverse)
- Same as Survival: can read Device Library and Retention, never the reverse.
+ This skill can read/cite the Device Library (second-brain) and the retention skill
+ (`fortnite-retention-gamedesign`). Those must NEVER contain logic specific to this genre.
+
+ <!-- PATTERNS:BEGIN -->
+ ## Learned patterns (generated — do not edit by hand)
+
+ These come from maps the owner actually built and approved. Patterns the owner has not approved are not listed. Match the confidence to how you use each one.
+
+ _Nothing learned yet. Patterns appear here only after the owner approves a lesson from a real map._
+ <!-- PATTERNS:END -->