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Skills update: team-live-ops skill + improvements across 18 existing skills
- Add new /team-live-ops skill for post-launch content planning orchestration - Expand setup-engine, code-review, create-epics-stories, prototype with additional context - Enrich team-* skills (audio, combat, level, narrative, polish, release, ui) with new phases/agents - Update architecture-decision and architecture-review with dependency ordering improvements - Minor additions to balance-check, hotfix, localize, patch-notes, perf-profile - Populate technical-preferences.md with structured configuration sections Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -18,6 +18,7 @@ The user must approve before moving to the next phase.
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- **ai-programmer** — Implement NPC/enemy AI behavior for the feature
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- **technical-artist** — Create VFX, shader effects, and visual feedback
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- **sound-designer** — Define audio events, impact sounds, and ambient combat audio
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- **engine specialist** (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from `.claude/docs/technical-preferences.md` Engine Specialists section)
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- **qa-tester** — Write test cases and validate the implementation
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## How to Delegate
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@@ -28,6 +29,7 @@ Use the Task tool to spawn each team member as a subagent:
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- `subagent_type: ai-programmer` — Implement NPC/enemy AI behavior
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- `subagent_type: technical-artist` — Create VFX, shader effects, visual feedback
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- `subagent_type: sound-designer` — Define audio events, impact sounds, ambient audio
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- `subagent_type: [primary engine specialist]` — Engine idiom validation for architecture and implementation
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- `subagent_type: qa-tester` — Write test cases and validate implementation
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Always provide full context in each agent's prompt (design doc path, relevant code files, constraints). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).
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@@ -46,6 +48,12 @@ Delegate to **gameplay-programmer** (with **ai-programmer** if AI is involved):
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- Identify integration points with existing systems
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- Output: architecture sketch with file list and interface definitions
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Then spawn the **primary engine specialist** to validate the proposed architecture:
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- Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)
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- Are there engine-native systems that should be used instead of custom implementations?
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- Any proposed APIs that are deprecated or changed in the pinned engine version?
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- Output: engine architecture notes — incorporate into the architecture before Phase 3 begins
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### Phase 3: Implementation (parallel where possible)
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Delegate in parallel:
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- **gameplay-programmer**: Implement core combat mechanic code
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