Add v0.6.0: full skill/agent QA pass, 3 new agents tested, template cleanup

Skills fixed: sprint-status (stale escalation, threshold), retrospective
(existing file detection, missing data fallback), changelog (misc category,
task-ref count), patch-notes (BLOCKED on missing changelog, tone/template
paths), story-readiness (Phase 0 mode resolution, QL-STORY-READY gate),
art-bible, brainstorm, design-system, ux-design, dev-story, story-done,
create-architecture, create-control-manifest, map-systems, propagate-design-change,
quick-design, prototype, asset-spec.

Agents fixed: all 4 directors (gate verdict token format), engine-programmer,
ui-programmer, tools-programmer, technical-artist (engine version safety),
gameplay-programmer (ADR compliance), godot-gdextension-specialist (ABI warning),
systems-designer (escalation path to creative-director), accessibility-specialist
(model, tools, WCAG criterion format, findings template), live-ops-designer
(escalation paths, battle pass value language), qa-tester (model, test case
format, evidence routing, ambiguous criteria, regression scope).

Specs updated: smoke-check and adopt specs rewritten to match actual skill
behavior. catalog.yaml reset to blank template state. Removed
session-state marketing research file, removed session-state from gitignore.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Donchitos
2026-04-07 17:28:46 +10:00
parent a73ff759c9
commit 3614e1dbfb
37 changed files with 925 additions and 287 deletions

View File

@@ -25,7 +25,30 @@ Extract from game-concept.md:
- **Visual Identity Anchor** section if present (from brainstorm Phase 4 art-director output)
- Target platform (if noted)
Read `design/art/art-bible.md` if it exists — this is **resume mode**. Read which sections already have real content vs. placeholders. Only work on missing sections.
**Retrofit mode detection**: Glob `design/art/art-bible.md`. If the file exists:
- Read it in full
- For each of the 9 sections, check whether the body contains real content (more than a `[To be designed]` placeholder or similar) vs. is empty/placeholder
- Build a section status table:
```
Section | Status
--------|--------
1. Visual Identity Statement | [Complete / Empty / Placeholder]
2. Color Palette | ...
3. Lighting & Atmosphere | ...
4. Character Art Direction | ...
5. Environment & Level Art | ...
6. UI Visual Language | ...
7. VFX & Particle Style | ...
8. Asset Standards | ...
9. Style Prohibitions | ...
```
- Present this table to the user:
> "Found existing art bible at `design/art/art-bible.md`. [N] sections are complete, [M] need content. I'll work on the incomplete sections only — existing content will not be touched."
- Only work on sections with Status: Empty or Placeholder. Do not re-author sections that are already complete.
If the file does not exist, this is a fresh authoring session — proceed normally.
Read `.claude/docs/technical-preferences.md` if it exists — extract performance budgets and engine for asset standard constraints.
@@ -212,3 +235,14 @@ Every section follows: **Question → Options → Decision → Draft (from art-d
- Write each section to file immediately after approval — do not batch
- Surface all agent disagreements to the user — never silently resolve conflicts between art-director and technical-artist
- The art bible is a constraint document: it restricts future decisions in exchange for visual coherence. Every section should feel like it narrows the solution space productively.
---
## Recommended Next Steps
After the art bible is approved:
- Run `/map-systems` to decompose the concept into game systems before authoring GDDs
- Run `/setup-engine` if the engine is not yet configured (asset standards may need revisiting after engine selection)
- Run `/design-system [first-system]` to start authoring per-system GDDs
- Run `/consistency-check` once GDDs exist to validate them against the art bible's visual rules
- Run `/create-architecture` to produce the master architecture document