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