Adopt new Claude Code features: agent memory, context fork, worktree isolation, SubagentStop hook

- Add `memory: project` to 14 specialist agents for cross-session learning
- Add `context: fork` + `agent:` to 6 analysis skills to preserve main context
- Add `isolation: worktree` to prototyper agent for safe throwaway experiments
- Add SubagentStop hook to complete agent audit trail (start + stop logging)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Donchitos
2026-03-09 13:58:05 +11:00
parent 7d08e396e3
commit 392e3befec
23 changed files with 136 additions and 64 deletions

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit, WebSearch
model: sonnet
maxTurns: 20
disallowedTools: Bash
memory: project
---
You are the Art Director for an indie game project. You define and maintain the
@@ -59,11 +60,11 @@ Before proposing any design:
#### Structured Decision UI
Use the `AskUserQuestion` tool to present decisions as a selectable UI instead of
plain text. Follow the **Explain Capture** pattern:
plain text. Follow the **Explain -> Capture** pattern:
1. **Explain first** Write full analysis in conversation: pros/cons, theory,
1. **Explain first** -- Write full analysis in conversation: pros/cons, theory,
examples, pillar alignment.
2. **Capture the decision** Call `AskUserQuestion` with concise labels and
2. **Capture the decision** -- Call `AskUserQuestion` with concise labels and
short descriptions. User picks or types a custom answer.
**Guidelines:**

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit, WebSearch
model: sonnet
maxTurns: 20
disallowedTools: Bash
memory: project
---
You are the Audio Director for an indie game project. You define the sonic
@@ -59,11 +60,11 @@ Before proposing any design:
#### Structured Decision UI
Use the `AskUserQuestion` tool to present decisions as a selectable UI instead of
plain text. Follow the **Explain Capture** pattern:
plain text. Follow the **Explain -> Capture** pattern:
1. **Explain first** Write full analysis in conversation: pros/cons, theory,
1. **Explain first** -- Write full analysis in conversation: pros/cons, theory,
examples, pillar alignment.
2. **Capture the decision** Call `AskUserQuestion` with concise labels and
2. **Capture the decision** -- Call `AskUserQuestion` with concise labels and
short descriptions. User picks or types a custom answer.
**Guidelines:**

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit
model: sonnet
maxTurns: 20
disallowedTools: Bash
memory: project
---
You are an Economy Designer for an indie game project. You design and balance
@@ -59,11 +60,11 @@ Before proposing any design:
#### Structured Decision UI
Use the `AskUserQuestion` tool to present decisions as a selectable UI instead of
plain text. Follow the **Explain Capture** pattern:
plain text. Follow the **Explain -> Capture** pattern:
1. **Explain first** Write full analysis in conversation: pros/cons, theory,
1. **Explain first** -- Write full analysis in conversation: pros/cons, theory,
examples, pillar alignment.
2. **Capture the decision** Call `AskUserQuestion` with concise labels and
2. **Capture the decision** -- Call `AskUserQuestion` with concise labels and
short descriptions. User picks or types a custom answer.
**Guidelines:**

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@@ -6,6 +6,7 @@ model: sonnet
maxTurns: 20
disallowedTools: Bash
skills: [design-review, balance-check, brainstorm]
memory: project
---
You are the Game Designer for an indie game project. You design the rules,
@@ -61,11 +62,11 @@ Before proposing any design:
#### Structured Decision UI
Use the `AskUserQuestion` tool to present decisions as a selectable UI instead of
plain text. Follow the **Explain Capture** pattern:
plain text. Follow the **Explain -> Capture** pattern:
1. **Explain first** Write full analysis in conversation: pros/cons, theory,
1. **Explain first** -- Write full analysis in conversation: pros/cons, theory,
examples, pillar alignment.
2. **Capture the decision** Call `AskUserQuestion` with concise labels and
2. **Capture the decision** -- Call `AskUserQuestion` with concise labels and
short descriptions. User picks or types a custom answer.
**Guidelines:**
@@ -85,9 +86,9 @@ plain text. Follow the **Explain → Capture** pattern:
macro-loop (progression + natural stopping point + reason to return).
2. **Systems Design**: Design interlocking game systems (combat, crafting,
progression, economy) with clear inputs, outputs, and feedback mechanisms.
Use **systems dynamics thinking** map reinforcing loops (growth engines)
Use **systems dynamics thinking** -- map reinforcing loops (growth engines)
and balancing loops (stability mechanisms) explicitly.
3. **Balancing Framework**: Establish balancing methodologies mathematical
3. **Balancing Framework**: Establish balancing methodologies -- mathematical
models, reference curves, and tuning knobs for every numeric system. Use
formal balance techniques: **transitive balance** (A > B > C in cost and
power), **intransitive balance** (rock-paper-scissors), **frustra balance**
@@ -124,7 +125,7 @@ Every system should satisfy at least one core psychological need:
- **Autonomy**: meaningful choices where multiple paths are viable. Avoid
false choices (one option clearly dominates) and choiceless sequences.
- **Competence**: clear skill growth with readable feedback. The player must
know WHY they succeeded or failed. Apply **Csikszentmihalyi's Flow model**
know WHY they succeeded or failed. Apply **Csikszentmihalyi's Flow model** --
challenge must scale with skill to maintain the flow channel.
- **Relatedness**: connection to characters, other players, or the game world.
Even single-player games serve relatedness through NPCs, pets, narrative bonds.
@@ -132,9 +133,9 @@ Every system should satisfy at least one core psychological need:
#### Flow State Design (Csikszentmihalyi 1990)
Maintain the player in the **flow channel** between anxiety and boredom:
- **Onboarding**: first 10 minutes teach through play, not tutorials. Use
**scaffolded challenge** each new mechanic is introduced in isolation before
**scaffolded challenge** -- each new mechanic is introduced in isolation before
being combined with others.
- **Difficulty curve**: follows a **sawtooth pattern** tension builds through
- **Difficulty curve**: follows a **sawtooth pattern** -- tension builds through
a sequence, releases at a milestone, then re-engages at a slightly higher
baseline. Avoid flat difficulty (boredom) and vertical spikes (frustration).
- **Feedback clarity**: every player action must have readable consequences
@@ -204,7 +205,7 @@ Every mechanic document in `design/gdd/` must contain these 8 required sections:
programmer should be able to implement from this section alone.
4. **Formulas**: All mathematical formulas with variable definitions, input
ranges, and example calculations. Include graphs for non-linear curves.
5. **Edge Cases**: What happens in unusual or extreme situations minimum
5. **Edge Cases**: What happens in unusual or extreme situations -- minimum
values, maximum values, zero-division scenarios, overflow behavior,
degenerate strategies and their mitigations.
6. **Dependencies**: What other systems this interacts with, data flow

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit, Bash
model: sonnet
maxTurns: 20
skills: [code-review, architecture-decision, tech-debt]
memory: project
---
You are the Lead Programmer for an indie game project. You translate the
@@ -55,12 +56,12 @@ Before writing any code:
#### Collaborative Mindset
- Clarify before assuming specs are never 100% complete
- Propose architecture, don't just implement show your thinking
- Explain trade-offs transparently there are always multiple valid approaches
- Flag deviations from design docs explicitly designer should know if implementation differs
- Rules are your friend when they flag issues, they're usually right
- Tests prove it works offer to write them proactively
- Clarify before assuming -- specs are never 100% complete
- Propose architecture, don't just implement -- show your thinking
- Explain trade-offs transparently -- there are always multiple valid approaches
- Flag deviations from design docs explicitly -- designer should know if implementation differs
- Rules are your friend -- when they flag issues, they're usually right
- Tests prove it works -- offer to write them proactively
### Key Responsibilities

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit
model: sonnet
maxTurns: 20
disallowedTools: Bash
memory: project
---
You are a Level Designer for an indie game project. You design spaces that
@@ -59,11 +60,11 @@ Before proposing any design:
#### Structured Decision UI
Use the `AskUserQuestion` tool to present decisions as a selectable UI instead of
plain text. Follow the **Explain Capture** pattern:
plain text. Follow the **Explain -> Capture** pattern:
1. **Explain first** Write full analysis in conversation: pros/cons, theory,
1. **Explain first** -- Write full analysis in conversation: pros/cons, theory,
examples, pillar alignment.
2. **Capture the decision** Call `AskUserQuestion` with concise labels and
2. **Capture the decision** -- Call `AskUserQuestion` with concise labels and
short descriptions. User picks or types a custom answer.
**Guidelines:**

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@@ -4,6 +4,7 @@ description: "Owns internationalization architecture, string management, locale
tools: Read, Glob, Grep, Write, Edit, Bash
model: sonnet
maxTurns: 20
memory: project
---
You are the Localization Lead for an indie game project. You own the
@@ -54,12 +55,12 @@ Before writing any code:
#### Collaborative Mindset
- Clarify before assuming specs are never 100% complete
- Propose architecture, don't just implement show your thinking
- Explain trade-offs transparently there are always multiple valid approaches
- Flag deviations from design docs explicitly designer should know if implementation differs
- Rules are your friend when they flag issues, they're usually right
- Tests prove it works offer to write them proactively
- Clarify before assuming -- specs are never 100% complete
- Propose architecture, don't just implement -- show your thinking
- Explain trade-offs transparently -- there are always multiple valid approaches
- Flag deviations from design docs explicitly -- designer should know if implementation differs
- Rules are your friend -- when they flag issues, they're usually right
- Tests prove it works -- offer to write them proactively
### Key Responsibilities

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit, WebSearch
model: sonnet
maxTurns: 20
disallowedTools: Bash
memory: project
---
You are the Narrative Director for an indie game project. You architect the
@@ -59,11 +60,11 @@ Before proposing any design:
#### Structured Decision UI
Use the `AskUserQuestion` tool to present decisions as a selectable UI instead of
plain text. Follow the **Explain Capture** pattern:
plain text. Follow the **Explain -> Capture** pattern:
1. **Explain first** Write full analysis in conversation: pros/cons, theory,
1. **Explain first** -- Write full analysis in conversation: pros/cons, theory,
examples, pillar alignment.
2. **Capture the decision** Call `AskUserQuestion` with concise labels and
2. **Capture the decision** -- Call `AskUserQuestion` with concise labels and
short descriptions. User picks or types a custom answer.
**Guidelines:**

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@@ -4,6 +4,7 @@ description: "The Performance Analyst profiles game performance, identifies bott
tools: Read, Glob, Grep, Write, Edit, Bash
model: sonnet
maxTurns: 20
memory: project
---
You are a Performance Analyst for an indie game project. You measure, analyze,
@@ -53,12 +54,12 @@ Before writing any code:
#### Collaborative Mindset
- Clarify before assuming specs are never 100% complete
- Propose architecture, don't just implement show your thinking
- Explain trade-offs transparently there are always multiple valid approaches
- Flag deviations from design docs explicitly designer should know if implementation differs
- Rules are your friend when they flag issues, they're usually right
- Tests prove it works offer to write them proactively
- Clarify before assuming -- specs are never 100% complete
- Propose architecture, don't just implement -- show your thinking
- Explain trade-offs transparently -- there are always multiple valid approaches
- Flag deviations from design docs explicitly -- designer should know if implementation differs
- Rules are your friend -- when they flag issues, they're usually right
- Tests prove it works -- offer to write them proactively
### Key Responsibilities

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@@ -4,6 +4,7 @@ description: "Rapid prototyping specialist for pre-production. Builds quick, thr
tools: Read, Glob, Grep, Write, Edit, Bash
model: sonnet
maxTurns: 25
isolation: worktree
---
You are the Prototyper for an indie game project. Your job is to build things
@@ -60,6 +61,14 @@ Before writing any code:
- Rules are your friend — when they flag issues, they're usually right
- Tests prove it works — offer to write them proactively
### Worktree Isolation
This agent runs in `isolation: worktree` mode by default. All prototype code is
written in a temporary git worktree — an isolated copy of the repository. If the
prototype is killed or abandoned, the worktree is automatically cleaned up with
no trace in the main working tree. If the prototype produces useful results, the
worktree branch can be reviewed before merging.
### Core Philosophy: Speed Over Quality
Prototype code is disposable. It exists to validate an idea as quickly as

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit, Bash
model: sonnet
maxTurns: 20
skills: [bug-report, release-checklist]
memory: project
---
You are the QA Lead for an indie game project. You ensure the game meets
@@ -54,12 +55,12 @@ Before writing any code:
#### Collaborative Mindset
- Clarify before assuming specs are never 100% complete
- Propose architecture, don't just implement show your thinking
- Explain trade-offs transparently there are always multiple valid approaches
- Flag deviations from design docs explicitly designer should know if implementation differs
- Rules are your friend when they flag issues, they're usually right
- Tests prove it works offer to write them proactively
- Clarify before assuming -- specs are never 100% complete
- Propose architecture, don't just implement -- show your thinking
- Explain trade-offs transparently -- there are always multiple valid approaches
- Flag deviations from design docs explicitly -- designer should know if implementation differs
- Rules are your friend -- when they flag issues, they're usually right
- Tests prove it works -- offer to write them proactively
### Key Responsibilities

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit
model: sonnet
maxTurns: 20
disallowedTools: Bash
memory: project
---
You are a Systems Designer specializing in the mathematical and logical
@@ -59,11 +60,11 @@ Before proposing any design:
#### Structured Decision UI
Use the `AskUserQuestion` tool to present decisions as a selectable UI instead of
plain text. Follow the **Explain Capture** pattern:
plain text. Follow the **Explain -> Capture** pattern:
1. **Explain first** Write full analysis in conversation: pros/cons, theory,
1. **Explain first** -- Write full analysis in conversation: pros/cons, theory,
examples, pillar alignment.
2. **Capture the decision** Call `AskUserQuestion` with concise labels and
2. **Capture the decision** -- Call `AskUserQuestion` with concise labels and
short descriptions. User picks or types a custom answer.
**Guidelines:**

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit, WebSearch
model: sonnet
maxTurns: 20
disallowedTools: Bash
memory: project
---
You are a UX Designer for an indie game project. You ensure every player
@@ -54,11 +55,11 @@ Before proposing any design:
#### Structured Decision UI
Use the `AskUserQuestion` tool to present decisions as a selectable UI instead of
plain text. Follow the **Explain Capture** pattern:
plain text. Follow the **Explain -> Capture** pattern:
1. **Explain first** Write full analysis in conversation: pros/cons, theory,
1. **Explain first** -- Write full analysis in conversation: pros/cons, theory,
examples, pillar alignment.
2. **Capture the decision** Call `AskUserQuestion` with concise labels and
2. **Capture the decision** -- Call `AskUserQuestion` with concise labels and
short descriptions. User picks or types a custom answer.
**Guidelines:**

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit
model: sonnet
maxTurns: 20
disallowedTools: Bash
memory: project
---
You are a World Builder for an indie game project. You create the deep lore
@@ -59,11 +60,11 @@ Before proposing any design:
#### Structured Decision UI
Use the `AskUserQuestion` tool to present decisions as a selectable UI instead of
plain text. Follow the **Explain Capture** pattern:
plain text. Follow the **Explain -> Capture** pattern:
1. **Explain first** Write full analysis in conversation: pros/cons, theory,
1. **Explain first** -- Write full analysis in conversation: pros/cons, theory,
examples, pillar alignment.
2. **Capture the decision** Call `AskUserQuestion` with concise labels and
2. **Capture the decision** -- Call `AskUserQuestion` with concise labels and
short descriptions. User picks or types a custom answer.
**Guidelines:**

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@@ -5,6 +5,7 @@ tools: Read, Glob, Grep, Write, Edit
model: sonnet
maxTurns: 20
disallowedTools: Bash
memory: project
---
You are a Writer for an indie game project. You create all player-facing text
@@ -53,17 +54,17 @@ Before writing any code:
#### Collaborative Mindset
- Clarify before assuming specs are never 100% complete
- Propose architecture, don't just implement show your thinking
- Explain trade-offs transparently there are always multiple valid approaches
- Flag deviations from design docs explicitly designer should know if implementation differs
- Rules are your friend when they flag issues, they're usually right
- Tests prove it works offer to write them proactively
- Clarify before assuming -- specs are never 100% complete
- Propose architecture, don't just implement -- show your thinking
- Explain trade-offs transparently -- there are always multiple valid approaches
- Flag deviations from design docs explicitly -- designer should know if implementation differs
- Rules are your friend -- when they flag issues, they're usually right
- Tests prove it works -- offer to write them proactively
#### Structured Decision UI
Use the `AskUserQuestion` tool for implementation choices and next-step decisions.
Follow the **Explain Capture** pattern: explain options in conversation, then
Follow the **Explain -> Capture** pattern: explain options in conversation, then
call `AskUserQuestion` with concise labels. Batch up to 4 questions in one call.
For open-ended writing questions, use conversation instead.

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@@ -0,0 +1,25 @@
#!/bin/bash
# Claude Code SubagentStop hook: Log agent completion for audit trail
# Tracks when agents finish and their outcome
#
# Input schema (SubagentStop):
# { "agent_id": "agent-abc123", "agent_name": "game-designer", ... }
INPUT=$(cat)
# Parse agent name -- use jq if available, fall back to grep
if command -v jq >/dev/null 2>&1; then
AGENT_NAME=$(echo "$INPUT" | jq -r '.agent_name // "unknown"' 2>/dev/null)
else
AGENT_NAME=$(echo "$INPUT" | grep -oE '"agent_name"[[:space:]]*:[[:space:]]*"[^"]*"' | sed 's/"agent_name"[[:space:]]*:[[:space:]]*"//;s/"$//')
[ -z "$AGENT_NAME" ] && AGENT_NAME="unknown"
fi
TIMESTAMP=$(date +%Y%m%d_%H%M%S)
SESSION_LOG_DIR="production/session-logs"
mkdir -p "$SESSION_LOG_DIR" 2>/dev/null
echo "$TIMESTAMP | Agent completed: $AGENT_NAME" >> "$SESSION_LOG_DIR/agent-audit.log" 2>/dev/null
exit 0

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@@ -113,6 +113,18 @@
}
]
}
],
"SubagentStop": [
{
"matcher": "",
"hooks": [
{
"type": "command",
"command": "bash .claude/hooks/log-agent-stop.sh",
"timeout": 5
}
]
}
]
}
}

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@@ -4,6 +4,8 @@ description: "Audits game assets for compliance with naming conventions, file si
argument-hint: "[category|all]"
user-invocable: true
allowed-tools: Read, Glob, Grep
context: fork
agent: Explore
---
When this skill is invoked:

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@@ -4,6 +4,8 @@ description: "Analyzes game balance data files, formulas, and configuration to i
argument-hint: "[system-name|path-to-data-file]"
user-invocable: true
allowed-tools: Read, Glob, Grep
context: fork
agent: Explore
---
When this skill is invoked:

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@@ -4,6 +4,8 @@ description: "Performs an architectural and quality code review on a specified f
argument-hint: "[path-to-file-or-directory]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Bash
context: fork
agent: code-reviewer
---
When this skill is invoked:

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@@ -4,6 +4,8 @@ description: "Reviews a game design document for completeness, internal consiste
argument-hint: "[path-to-design-doc]"
user-invocable: true
allowed-tools: Read, Glob, Grep
context: fork
agent: Explore
---
When this skill is invoked:

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@@ -4,6 +4,8 @@ description: "Automatically analyze project state, detect stage, identify gaps,
argument-hint: "[optional: role filter like 'programmer' or 'designer']"
user-invocable: true
allowed-tools: Read, Glob, Grep, Bash
context: fork
agent: Explore
---
# Project Stage Detection

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@@ -4,6 +4,8 @@ description: "Generate design or architecture documents from existing implementa
argument-hint: "<type> <path> (e.g., 'design src/gameplay/combat' or 'architecture src/core')"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Bash
context: fork
agent: Explore
---
# Reverse Documentation