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Release v1.0.0 — concept-prototype/vertical-slice split, workflow restructure, polish (#50)
* Add /vertical-slice skill, prototype overhaul, and workflow integration - Add /vertical-slice skill for pre-production validation (Phase 4 gate) - Overhaul /prototype skill with two-mode design: concept prototype (Phase 1) vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS - Update prototyper agent to own both prototype and vertical-slice workflows - Add prototype-report.md and vertical-slice-report.md output templates - Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map, and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline - Remove orphaned empty quick-prototype/ directory Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * sync v1 counts + polish Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts - /asset-spec: new Phase 0b entity & screen inventory when no argument and no existing inventory — reads GDDs/art-bible, proposes categorized list, writes design/assets/entity-inventory.md collaboratively - /asset-spec: entity/character target falls back to inline user description when no source doc exists, rather than failing - /gate-check: vertical slice changed from blocking to CONCERNS-only when absent; built-but-broken slice still fails; adds entity inventory as gate artifact - /ux-design: convert inline approval prompts to AskUserQuestion for structured option capture at key authoring decision points - workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec min_count raised to 3; vertical-slice and prototype marked required: false with updated descriptions - .gitignore: exclude marrow/ eval tooling directory Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * Add missing AskUserQuestion widgets to 7 skills Audit found 11 decision points across 7 skills where structured option prompts were missing — using plain text, auto-selection, or no gate at all. Skills patched: - create-epics: per-epic approval + producer CONCERNS verdict - sprint-plan: producer CONCERNS verdict with scope/timeline options - milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement - retrospective: existing-retro handling converted from plain text [A]/[B] - quick-design: classification confirmation + draft approve/revise/redirect - tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture - regression-suite: no-arg mode selection instead of silent auto-detect - hotfix: severity confirmation gate before workflow begins Also added AskUserQuestion to allowed-tools headers for retrospective, quick-design, tech-debt, regression-suite, and hotfix. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields - WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73), add 6 missing skills to Appendix B, fix Creative category count (2→4), replace 3 non-existent agent names with correct ue-*/unity-* specialists, add missing godot-csharp/gdextension specialists to hierarchy, fix production/stories/ paths → production/epics/ - coordination-rules.md: replace "not yet used" with opt-in env var note - quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic" - skill-flow-diagrams.md: remove duplicate legacy UX pipeline section - All 62 skills missing model: field now have explicit model: sonnet Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: comprehensive skill audit — consistency, UX, and flow gaps Two-pass audit fixing ~35 bugs across 41 files. Pre-production flow: - Brainstorm next-steps split into Path A (design-first) and Path B (prototype-first) — eliminates "prototype after architecture" confusion - /architecture-review added to pre-production flow in brainstorm and create-architecture handoffs - gate-check traceability check corrected to requirements-traceability.md - dev-story TR registry error now points to /architecture-review (not /create-epics) - start now writes production/stage.txt on first onboarding AskUserQuestion gaps filled: - balance-check, code-review, hotfix, day-one-patch, consistency-check all gain closing widgets and/or missing allowed-tools declarations - hotfix git branch creation now requires user confirmation - sprint-plan review-mode setup moved to Phase 0 (before gates run) - team-combat gains architecture→implementation approval gate - design-review APPROVED path consolidated from 3 widgets to 1 multiSelect All 9 team-* skills: - Phase 0 review-mode resolution added (solo/lean/full now respected) - team-audio output path fixed (design/gdd/ → design/audio/) - team-level final doc compilation delegated to level-designer subagent - team-narrative localization-lead added to composition list - team-qa sprint path fixed (flat files, not directories) - team-release NO-GO override captures written justification - team-live-ops Cancel verdict now explicitly BLOCKED Other fixes: - Art bible path standardized to design/art/art-bible.md (3 wrong refs) - AD-PHASE-GATE added to lean-mode skip list in director-gates.md - design-system duplicate 5d heading fixed; skeleton decline path added; mandatory agent spawns now respect review mode - story-readiness acceptance criteria thresholds now type-aware - create-stories gains multi-ADR and no-ADR handling guidance - consistency-check creates docs/consistency-failures.md on first run - retrospective frontmatter bash injection replaced with explicit Bash call - smoke-check ls -t gains PowerShell fallback - Conventional Commits format documented in coding-standards.md - gate-check: ADR acceptance gate, QA plan check, chain-of-verification tool-action requirement all added Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: expose --review flag in argument-hints for all team-* skills All 9 team-* skills already implement Phase 0 review-mode resolution internally (full/lean/solo), but none advertised [--review full|lean|solo] in their argument-hint. Users had no way to discover the per-run override. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add SECURITY.md with coordinated disclosure policy Defines scope, reporting process (GitHub private vulnerability reporting), contributor security guidelines for hooks/skills/agents, and 90-day coordinated disclosure timeline. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add CONTRIBUTING.md with framework contribution guidelines Covers what PRs are welcome, skill/hook/agent technical requirements, the collaborative principle, testing expectations, commit format, and platform compatibility requirements. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md Documents the 17 commits since the beta tag: new /vertical-slice gate, entity inventory flow in /map-systems, AskUserQuestion widgets across 7 skills, --review flag exposure on team-* skills, bug fixes (#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
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## What Is This?
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This is a complete Claude Code agent architecture for game development. It
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organizes 48 specialized AI agents into a studio hierarchy that mirrors
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organizes 49 specialized AI agents into a studio hierarchy that mirrors
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real game development teams, with defined responsibilities, delegation
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rules, and coordination protocols. It includes engine-specialist agents
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for Godot, Unity, and Unreal — each with dedicated sub-specialists for
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@@ -65,6 +65,7 @@ Ask yourself: "What department would handle this in a real studio?"
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| Manage Addressable assets | `unity-addressables-specialist` |
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| Build UI Toolkit/UGUI screens | `unity-ui-specialist` |
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| Write idiomatic GDScript | `godot-gdscript-specialist` |
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| Write Godot C# code | `godot-csharp-specialist` |
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| Create Godot shaders | `godot-shader-specialist` |
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| Build GDExtension modules | `godot-gdextension-specialist` |
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| Plan live events and seasons | `live-ops-designer` |
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@@ -86,6 +87,8 @@ Ask yourself: "What department would handle this in a real studio?"
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| `/quick-design` | Lightweight spec for small changes — tuning, tweaks, minor additions |
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| `/review-all-gdds` | Cross-GDD consistency and game design theory review |
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| `/propagate-design-change` | Find ADRs and stories affected by a GDD change |
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| `/art-bible` | Guided, section-by-section Art Bible authoring — creates visual identity spec before asset production |
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| `/asset-spec` | Generate per-asset visual specifications and AI generation prompts from GDDs or character profiles |
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| `/ux-design` | Author UX specs (screen/flow, HUD, interaction patterns) |
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| `/ux-review` | Validate UX specs for accessibility and GDD alignment |
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| `/create-architecture` | Master architecture document for the game |
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@@ -110,6 +113,7 @@ Ask yourself: "What department would handle this in a real studio?"
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| `/tech-debt` | Scan, track, and prioritize tech debt |
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| `/gate-check` | Validate phase readiness (PASS/CONCERNS/FAIL) |
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| `/consistency-check` | Scan all GDDs for cross-document inconsistencies (conflicting stats, names, rules) |
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| `/security-audit` | Audit for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure |
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| `/reverse-document` | Generate design/architecture docs from existing code |
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| `/milestone-review` | Reviews milestone progress |
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| `/retrospective` | Runs sprint/milestone retrospective |
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@@ -121,7 +125,9 @@ Ask yourself: "What department would handle this in a real studio?"
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| `/changelog` | Generates changelog from git history |
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| `/patch-notes` | Generate player-facing patch notes |
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| `/hotfix` | Emergency fix with audit trail |
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| `/prototype` | Scaffolds a throwaway prototype |
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| `/day-one-patch` | Prepare a focused day-one patch for known issues discovered after gold master |
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| `/prototype` | Concept prototype — validate core idea before writing GDDs (Phase 1) |
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| `/vertical-slice` | Production-quality end-to-end build — validate full game loop (Phase 4) |
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| `/localize` | Localization scan, extract, validate |
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| `/team-combat` | Orchestrate full combat team pipeline |
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| `/team-narrative` | Orchestrate full narrative team pipeline |
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@@ -142,6 +148,7 @@ Ask yourself: "What department would handle this in a real studio?"
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| `/test-flakiness` | Detect flaky tests from CI history, flag for quarantine or fix |
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| `/test-evidence-review` | Quality review of test files and manual evidence — ADEQUATE/INCOMPLETE/MISSING |
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| `/skill-test` | Validate skill files for compliance and correctness (static / spec / audit) |
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| `/skill-improve` | Improve a skill using a test-fix-retest loop — diagnose, propose fix, rewrite, verify |
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### 4. Use Templates for New Documents
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@@ -219,9 +226,9 @@ If you already know what you need, jump directly to the relevant path:
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4. **Decompose into systems** — Run `/map-systems` to map all systems and dependencies
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5. **Design each system** — Run `/design-system [system-name]` (or `/map-systems next`)
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to write GDDs in dependency order
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6. **Test the core loop** — Run `/prototype [core-mechanic]`
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7. **Playtest it** — Run `/playtest-report` to validate the hypothesis
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8. **Plan the first sprint** — Run `/sprint-plan new`
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6. **Prototype the mechanic** — Run `/prototype [core-mechanic]` (1–3 days — before writing GDDs)
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7. **Design each system** — Run `/design-system [system-name]` to write GDDs, informed by prototype findings
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8. **Plan the first sprint** — After architecture and `/vertical-slice`, run `/sprint-plan new`
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9. Start building
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### Path B: "I know what I want to build"
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@@ -266,8 +273,8 @@ If you have design docs, prototypes, or code already:
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CLAUDE.md -- Master config (read this first, ~60 lines)
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.claude/
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settings.json -- Claude Code hooks and project settings
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agents/ -- 48 agent definitions (YAML frontmatter)
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skills/ -- 68 slash command definitions (YAML frontmatter)
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agents/ -- 49 agent definitions (YAML frontmatter)
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skills/ -- 73 slash command definitions (YAML frontmatter)
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hooks/ -- 12 hook scripts (.sh) wired by settings.json
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rules/ -- 11 path-specific rule files
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docs/
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@@ -280,5 +287,5 @@ CLAUDE.md -- Master config (read this first, ~60 lines)
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workflow-catalog.yaml -- 7-phase pipeline definition (read by /help)
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setup-requirements.md -- System prerequisites (Git Bash, jq, Python)
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settings-local-template.md -- Personal settings.local.json guide
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templates/ -- 37 document templates
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templates/ -- 41 document templates
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```
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