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Add v0.5.0: CCGS Skill Testing Framework, skill-improve, 4 new skills, director gate path fixes
- Add CCGS Skill Testing Framework: self-contained QA layer with 72 skill specs, 49 agent specs, catalog.yaml, quality-rubric.md, templates, README, CLAUDE.md - Add /skill-improve: test-fix-retest loop covering static + category checks - Add 4 missing skills: /art-bible, /asset-spec, /day-one-patch, /security-audit - Add /skill-test category mode (Phase 2D) with quality rubric evaluation - Extend /skill-test audit to cover agent specs alongside skill specs - Update all skill-test and skill-improve path refs to CCGS Skill Testing Framework/ - Remove stale tests/skills/ directory (superseded by CCGS Skill Testing Framework) - Add director gate intensity modes (full/lean/solo) to gate-check and related skills Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -38,7 +38,10 @@ Always provide full context in each agent's prompt (game concept, pillars, exist
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3. **Orchestrate the level design team** in sequence:
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### Step 1: Narrative Context (narrative-director + world-builder)
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### Step 1: Narrative + Visual Direction (narrative-director + world-builder + art-director, parallel)
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Spawn all three agents simultaneously — issue all three Task calls before waiting for any result.
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Spawn the `narrative-director` agent to:
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- Define the narrative purpose of this area (what story beats happen here?)
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- Identify key characters, dialogue triggers, and lore elements
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@@ -49,15 +52,29 @@ Spawn the `world-builder` agent to:
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- Define environmental storytelling opportunities
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- Specify any world rules that affect gameplay in this area
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**Gate**: Use `AskUserQuestion` to present Step 1 outputs and confirm before proceeding to Step 2.
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Spawn the `art-director` agent to:
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- Establish visual theme targets for this area — these are INPUTS to layout, not outputs of it
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- Define the color temperature and lighting mood for this area (how does it differ from adjacent areas?)
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- Specify shape language direction (angular fortress? organic cave? decayed grandeur?)
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- Name the primary visual landmarks that will orient the player
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- Read `design/art/art-bible.md` if it exists — anchor all direction in the established art bible
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**The art-director's visual targets from Step 1 must be passed to the level-designer in Step 2** as explicit constraints. Layout decisions happen within the visual direction, not before it.
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**Gate**: Use `AskUserQuestion` to present all three Step 1 outputs (narrative brief, lore foundation, visual direction targets) and confirm before proceeding to Step 2.
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### Step 2: Layout and Encounter Design (level-designer)
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Spawn the `level-designer` agent to:
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- Design the spatial layout (critical path, optional paths, secrets)
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- Define pacing curve (tension peaks, rest areas, exploration zones)
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Spawn the `level-designer` agent with the full Step 1 output as context:
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- Narrative brief (from narrative-director)
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- Lore foundation (from world-builder)
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- **Visual direction targets (from art-director)** — layout must work within these targets, not contradict them
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The level-designer should:
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- Design the spatial layout (critical path, optional paths, secrets) — ensuring primary routes align with the visual landmark targets from Step 1
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- Define pacing curve (tension peaks, rest areas, exploration zones) — coordinated with the emotional arc from narrative-director
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- Place encounters with difficulty progression
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- Design environmental puzzles or navigation challenges
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- Define points of interest and landmarks for wayfinding
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- Define points of interest and landmarks for wayfinding — these must match the visual landmarks the art-director specified
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- Specify entry/exit points and connections to adjacent areas
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**Adjacent area dependency check**: After the layout is produced, check `design/levels/` for each adjacent area referenced by the level-designer. If any referenced area's `.md` file does not exist, surface the gap:
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@@ -81,13 +98,16 @@ Spawn the `systems-designer` agent to:
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**Gate**: Use `AskUserQuestion` to present Step 3 outputs and confirm before proceeding to Step 4.
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### Step 4: Visual Direction and Accessibility (parallel)
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Spawn the `art-director` agent to:
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- Define the visual theme and color palette for the area
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- Specify lighting mood and time-of-day settings
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- List required art assets (environment props, unique assets)
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- Define visual landmarks and sight lines
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- Specify any special VFX needs (weather, particles, fog)
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### Step 4: Production Concepts + Accessibility (art-director + accessibility-specialist, parallel)
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**Note**: The art-director's directional pass (visual theme, color targets, mood) happened in Step 1. This pass is location-specific production concepts — given the finalized layout, what does each specific space look like?
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Spawn the `art-director` agent with the finalized layout from Step 2:
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- Produce location-specific concept specs for key spaces (entrance, key encounter zones, landmarks, exits)
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- Specify which art assets are unique to this area vs. shared from the global pool
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- Define sight-line and lighting setups per key space (these are now layout-informed, not directional)
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- Specify VFX needs that are specific to this area's layout (weather volumes, particles, atmospheric effects)
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- Flag any locations where the layout creates visual direction conflicts with the Step 1 targets — surface these as production risks
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Spawn the `accessibility-specialist` agent in parallel to:
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- Review the level layout for navigation clarity (can players orient themselves without relying on color alone?)
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