Game Studio Agent Architecture — complete setup (Phases 1-7)

48 coordinated Claude Code subagents for indie game development:
- 3 leadership agents (creative-director, technical-director, producer)
- 10 department leads (game-designer, lead-programmer, art-director, etc.)
- 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.)
- 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists)

Infrastructure:
- 34 skills (slash commands) for workflows, reviews, and team orchestration
- 8 hooks for commit validation, asset checks, session management
- 11 path-scoped rules enforcing domain-specific standards
- 28 templates for design docs, reports, and collaborative protocols

Key features:
- User-driven collaboration protocol (Question → Options → Decision → Draft → Approval)
- Engine version awareness with knowledge-gap detection (Godot 4.6 pinned)
- Phase gate system for development milestone validation
- CLAUDE.md kept under 80 lines with extracted doc imports

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Donchitos
2026-02-13 21:04:24 +11:00
commit ad540fe75d
211 changed files with 32726 additions and 0 deletions

View File

@@ -0,0 +1,15 @@
---
paths:
- "src/networking/**"
---
# Network Code Rules
- Server is AUTHORITATIVE for all gameplay-critical state — never trust the client
- All network messages must be versioned for forward/backward compatibility
- Client predicts locally, reconciles with server — implement rollback for mispredictions
- Handle disconnection, reconnection, and host migration gracefully
- Rate-limit all network logging to prevent log flooding
- All networked values must specify replication strategy: reliable/unreliable, frequency, interpolation
- Bandwidth budget: define and track per-message-type bandwidth usage
- Security: validate all incoming packet sizes and field ranges