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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>
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---
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name: balance-check
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description: "Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design."
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argument-hint: "[system-name|path-to-data-file]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep
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---
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When this skill is invoked:
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1. **Identify the balance domain** from the argument.
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2. **Read relevant data files** from `assets/data/` and `design/balance/`.
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3. **Read the design document** for the system being checked from `design/gdd/`.
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4. **Perform analysis**:
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For **combat balance**:
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- Calculate DPS for all weapons/abilities at each power tier
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- Check time-to-kill at each tier
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- Identify any options that dominate all others (strictly better)
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- Check if defensive options can create unkillable states
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- Verify damage type/resistance interactions are balanced
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For **economy balance**:
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- Map all resource faucets and sinks with flow rates
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- Project resource accumulation over time
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- Check for infinite resource loops
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- Verify gold sinks scale with gold generation
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- Check if any items are never worth purchasing
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For **progression balance**:
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- Plot the XP curve and power curve
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- Check for dead zones (no meaningful progression for too long)
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- Check for power spikes (sudden jumps in capability)
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- Verify content gates align with expected player power
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- Check if skip/grind strategies break intended pacing
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For **loot balance**:
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- Calculate expected time to acquire each rarity tier
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- Check pity timer math
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- Verify no loot is strictly useless at any stage
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- Check inventory pressure vs acquisition rate
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5. **Output the analysis**:
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```
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## Balance Check: [System Name]
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### Data Sources Analyzed
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- [List of files read]
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### Health Summary: [HEALTHY / CONCERNS / CRITICAL ISSUES]
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### Outliers Detected
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| Item/Value | Expected Range | Actual | Issue |
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|-----------|---------------|--------|-------|
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### Degenerate Strategies Found
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- [Strategy description and why it is problematic]
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### Progression Analysis
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[Graph description or table showing progression curve health]
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### Recommendations
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| Priority | Issue | Suggested Fix | Impact |
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|----------|-------|--------------|--------|
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### Values That Need Attention
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[Specific values with suggested adjustments and rationale]
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```
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