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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: patch-notes
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description: "Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication."
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argument-hint: "[version] [--style brief|detailed|full]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Bash
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---
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When this skill is invoked:
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1. **Parse the arguments**:
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- `version`: the release version to generate notes for (e.g., `1.2.0`)
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- `--style`: output style — `brief` (bullet points), `detailed` (with context),
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`full` (with developer commentary). Default: `detailed`.
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2. **Gather change data from multiple sources**:
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- Read the internal changelog at `production/releases/[version]/changelog.md` if it exists
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- Run `git log` between the previous release tag and current tag/HEAD
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- Read sprint retrospectives in `production/sprints/` for context
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- Read any balance change documents in `design/balance/`
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- Read bug fix records from QA if available
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3. **Categorize all changes** into player-facing categories:
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- **New Content**: new features, maps, characters, items, modes
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- **Gameplay Changes**: balance adjustments, mechanic changes, progression changes
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- **Quality of Life**: UI improvements, convenience features, accessibility
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- **Bug Fixes**: grouped by system (combat, UI, networking, etc.)
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- **Performance**: optimization improvements players might notice
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- **Known Issues**: transparency about unresolved problems
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4. **Translate developer language to player language**:
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- "Refactored damage calculation pipeline" → "Improved hit detection accuracy"
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- "Fixed null reference in inventory manager" → "Fixed a crash when opening inventory"
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- "Reduced GC allocations in combat loop" → "Improved combat performance"
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- Remove purely internal changes that don't affect players
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- Preserve specific numbers for balance changes (damage: 50 → 45)
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5. **Generate the patch notes** using the appropriate style:
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### Brief Style
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```markdown
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# Patch [Version] — [Title]
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**New**
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- [Feature 1]
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- [Feature 2]
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**Changes**
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- [Balance/mechanic change with before → after values]
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**Fixes**
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- [Bug fix 1]
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- [Bug fix 2]
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**Known Issues**
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- [Issue 1]
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```
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### Detailed Style
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```markdown
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# Patch [Version] — [Title]
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*[Date]*
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## Highlights
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[1-2 sentence summary of the most exciting changes]
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## New Content
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### [Feature Name]
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[2-3 sentences describing the feature and why players should be excited]
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## Gameplay Changes
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### Balance
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| Change | Before | After | Reason |
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| ---- | ---- | ---- | ---- |
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| [Item/ability] | [old value] | [new value] | [brief rationale] |
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### Mechanics
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- **[Change]**: [explanation of what changed and why]
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## Quality of Life
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- [Improvement with context]
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## Bug Fixes
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### Combat
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- Fixed [description of what players experienced]
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### UI
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- Fixed [description]
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### Networking
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- Fixed [description]
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## Performance
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- [Improvement players will notice]
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## Known Issues
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- [Issue and workaround if available]
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```
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### Full Style
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Includes everything from Detailed, plus:
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```markdown
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## Developer Commentary
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### [Topic]
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> [Developer insight into a major change — why it was made, what was considered,
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> what the team learned. Written in first-person team voice.]
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```
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6. **Review the output** for:
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- No internal jargon (replace technical terms with player-friendly language)
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- No references to internal systems, tickets, or sprint numbers
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- Balance changes include before/after values
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- Bug fixes describe the player experience, not the technical cause
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- Tone matches the game's voice (adjust formality based on game style)
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7. **Save the patch notes** to `production/releases/[version]/patch-notes.md`,
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creating the directory if needed.
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8. **Output to the user**: the complete patch notes, the file path, a count of
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changes by category, and any internal changes that were excluded (for review).
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