Files
Donchitos 3614e1dbfb Add v0.6.0: full skill/agent QA pass, 3 new agents tested, template cleanup
Skills fixed: sprint-status (stale escalation, threshold), retrospective
(existing file detection, missing data fallback), changelog (misc category,
task-ref count), patch-notes (BLOCKED on missing changelog, tone/template
paths), story-readiness (Phase 0 mode resolution, QL-STORY-READY gate),
art-bible, brainstorm, design-system, ux-design, dev-story, story-done,
create-architecture, create-control-manifest, map-systems, propagate-design-change,
quick-design, prototype, asset-spec.

Agents fixed: all 4 directors (gate verdict token format), engine-programmer,
ui-programmer, tools-programmer, technical-artist (engine version safety),
gameplay-programmer (ADR compliance), godot-gdextension-specialist (ABI warning),
systems-designer (escalation path to creative-director), accessibility-specialist
(model, tools, WCAG criterion format, findings template), live-ops-designer
(escalation paths, battle pass value language), qa-tester (model, test case
format, evidence routing, ambiguous criteria, regression scope).

Specs updated: smoke-check and adopt specs rewritten to match actual skill
behavior. catalog.yaml reset to blank template state. Removed
session-state marketing research file, removed session-state from gitignore.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-07 17:28:46 +10:00

5.8 KiB

name, description, argument-hint, user-invocable, allowed-tools, context, model
name description argument-hint user-invocable allowed-tools context model
changelog Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions. [version|sprint-number] true Read, Glob, Grep, Bash, Write !git log --oneline -30 2>/dev/null !git tag --list --sort=-v:refname 2>/dev/null | head -5 haiku

Phase 1: Parse Arguments

Read the argument for the target version or sprint number. If a version is given, use the corresponding git tag. If a sprint number is given, use the sprint date range.

Verify the repository is initialized: run git rev-parse --is-inside-work-tree to confirm git is available. If not a git repo, inform the user and abort gracefully.


Phase 2: Gather Change Data

Read the git log since the last tag or release:

git log --oneline [last-tag]..HEAD

If no tags exist, read the full log or a reasonable recent range (last 100 commits).

Read sprint reports from production/sprints/ for the relevant period to understand planned work and context behind changes.

Read completed design documents from design/gdd/ for any new features implemented during this period.


Phase 3: Categorize Changes

Categorize every change into one of these categories:

  • New Features: Entirely new gameplay systems, modes, or content
  • Improvements: Enhancements to existing features, UX improvements, performance gains
  • Bug Fixes: Corrections to broken behavior
  • Balance Changes: Tuning of gameplay values, difficulty, economy
  • Known Issues: Issues the team is aware of but have not yet resolved
  • Miscellaneous: Changes that do not fit the above categories, or commits whose messages are too vague to classify confidently

For each commit, check whether the message contains a task ID or story reference (e.g. [STORY-123], TR-, #NNN, or similar). Count commits that lack any task reference and include this count in the Phase 4 Metrics section as: Commits without task reference: [N].


Phase 4: Generate Internal Changelog

# Internal Changelog: [Version]
Date: [Date]
Sprint(s): [Sprint numbers covered]
Commits: [Count] ([first-hash]..[last-hash])

## New Features
- [Feature Name] -- [Technical description, affected systems]
  - Commits: [hash1], [hash2]
  - Owner: [who implemented it]
  - Design doc: [link if applicable]

## Improvements
- [Improvement] -- [What changed technically and why]
  - Commits: [hashes]
  - Owner: [who]

## Bug Fixes
- [BUG-ID] [Description of bug and root cause]
  - Fix: [What was changed]
  - Commits: [hashes]
  - Owner: [who]

## Balance Changes
- [What was tuned] -- [Old value -> New value] -- [Design intent]
  - Owner: [who]

## Technical Debt / Refactoring
- [What was cleaned up and why]
  - Commits: [hashes]

## Miscellaneous
- [Change that didn't fit other categories, or vague commit message]
  - Commits: [hashes]

## Known Issues
- [Issue description] -- [Severity] -- [ETA for fix if known]

## Metrics
- Total commits: [N]
- Files changed: [N]
- Lines added: [N]
- Lines removed: [N]
- Commits without task reference: [N]

Phase 5: Generate Player-Facing Changelog

# What is New in [Version]

## New Features
- **[Feature Name]**: [Player-friendly description of what they can now do
  and why it is exciting. Focus on the experience, not the implementation.]

## Improvements
- **[What improved]**: [How this makes the game better for the player.
  Be specific but avoid jargon.]

## Bug Fixes
- Fixed an issue where [describe what the player experienced, not what was
  wrong in the code]
- Fixed [player-visible symptom]

## Balance Changes
- [What changed in player-understandable terms and the design intent.
  Example: "Healing potions now restore 50 HP (up from 30) -- we felt
  players needed more recovery options in late-game encounters."]

## Known Issues
- We are aware of [issue description in player terms] and are working on a
  fix. [Workaround if one exists.]

---
Thank you for playing! Your feedback helps us make the game better.
Report issues at [link].

Phase 6: Output

Output both changelogs to the user. The internal changelog is the primary working document. The player-facing changelog is ready for community posting after review.


Phase 7: Offer File Write

After presenting the changelogs, ask the user:

"May I write this changelog to docs/CHANGELOG.md? [A] Yes, append this entry (recommended if the file already exists) [B] Yes, overwrite the file entirely [C] No — I'll copy it manually"

  • Check whether docs/CHANGELOG.md exists before asking. If it does, default the recommendation to [A] append.
  • If the user selects [A]: append the new internal changelog entry to the top of the existing file (newest entries first).
  • If the user selects [B]: overwrite the file with the new changelog.
  • If the user selects [C]: stop here without writing.

After a successful write: Verdict: CHANGELOG WRITTEN — changelog saved to docs/CHANGELOG.md. If the user declines: Verdict: COMPLETE — changelog generated.


Phase 7: Next Steps

  • Use /patch-notes [version] to generate a styled, saved version for public release.
  • Use /release-checklist before publishing the changelog externally.

Guidelines

  • Never expose internal code references, file paths, or developer names in the player-facing changelog
  • Group related changes together rather than listing individual commits
  • If a commit message is unclear, check the associated files and sprint data for context
  • Balance changes should always include the design reasoning, not just the numbers
  • Known issues should be honest — players appreciate transparency
  • If the git history is messy (merge commits, reverts, fixup commits), clean up the narrative rather than listing every commit literally