Files
Donchitos 984023ddac Release v1.0.0 — concept-prototype/vertical-slice split, workflow restructure, polish (#50)
* Add /vertical-slice skill, prototype overhaul, and workflow integration

- Add /vertical-slice skill for pre-production validation (Phase 4 gate)
- Overhaul /prototype skill with two-mode design: concept prototype (Phase 1)
  vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS
- Update prototyper agent to own both prototype and vertical-slice workflows
- Add prototype-report.md and vertical-slice-report.md output templates
- Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map,
  and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline
- Remove orphaned empty quick-prototype/ directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* sync v1 counts + polish

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts

- /asset-spec: new Phase 0b entity & screen inventory when no argument and no
  existing inventory — reads GDDs/art-bible, proposes categorized list, writes
  design/assets/entity-inventory.md collaboratively
- /asset-spec: entity/character target falls back to inline user description
  when no source doc exists, rather than failing
- /gate-check: vertical slice changed from blocking to CONCERNS-only when
  absent; built-but-broken slice still fails; adds entity inventory as gate artifact
- /ux-design: convert inline approval prompts to AskUserQuestion for structured
  option capture at key authoring decision points
- workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec
  min_count raised to 3; vertical-slice and prototype marked required: false with
  updated descriptions
- .gitignore: exclude marrow/ eval tooling directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Add missing AskUserQuestion widgets to 7 skills

Audit found 11 decision points across 7 skills where structured option
prompts were missing — using plain text, auto-selection, or no gate at all.

Skills patched:
- create-epics: per-epic approval + producer CONCERNS verdict
- sprint-plan: producer CONCERNS verdict with scope/timeline options
- milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement
- retrospective: existing-retro handling converted from plain text [A]/[B]
- quick-design: classification confirmation + draft approve/revise/redirect
- tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture
- regression-suite: no-arg mode selection instead of silent auto-detect
- hotfix: severity confirmation gate before workflow begins

Also added AskUserQuestion to allowed-tools headers for retrospective,
quick-design, tech-debt, regression-suite, and hotfix.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields

- WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73),
  add 6 missing skills to Appendix B, fix Creative category count (2→4),
  replace 3 non-existent agent names with correct ue-*/unity-* specialists,
  add missing godot-csharp/gdextension specialists to hierarchy,
  fix production/stories/ paths → production/epics/
- coordination-rules.md: replace "not yet used" with opt-in env var note
- quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic"
- skill-flow-diagrams.md: remove duplicate legacy UX pipeline section
- All 62 skills missing model: field now have explicit model: sonnet

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: comprehensive skill audit — consistency, UX, and flow gaps

Two-pass audit fixing ~35 bugs across 41 files.

Pre-production flow:
- Brainstorm next-steps split into Path A (design-first) and Path B
  (prototype-first) — eliminates "prototype after architecture" confusion
- /architecture-review added to pre-production flow in brainstorm and
  create-architecture handoffs
- gate-check traceability check corrected to requirements-traceability.md
- dev-story TR registry error now points to /architecture-review (not /create-epics)
- start now writes production/stage.txt on first onboarding

AskUserQuestion gaps filled:
- balance-check, code-review, hotfix, day-one-patch, consistency-check
  all gain closing widgets and/or missing allowed-tools declarations
- hotfix git branch creation now requires user confirmation
- sprint-plan review-mode setup moved to Phase 0 (before gates run)
- team-combat gains architecture→implementation approval gate
- design-review APPROVED path consolidated from 3 widgets to 1 multiSelect

All 9 team-* skills:
- Phase 0 review-mode resolution added (solo/lean/full now respected)
- team-audio output path fixed (design/gdd/ → design/audio/)
- team-level final doc compilation delegated to level-designer subagent
- team-narrative localization-lead added to composition list
- team-qa sprint path fixed (flat files, not directories)
- team-release NO-GO override captures written justification
- team-live-ops Cancel verdict now explicitly BLOCKED

Other fixes:
- Art bible path standardized to design/art/art-bible.md (3 wrong refs)
- AD-PHASE-GATE added to lean-mode skip list in director-gates.md
- design-system duplicate 5d heading fixed; skeleton decline path added;
  mandatory agent spawns now respect review mode
- story-readiness acceptance criteria thresholds now type-aware
- create-stories gains multi-ADR and no-ADR handling guidance
- consistency-check creates docs/consistency-failures.md on first run
- retrospective frontmatter bash injection replaced with explicit Bash call
- smoke-check ls -t gains PowerShell fallback
- Conventional Commits format documented in coding-standards.md
- gate-check: ADR acceptance gate, QA plan check, chain-of-verification
  tool-action requirement all added

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: expose --review flag in argument-hints for all team-* skills

All 9 team-* skills already implement Phase 0 review-mode resolution
internally (full/lean/solo), but none advertised [--review full|lean|solo]
in their argument-hint. Users had no way to discover the per-run override.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add SECURITY.md with coordinated disclosure policy

Defines scope, reporting process (GitHub private vulnerability reporting),
contributor security guidelines for hooks/skills/agents, and 90-day
coordinated disclosure timeline.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add CONTRIBUTING.md with framework contribution guidelines

Covers what PRs are welcome, skill/hook/agent technical requirements,
the collaborative principle, testing expectations, commit format,
and platform compatibility requirements.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md

Documents the 17 commits since the beta tag: new /vertical-slice gate,
entity inventory flow in /map-systems, AskUserQuestion widgets across
7 skills, --review flag exposure on team-* skills, bug fixes
(#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 20:15:08 +10:00

12 KiB

name, description, argument-hint, user-invocable, allowed-tools, model
name description argument-hint user-invocable allowed-tools model
test-setup Scaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. Run once during Technical Setup phase before the first sprint begins. [force] true Read, Glob, Grep, Bash, Write sonnet

Test Setup

This skill scaffolds the automated testing infrastructure for the project. It detects the configured engine, generates the appropriate test runner configuration, creates the standard directory layout, and wires up CI/CD so tests run on every push.

Run this once during the Technical Setup phase, before any implementation begins. A test framework installed at sprint start costs 30 minutes. A test framework installed at sprint four costs 3 sprints.

Output: tests/ directory structure + .github/workflows/tests.yml


Phase 1: Detect Engine and Existing State

  1. Read engine config:

    • Read .claude/docs/technical-preferences.md and extract the Engine: value.
    • If engine is not configured ([TO BE CONFIGURED]), stop: "Engine not configured. Run /setup-engine first, then re-run /test-setup."
  2. Check for existing test infrastructure:

    • Glob tests/ — does the directory exist?
    • Glob tests/unit/ and tests/integration/ — do subdirectories exist?
    • Glob .github/workflows/ — does a CI workflow file exist?
    • Glob tests/gdunit4_runner.gd (Godot) or tests/EditMode/ (Unity) or Source/Tests/ (Unreal) for engine-specific artifacts.
  3. Report findings:

    • "Engine: [engine]. Test directory: [found / not found]. CI workflow: [found / not found]."
    • If everything already exists AND force argument was not passed: "Test infrastructure appears to be in place. Re-run with /test-setup force to regenerate. Proceeding will not overwrite existing test files."

If the force argument is passed, skip the "already exists" early-exit and proceed — but still do not overwrite files that already exist at a given path. Only create files that are missing.


Phase 2: Present Plan

Based on the engine detected and the existing state, present a plan:

## Test Setup Plan — [Engine]

I will create the following (skipping any that already exist):

tests/
  unit/           — Isolated unit tests for formulas, state, and logic
  integration/    — Cross-system tests and save/load round-trips
  smoke/          — Critical path test list (15-minute manual gate)
  evidence/       — Screenshot and manual test sign-off records
  README.md       — Test framework documentation

[Engine-specific files — see per-engine details below]

.github/workflows/tests.yml  — CI: run tests on every push to main

Estimated time: ~5 minutes to create all files.

Ask: "May I create these files? I will not overwrite any test files that already exist at these paths."

Do not proceed without approval.


Phase 3: Create Directory Structure

After approval, create the following files:

tests/README.md

# Test Infrastructure

**Engine**: [engine name + version]
**Test Framework**: [GdUnit4 | Unity Test Framework | UE Automation]
**CI**: `.github/workflows/tests.yml`
**Setup date**: [date]

## Directory Layout

tests/ unit/ # Isolated unit tests (formulas, state machines, logic) integration/ # Cross-system and save/load tests smoke/ # Critical path test list for /smoke-check gate evidence/ # Screenshot logs and manual test sign-off records


## Running Tests

[Engine-specific command — see below]

## Test Naming

- **Files**: `[system]_[feature]_test.[ext]`
- **Functions**: `test_[scenario]_[expected]`
- **Example**: `combat_damage_test.gd` → `test_base_attack_returns_expected_damage()`

## Story Type → Test Evidence

| Story Type | Required Evidence | Location |
|---|---|---|
| Logic | Automated unit test — must pass | `tests/unit/[system]/` |
| Integration | Integration test OR playtest doc | `tests/integration/[system]/` |
| Visual/Feel | Screenshot + lead sign-off | `tests/evidence/` |
| UI | Manual walkthrough OR interaction test | `tests/evidence/` |
| Config/Data | Smoke check pass | `production/qa/smoke-*.md` |

## CI

Tests run automatically on every push to `main` and on every pull request.
A failed test suite blocks merging.

### Engine-specific files

#### Godot 4 (`Engine: Godot`)

Create `tests/gdunit4_runner.gd`:

```gdscript
# GdUnit4 test runner — invoked by CI and /smoke-check
# Usage: godot --headless --script tests/gdunit4_runner.gd
extends SceneTree

func _init() -> void:
    var runner := load("res://addons/gdunit4/GdUnitRunner.gd")
    if runner == null:
        push_error("GdUnit4 not found. Install via AssetLib or addons/.")
        quit(1)
        return
    var instance = runner.new()
    instance.run_tests()
    quit(0)

Create tests/unit/.gdignore_placeholder with content: # Unit tests go here — one subdirectory per system (e.g., tests/unit/combat/)

Create tests/integration/.gdignore_placeholder with content: # Integration tests go here — one subdirectory per system

Note in the README: Installing GdUnit4

1. Open Godot → AssetLib → search "GdUnit4" → Download & Install
2. Enable the plugin: Project → Project Settings → Plugins → GdUnit4 ✓
3. Restart the editor
4. Verify: res://addons/gdunit4/ exists

Unity (Engine: Unity)

Create tests/EditMode/ placeholder file tests/EditMode/README.md:

# Edit Mode Tests
Unit tests that run without entering Play Mode.
Use for pure logic: formulas, state machines, data validation.
Assembly definition required: `tests/EditMode/EditModeTests.asmdef`

Create tests/PlayMode/README.md:

# Play Mode Tests
Integration tests that run in a real game scene.
Use for cross-system interactions, physics, and coroutines.
Assembly definition required: `tests/PlayMode/PlayModeTests.asmdef`

Note in the README: Enabling Unity Test Framework

Window → General → Test Runner
(Unity Test Framework is included by default in Unity 2019+)

Unreal Engine (Engine: Unreal or Engine: UE5)

Create Source/Tests/README.md:

# Unreal Automation Tests
Tests use the UE Automation Testing Framework.
Run via: Session Frontend → Automation → select "MyGame." tests
Or headlessly: UnrealEditor -nullrhi -ExecCmds="Automation RunTests MyGame.; Quit"

Test class naming: F[SystemName]Test
Test category naming: "MyGame.[System].[Feature]"

Phase 4: Create CI/CD Workflow

Godot 4

Create .github/workflows/tests.yml:

name: Automated Tests

on:
  push:
    branches: [main]
  pull_request:
    branches: [main]

jobs:
  test:
    name: Run GdUnit4 Tests
    runs-on: ubuntu-latest

    steps:
      - name: Checkout
        uses: actions/checkout@v4
        with:
          lfs: true

      - name: Run GdUnit4 Tests
        uses: MikeSchulze/gdUnit4-action@v1
        with:
          godot-version: '[VERSION FROM docs/engine-reference/godot/VERSION.md]'
          paths: |
            tests/unit
            tests/integration
          report-name: test-results

      - name: Upload Test Results
        if: always()
        uses: actions/upload-artifact@v4
        with:
          name: test-results
          path: reports/

Unity

Create .github/workflows/tests.yml:

name: Automated Tests

on:
  push:
    branches: [main]
  pull_request:
    branches: [main]

jobs:
  test:
    name: Run Unity Tests
    runs-on: ubuntu-latest

    steps:
      - name: Checkout
        uses: actions/checkout@v4
        with:
          lfs: true

      - name: Run Edit Mode Tests
        uses: game-ci/unity-test-runner@v4
        env:
          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
        with:
          testMode: editmode
          artifactsPath: test-results/editmode

      - name: Run Play Mode Tests
        uses: game-ci/unity-test-runner@v4
        env:
          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
        with:
          testMode: playmode
          artifactsPath: test-results/playmode

      - name: Upload Test Results
        if: always()
        uses: actions/upload-artifact@v4
        with:
          name: test-results
          path: test-results/

Note: Unity CI requires a UNITY_LICENSE secret. Add to GitHub repository secrets before the first CI run.

Unreal Engine

Create .github/workflows/tests.yml:

name: Automated Tests

on:
  push:
    branches: [main]
  pull_request:
    branches: [main]

jobs:
  test:
    name: Run UE Automation Tests
    runs-on: self-hosted  # UE requires a local runner with the editor installed

    steps:
      - name: Checkout
        uses: actions/checkout@v4
        with:
          lfs: true

      - name: Run Automation Tests
        run: |
          "$UE_EDITOR_PATH" "${{ github.workspace }}/[ProjectName].uproject" \
            -nullrhi -nosound \
            -ExecCmds="Automation RunTests MyGame.; Quit" \
            -log -unattended
        shell: bash

      - name: Upload Logs
        if: always()
        uses: actions/upload-artifact@v4
        with:
          name: test-logs
          path: Saved/Logs/

Note: UE CI requires a self-hosted runner with Unreal Editor installed. Set the UE_EDITOR_PATH environment variable on the runner.


Phase 5: Create Smoke Test Seed

Create tests/smoke/critical-paths.md:

# Smoke Test: Critical Paths

**Purpose**: Run these 10-15 checks in under 15 minutes before any QA hand-off.
**Run via**: `/smoke-check` (which reads this file)
**Update**: Add new entries when new core systems are implemented.

## Core Stability (always run)

1. Game launches to main menu without crash
2. New game / session can be started from the main menu
3. Main menu responds to all inputs without freezing

## Core Mechanic (update per sprint)

<!-- Add the primary mechanic for each sprint here as it is implemented -->
<!-- Example: "Player can move, jump, and the camera follows correctly" -->
4. [Primary mechanic — update when first core system is implemented]

## Data Integrity

5. Save game completes without error (once save system is implemented)
6. Load game restores correct state (once load system is implemented)

## Performance

7. No visible frame rate drops on target hardware (60fps target)
8. No memory growth over 5 minutes of play (once core loop is implemented)

Phase 6: Post-Setup Summary

After writing all files, report:

Test infrastructure created for [engine].

Files created:
- tests/README.md
- tests/unit/ (directory)
- tests/integration/ (directory)
- tests/smoke/critical-paths.md
- tests/evidence/ (directory)
[engine-specific files]
- .github/workflows/tests.yml

Next steps:
1. [Engine-specific install step, e.g., "Install GdUnit4 via AssetLib"]
2. Write your first test: create tests/unit/[first-system]/[system]_test.[ext]
3. Run `/qa-plan sprint` before your first sprint to classify stories and set
   test evidence requirements
4. `/smoke-check` before every QA hand-off

Gate note: /gate-check Technical Setup → Pre-Production now requires:
- tests/ directory with unit/ and integration/ subdirectories
- .github/workflows/tests.yml
- At least one example test file
Run /test-setup and write one example test before advancing.

Verdict: **COMPLETE** — test framework scaffolded and CI/CD wired up.

Collaborative Protocol

  • Never overwrite existing test files — only create files that are missing. If a test runner file exists, leave it as-is.
  • Always ask before creating files — Phase 2 requires explicit approval.
  • Engine detection is non-negotiable — if the engine is not configured, stop and redirect to /setup-engine. Do not guess.
  • force flag skips the "already exists" early-exit but never overwrites. It means "create any missing files even if the directory already exists."
  • For Unity CI, note that the UNITY_LICENSE secret must be configured manually. Do not attempt to automate license management.