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

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Markdown

---
name: test-setup
description: "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."
argument-hint: "[force]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Bash, Write
model: 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`
```markdown
# 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`:
```markdown
# 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`:
```markdown
# 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`:
```markdown
# 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`:
```yaml
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`:
```yaml
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: ${{ secrets.UNITY_LICENSE }}
with:
testMode: playmode
artifactsPath: test-results/playmode
- name: Upload Test Results
if: always()
uses: actions/upload-artifact@v4
with:
name: test-results
path: test-results/
```
Note: Unity CI requires a `UNITY_LICENSE` secret. Add to GitHub repository
secrets before the first CI run.
### Unreal Engine
Create `.github/workflows/tests.yml`:
```yaml
name: Automated Tests
on:
push:
branches: [main]
pull_request:
branches: [main]
jobs:
test:
name: Run UE Automation Tests
runs-on: self-hosted # UE requires a local runner with the editor installed
steps:
- name: Checkout
uses: actions/checkout@v4
with:
lfs: true
- name: Run Automation Tests
run: |
"$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`:
```markdown
# 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.