* Add context resilience: file-backed state, incremental writing, auto-recovery Prevents "prompt too long" crashes from killing sessions by persisting work to disk incrementally instead of relying on conversation memory. Changes: - pre-compact.sh: dumps session state before context compression - session-start.sh: detects active.md for crash recovery - session-stop.sh: archives and clears active.md on clean shutdown - context-management.md: file-backed state as primary strategy - 9 agents updated with incremental section writing protocol (game-designer, systems-designer, economy-designer, narrative-director, level-designer, world-builder, writer, art-director, audio-director) - CLAUDE.md: trimmed redundant imports (10 → 5) to reduce token overhead - design-docs.md rule: enforces incremental writing pattern - .gitignore: excludes ephemeral session state files - directory-structure.md: documents session-state/ and session-logs/ - COLLABORATIVE-DESIGN-PRINCIPLE.md: documents incremental writing pattern Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add AskUserQuestion integration across collaborative protocols Explicitly reference the AskUserQuestion tool in all collaborative agent definitions, protocol templates, team orchestrator skills, and the master principle doc. Introduces the Explain-then-Capture pattern: agents write full expert analysis in conversation, then call AskUserQuestion with concise labels to capture decisions via structured UI. 26 files updated: - 3 protocol templates (design, leadership, implementation) - 14 agent definitions (10 design + 3 leadership + writer) - 8 orchestrator skills (brainstorm + 7 team-*) - 1 master principle doc (COLLABORATIVE-DESIGN-PRINCIPLE.md) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add /design-systems skill: concept-to-GDD decomposition workflow Bridges the gap between game concept and per-system design documents. Professional studios use systems enumeration + dependency sorting between concept and feature docs — skipping this step is one of the most expensive mistakes (systems discovered during production cost 5-10x more to add). New files: - .claude/skills/design-systems/SKILL.md — 7-phase orchestration skill (enumerate systems, map dependencies, assign priorities, write GDDs) - .claude/docs/templates/systems-index.md — master tracking template Flow integration (7 existing skills updated): - brainstorm, start, setup-engine, design-review, gate-check, project-stage-detect, game-concept template all reference /design-systems at the appropriate workflow touchpoints Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix cross-platform bugs, add missing tool permissions, and update docs for v0.2.0 Hooks: fix \s → [[:space:]] in grep -E fallbacks (3 files), fix detect-gaps.sh empty-variable bug, fix log-agent.sh field name (agent_name → agent_type), harden validate-push.sh with explicit $MATCHED_BRANCH, convert for-in loops to while-read for space-safe iteration, add POSIX head -n syntax, increase PreCompact timeout, widen session-stop log window. Skills: add AskUserQuestion to 10 skills and TodoWrite to 8 multi-phase skills. Fix project-stage-detect template/output paths, tech-artist → technical-artist. Docs: add /design-systems to all references (README, quick-start, workflow guide, skills-reference), update skill count 35 → 36, remove stale AI artifacts from COLLABORATIVE-DESIGN-PRINCIPLE.md, add AskUserQuestion note to examples README. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
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name, description, argument-hint, user-invocable, allowed-tools
| name | description | argument-hint | user-invocable | allowed-tools |
|---|---|---|---|---|
| team-combat | Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end. | [combat feature description] | true | Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite |
When this skill is invoked, orchestrate the combat team through a structured pipeline.
Decision Points: At each phase transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next phase.
Team Composition
- game-designer — Design the mechanic, define formulas and edge cases
- gameplay-programmer — Implement the core gameplay code
- ai-programmer — Implement NPC/enemy AI behavior for the feature
- technical-artist — Create VFX, shader effects, and visual feedback
- sound-designer — Define audio events, impact sounds, and ambient combat audio
- qa-tester — Write test cases and validate the implementation
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: game-designer— Design the mechanic, define formulas and edge casessubagent_type: gameplay-programmer— Implement the core gameplay codesubagent_type: ai-programmer— Implement NPC/enemy AI behaviorsubagent_type: technical-artist— Create VFX, shader effects, visual feedbacksubagent_type: sound-designer— Define audio events, impact sounds, ambient audiosubagent_type: qa-tester— Write test cases and validate implementation
Always provide full context in each agent's prompt (design doc path, relevant code files, constraints). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).
Pipeline
Phase 1: Design
Delegate to game-designer:
- Create or update the design document in
design/gdd/covering: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteria - Output: completed design document
Phase 2: Architecture
Delegate to gameplay-programmer (with ai-programmer if AI is involved):
- Review the design document
- Design the code architecture: class structure, interfaces, data flow
- Identify integration points with existing systems
- Output: architecture sketch with file list and interface definitions
Phase 3: Implementation (parallel where possible)
Delegate in parallel:
- gameplay-programmer: Implement core combat mechanic code
- ai-programmer: Implement AI behaviors (if the feature involves NPC reactions)
- technical-artist: Create VFX and shader effects
- sound-designer: Define audio event list and mixing notes
Phase 4: Integration
- Wire together gameplay code, AI, VFX, and audio
- Ensure all tuning knobs are exposed and data-driven
- Verify the feature works with existing combat systems
Phase 5: Validation
Delegate to qa-tester:
- Write test cases from the acceptance criteria
- Test all edge cases documented in the design
- Verify performance impact is within budget
- File bug reports for any issues found
Phase 6: Sign-off
- Collect results from all team members
- Report feature status: COMPLETE / NEEDS WORK / BLOCKED
- List any outstanding issues and their assigned owners
Output
A summary report covering: design completion status, implementation status per team member, test results, and any open issues.