Files
Claude-Code-Game-Studios/.claude/skills/dev-story/SKILL.md
Donchitos 6c041ac1be Release v0.4.0: /consistency-check, skill fixes, genre-agnostic agents
New skill: /consistency-check — cross-GDD entity registry scanner
New registries: design/registry/entities.yaml, docs/registry/architecture.yaml
Skill fixes: no-arg guards, verdict keywords, AskUserQuestion gates on all team-* skills
Agent fixes: genre-agnostic language in game-designer, systems-designer, economy-designer, live-ops-designer
Docs: skill/template counts corrected, stale references cleaned up

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-27 20:07:44 +11:00

273 lines
11 KiB
Markdown

---
name: dev-story
description: "Read a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill — run after /story-readiness, before /code-review and /story-done."
argument-hint: "[story-path]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Bash, Task
context: fork
---
# Dev Story
This skill bridges planning and code. It reads a story file in full, assembles
all the context a programmer needs, routes to the correct specialist agent, and
drives implementation to completion — including writing the test.
**The loop for every story:**
```
/story-readiness [path] ← validate before starting
/dev-story [path] ← implement it (this skill)
/code-review [files] ← review it
/story-done [path] ← verify and close it
```
**Output:** Source code + test file in the project's `src/` and `tests/` directories.
---
## Phase 1: Find the Story
**If a path is provided**: read that file directly.
**If no argument**: check `production/session-state/active.md` for the active
story. If found, confirm: "Continuing work on [story title] — is that correct?"
If not found, ask: "Which story are we implementing?" Glob
`production/epics/**/*.md` and list stories with Status: Ready.
---
## Phase 2: Load Full Context
Read everything in this order — do not start implementation until all is loaded:
### The story file
Extract and hold:
- **Story title, ID, layer, type** (Logic / Integration / Visual/Feel / UI / Config/Data)
- **TR-ID** — the GDD requirement identifier
- **Governing ADR** reference
- **Manifest Version** embedded in story header
- **Acceptance Criteria** — every checkbox item, verbatim
- **Implementation Notes** — the ADR guidance section in the story
- **Out of Scope** boundaries
- **Test Evidence** — the required test file path
- **Dependencies** — what must be DONE before this story
### The TR registry
Read `docs/architecture/tr-registry.yaml`. Look up the story's TR-ID.
Read the current `requirement` text — this is the source of truth for what the
GDD requires now. Do not rely on any inline text in the story file (may be stale).
### The governing ADR
Read `docs/architecture/[adr-file].md`. Extract:
- The full Decision section
- The Implementation Guidelines section (this is what the programmer follows)
- The Engine Compatibility section (post-cutoff APIs, known risks)
- The ADR Dependencies section
### The control manifest
Read `docs/architecture/control-manifest.md`. Extract the rules for this story's layer:
- Required patterns
- Forbidden patterns
- Performance guardrails
Check: does the story's embedded Manifest Version match the current manifest header date?
If they differ: "Story was written against manifest v[story-date]. Current manifest is
v[current-date]. New rules may apply — reviewing the diff before implementing."
Read the manifest carefully for any new rules added since the story was written.
### Engine reference
Read `.claude/docs/technical-preferences.md`:
- `Engine:` value — determines which programmer agents to use
- Naming conventions (class names, file names, signal/event names)
- Performance budgets (frame budget, memory ceiling)
- Forbidden patterns
---
## Phase 3: Route to the Right Programmer
Based on the story's **Layer**, **Type**, and **system name**, determine which
specialist to spawn via Task.
### Primary agent routing table
| Story context | Primary agent |
|---|---|
| Foundation layer — any type | `engine-programmer` |
| Any layer — Type: UI | `ui-programmer` |
| Any layer — Type: Visual/Feel | `gameplay-programmer` (implements) |
| Core or Feature — gameplay mechanics | `gameplay-programmer` |
| Core or Feature — AI behaviour, pathfinding | `ai-programmer` |
| Core or Feature — networking, replication | `network-programmer` |
| Config/Data — no code | No agent needed (see Phase 4 Config note) |
### Engine specialist — always spawn as secondary for code stories
Read the `Engine Specialists` section of `.claude/docs/technical-preferences.md`
to get the configured primary specialist. Spawn them alongside the primary agent
when the story involves engine-specific APIs, patterns, or the ADR has HIGH
engine risk.
| Engine | Specialist agents available |
|--------|----------------------------|
| Godot 4 | `godot-specialist`, `godot-gdscript-specialist`, `godot-shader-specialist` |
| Unity | `unity-specialist`, `unity-ui-specialist`, `unity-shader-specialist` |
| Unreal Engine | `unreal-specialist`, `ue-gas-specialist`, `ue-blueprint-specialist`, `ue-umg-specialist`, `ue-replication-specialist` |
**When engine risk is HIGH** (from the ADR or VERSION.md): always spawn the engine
specialist, even for non-engine-facing stories. High risk means the ADR records
assumptions about post-cutoff engine APIs that need expert verification.
---
## Phase 4: Implement
Spawn the chosen programmer agent(s) via Task with the full context package:
Provide the agent with:
1. The complete story file content
2. The current GDD requirement text (from TR registry)
3. The ADR Decision + Implementation Guidelines (verbatim — do not summarise)
4. The control manifest rules for this layer
5. The engine naming conventions and performance budgets
6. Any engine-specific notes from the ADR Engine Compatibility section
7. The test file path that must be created
8. Explicit instruction: **implement this story and write the test**
The agent should:
- Create or modify files in `src/` following the ADR guidelines
- Respect all Required and Forbidden patterns from the control manifest
- Stay within the story's Out of Scope boundaries (do not touch unrelated files)
- Write clean, doc-commented public APIs
### Config/Data stories (no agent needed)
For Type: Config/Data stories, no programmer agent is required. The implementation
is editing a data file. Read the story's acceptance criteria and make the specified
changes to the data file directly. Note which values were changed and what they
changed from/to.
### Visual/Feel stories
Spawn `gameplay-programmer` to implement the code/animation calls. Note that
Visual/Feel acceptance criteria cannot be auto-verified — the "does it feel right?"
check happens in `/story-done` via manual confirmation.
---
## Phase 5: Write the Test
For **Logic** and **Integration** stories, the test must be written as part of
this implementation — not deferred to later.
Remind the programmer agent:
> "The test file for this story is required at: `[path from Test Evidence section]`.
> The story cannot be closed via `/story-done` without it. Write the test
> alongside the implementation, not after."
Test requirements (from coding-standards.md):
- File name: `[system]_[feature]_test.[ext]`
- Function names: `test_[scenario]_[expected_outcome]`
- Each acceptance criterion must have at least one test function covering it
- No random seeds, no time-dependent assertions, no external I/O
- Test the formula bounds from the GDD Formulas section
For **Visual/Feel** and **UI** stories: no automated test. Remind the agent to
note in the implementation summary what manual evidence will be needed:
"Evidence doc required at `production/qa/evidence/[slug]-evidence.md`."
For **Config/Data** stories: no test file. A smoke check will serve as evidence.
---
## Phase 6: Collect and Summarise
After the programmer agent(s) complete, collect:
- Files created or modified (with paths)
- Test file created (path and number of test functions written)
- Any deviations from the story's Out of Scope boundary (flag these)
- Any questions or blockers the agent surfaced
- Any engine-specific risks the specialist flagged
Present a concise implementation summary:
```
## Implementation Complete: [Story Title]
**Files changed**:
- `src/[path]` — created / modified ([brief description])
- `tests/[path]` — test file ([N] test functions)
**Acceptance criteria covered**:
- [x] [criterion] — implemented in [file:function]
- [x] [criterion] — covered by test [test_name]
- [ ] [criterion] — DEFERRED: requires playtest (Visual/Feel)
**Deviations from scope**: [None] or [list files touched outside story boundary]
**Engine risks flagged**: [None] or [specialist finding]
**Blockers**: [None] or [describe]
Ready for: `/code-review [file1] [file2]` then `/story-done [story-path]`
```
---
## Phase 7: Update Session State
Silently append to `production/session-state/active.md`:
```
## Session Extract — /dev-story [date]
- Story: [story-path] — [story title]
- Files changed: [comma-separated list]
- Test written: [path, or "None — Visual/Feel/Config story"]
- Blockers: [None, or description]
- Next: /code-review [files] then /story-done [story-path]
```
Create `active.md` if it does not exist. Confirm: "Session state updated."
---
## Error Recovery Protocol
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
1. **Surface immediately**: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
2. **Assess dependencies**: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
3. **Offer options** via AskUserQuestion with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
4. **Always produce a partial report** — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
- ADR status is Proposed → do not implement; run `/architecture-decision` first
- Scope too large → split into two stories via `/create-stories`
- Conflicting instructions between ADR and story → surface the conflict, do not guess
- Manifest version mismatch → show diff to user, ask whether to proceed with old rules or update story first
## Collaborative Protocol
- **File writes are delegated** — all source code, test files, and evidence docs are written by sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol individually. This orchestrator does not write files directly.
- **Load before implementing** — do not start coding until all context is loaded
(story, TR-ID, ADR, manifest, engine prefs). Incomplete context produces code
that drifts from design.
- **The ADR is the law** — implementation must follow the ADR's Implementation
Guidelines. If the guidelines conflict with what seems "better," flag it in the
summary rather than silently deviating.
- **Stay in scope** — the Out of Scope section is a contract. If implementing
the story requires touching an out-of-scope file, stop and surface it:
"Implementing [criterion] requires modifying [file], which is out of scope.
Shall I proceed or create a separate story?"
- **Test is not optional for Logic/Integration** — do not mark implementation
complete without the test file existing
- **Visual/Feel criteria are deferred, not skipped** — mark them as DEFERRED
in the summary; they will be manually verified in `/story-done`
- **Ask before large structural decisions** — if the story requires an
architectural pattern not covered by the ADR, surface it before implementing:
"The ADR doesn't specify how to handle [case]. My plan is [X]. Proceed?"