Files
Claude-Code-Game-Studios/.claude/skills/team-combat/SKILL.md
Donchitos 14593802fe Skills update: team-live-ops skill + improvements across 18 existing skills
- Add new /team-live-ops skill for post-launch content planning orchestration
- Expand setup-engine, code-review, create-epics-stories, prototype with additional context
- Enrich team-* skills (audio, combat, level, narrative, polish, release, ui) with new phases/agents
- Update architecture-decision and architecture-review with dependency ordering improvements
- Minor additions to balance-check, hotfix, localize, patch-notes, perf-profile
- Populate technical-preferences.md with structured configuration sections

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 12:01:26 +11:00

4.5 KiB

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
  • engine specialist (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from .claude/docs/technical-preferences.md Engine Specialists section)
  • 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 cases
  • subagent_type: gameplay-programmer — Implement the core gameplay code
  • subagent_type: ai-programmer — Implement NPC/enemy AI behavior
  • subagent_type: technical-artist — Create VFX, shader effects, visual feedback
  • subagent_type: sound-designer — Define audio events, impact sounds, ambient audio
  • subagent_type: [primary engine specialist] — Engine idiom validation for architecture and implementation
  • subagent_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

Then spawn the primary engine specialist to validate the proposed architecture:

  • Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)
  • Are there engine-native systems that should be used instead of custom implementations?
  • Any proposed APIs that are deprecated or changed in the pinned engine version?
  • Output: engine architecture notes — incorporate into the architecture before Phase 3 begins

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.