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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
16 lines
755 B
Markdown
16 lines
755 B
Markdown
---
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paths:
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- "design/narrative/**"
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---
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# Narrative Rules
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- All new lore must be cross-referenced against existing lore for contradictions
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- Every lore entry must specify canon level: Established / Provisional / Under Review
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- Character dialogue must match the voice profile defined for that character
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- World rules (what is possible/impossible) must be explicitly documented and consistent
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- Mysteries must have documented "true answers" even if players never learn them
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- Faction motivations, relationships, and power structures must be internally logical
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- All narrative text must be localization-ready: no idioms that don't translate, named placeholders for variables
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- No line of dialogue should exceed 120 characters for dialogue box constraints
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