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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>
134 lines
4.3 KiB
Markdown
134 lines
4.3 KiB
Markdown
---
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name: changelog
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description: "Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions."
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argument-hint: "[version|sprint-number]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash
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context: |
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!git log --oneline -30 2>/dev/null
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!git tag --list --sort=-v:refname 2>/dev/null | head -5
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---
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When this skill is invoked:
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1. **Read the argument** for the target version or sprint number. If a version
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is given, use the corresponding git tag. If a sprint number is given, use
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the sprint date range.
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1b. **Check git availability** — Verify the repository is initialized:
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- Run `git rev-parse --is-inside-work-tree` to confirm git is available
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- If not a git repo, inform the user and abort gracefully
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2. **Read the git log** since the last tag or release:
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```
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git log --oneline [last-tag]..HEAD
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```
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If no tags exist, read the full log or a reasonable recent range (last 100
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commits).
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3. **Read sprint reports** from `production/sprints/` for the relevant period
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to understand planned work and context behind changes.
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4. **Read completed design documents** from `design/gdd/` for any new features
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that were implemented during this period.
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5. **Categorize every change** into one of these categories:
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- **New Features**: Entirely new gameplay systems, modes, or content
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- **Improvements**: Enhancements to existing features, UX improvements,
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performance gains
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- **Bug Fixes**: Corrections to broken behavior
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- **Balance Changes**: Tuning of gameplay values, difficulty, economy
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- **Known Issues**: Issues the team is aware of but have not yet resolved
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6. **Generate the INTERNAL changelog** (full technical detail):
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```markdown
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# Internal Changelog: [Version]
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Date: [Date]
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Sprint(s): [Sprint numbers covered]
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Commits: [Count] ([first-hash]..[last-hash])
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## New Features
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- [Feature Name] -- [Technical description, affected systems]
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- Commits: [hash1], [hash2]
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- Owner: [who implemented it]
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- Design doc: [link if applicable]
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## Improvements
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- [Improvement] -- [What changed technically and why]
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- Commits: [hashes]
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- Owner: [who]
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## Bug Fixes
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- [BUG-ID] [Description of bug and root cause]
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- Fix: [What was changed]
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- Commits: [hashes]
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- Owner: [who]
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## Balance Changes
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- [What was tuned] -- [Old value -> New value] -- [Design intent]
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- Owner: [who]
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## Technical Debt / Refactoring
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- [What was cleaned up and why]
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- Commits: [hashes]
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## Known Issues
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- [Issue description] -- [Severity] -- [ETA for fix if known]
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## Metrics
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- Total commits: [N]
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- Files changed: [N]
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- Lines added: [N]
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- Lines removed: [N]
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```
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7. **Generate the PLAYER-FACING changelog** (friendly, non-technical):
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```markdown
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# What is New in [Version]
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## New Features
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- **[Feature Name]**: [Player-friendly description of what they can now do
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and why it is exciting. Focus on the experience, not the implementation.]
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## Improvements
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- **[What improved]**: [How this makes the game better for the player.
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Be specific but avoid jargon.]
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## Bug Fixes
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- Fixed an issue where [describe what the player experienced, not what was
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wrong in the code]
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- Fixed [player-visible symptom]
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## Balance Changes
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- [What changed in player-understandable terms and the design intent.
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Example: "Healing potions now restore 50 HP (up from 30) -- we felt
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players needed more recovery options in late-game encounters."]
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## Known Issues
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- We are aware of [issue description in player terms] and are working on a
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fix. [Workaround if one exists.]
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---
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Thank you for playing! Your feedback helps us make the game better.
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Report issues at [link].
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```
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8. **Output both changelogs** to the user. The internal changelog is the
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primary working document. The player-facing changelog is ready for
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community posting after review.
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### Guidelines
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- Never expose internal code references, file paths, or developer names in
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the player-facing changelog
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- Group related changes together rather than listing individual commits
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- If a commit message is unclear, check the associated files and sprint data
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for context
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- Balance changes should always include the design reasoning, not just the
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numbers
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- Known issues should be honest -- players appreciate transparency
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- If the git history is messy (merge commits, reverts, fixup commits), clean
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up the narrative rather than listing every commit literally
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