mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-06-27 13:01:50 +00:00
* 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>
90 lines
4.1 KiB
Markdown
90 lines
4.1 KiB
Markdown
---
|
|
name: team-level
|
|
description: "Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation."
|
|
argument-hint: "[level name or area to design]"
|
|
user-invocable: true
|
|
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
|
|
---
|
|
|
|
When this skill is invoked:
|
|
|
|
**Decision Points:** At each step 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 step.
|
|
|
|
1. **Read the argument** for the target level or area (e.g., `tutorial`,
|
|
`forest dungeon`, `hub town`, `final boss arena`).
|
|
|
|
2. **Gather context**:
|
|
- Read the game concept at `design/gdd/game-concept.md`
|
|
- Read game pillars at `design/gdd/game-pillars.md`
|
|
- Read existing level docs in `design/levels/`
|
|
- Read relevant narrative docs in `design/narrative/`
|
|
- Read world-building docs for the area's region/faction
|
|
|
|
## How to Delegate
|
|
|
|
Use the Task tool to spawn each team member as a subagent:
|
|
- `subagent_type: narrative-director` — Narrative purpose, characters, emotional arc
|
|
- `subagent_type: world-builder` — Lore context, environmental storytelling, world rules
|
|
- `subagent_type: level-designer` — Spatial layout, pacing, encounters, navigation
|
|
- `subagent_type: systems-designer` — Enemy compositions, loot tables, difficulty balance
|
|
- `subagent_type: art-director` — Visual theme, color palette, lighting, asset requirements
|
|
- `subagent_type: qa-tester` — Test cases, boundary testing, playtest checklist
|
|
|
|
Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).
|
|
|
|
3. **Orchestrate the level design team** in sequence:
|
|
|
|
### Step 1: Narrative Context (narrative-director + world-builder)
|
|
Spawn the `narrative-director` agent to:
|
|
- Define the narrative purpose of this area (what story beats happen here?)
|
|
- Identify key characters, dialogue triggers, and lore elements
|
|
- Specify emotional arc (how should the player feel entering, during, leaving?)
|
|
|
|
Spawn the `world-builder` agent to:
|
|
- Provide lore context for the area (history, faction presence, ecology)
|
|
- Define environmental storytelling opportunities
|
|
- Specify any world rules that affect gameplay in this area
|
|
|
|
### Step 2: Layout and Encounter Design (level-designer)
|
|
Spawn the `level-designer` agent to:
|
|
- Design the spatial layout (critical path, optional paths, secrets)
|
|
- Define pacing curve (tension peaks, rest areas, exploration zones)
|
|
- Place encounters with difficulty progression
|
|
- Design environmental puzzles or navigation challenges
|
|
- Define points of interest and landmarks for wayfinding
|
|
- Specify entry/exit points and connections to adjacent areas
|
|
|
|
### Step 3: Systems Integration (systems-designer)
|
|
Spawn the `systems-designer` agent to:
|
|
- Specify enemy compositions and encounter formulas
|
|
- Define loot tables and reward placement
|
|
- Balance difficulty relative to expected player level/gear
|
|
- Design any area-specific mechanics or environmental hazards
|
|
- Specify resource distribution (health pickups, save points, shops)
|
|
|
|
### Step 4: Visual Direction (art-director)
|
|
Spawn the `art-director` agent to:
|
|
- Define the visual theme and color palette for the area
|
|
- Specify lighting mood and time-of-day settings
|
|
- List required art assets (environment props, unique assets)
|
|
- Define visual landmarks and sight lines
|
|
- Specify any special VFX needs (weather, particles, fog)
|
|
|
|
### Step 5: QA Planning (qa-tester)
|
|
Spawn the `qa-tester` agent to:
|
|
- Write test cases for the critical path
|
|
- Identify boundary and edge cases (sequence breaks, softlocks)
|
|
- Create a playtest checklist for the area
|
|
- Define acceptance criteria for level completion
|
|
|
|
4. **Compile the level design document** combining all team outputs into the
|
|
level design template format.
|
|
|
|
5. **Save to** `design/levels/[level-name].md`.
|
|
|
|
6. **Output a summary** with: area overview, encounter count, estimated asset
|
|
list, narrative beats, and any cross-team dependencies or open questions.
|