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`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
159 lines
8.9 KiB
Markdown
159 lines
8.9 KiB
Markdown
# Available Skills (Slash Commands)
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73 slash commands organized by phase. Type `/` in Claude Code to access any of them.
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## Onboarding & Navigation
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| Command | Purpose |
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|---------|---------|
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| `/start` | First-time onboarding — asks where you are, then guides you to the right workflow |
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| `/help` | Context-aware "what do I do next?" — reads current stage and surfaces the required next step |
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| `/project-stage-detect` | Full project audit — detect phase, identify existence gaps, recommend next steps |
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| `/setup-engine` | Configure engine + version, detect knowledge gaps, populate version-aware reference docs |
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| `/adopt` | Brownfield format audit — checks internal structure of existing GDDs/ADRs/stories, produces migration plan |
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## Game Design
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| Command | Purpose |
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|---------|---------|
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| `/brainstorm` | Guided ideation using professional studio methods (MDA, SDT, Bartle, verb-first) |
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| `/map-systems` | Decompose game concept into systems, map dependencies, prioritize design order |
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| `/design-system` | Guided, section-by-section GDD authoring for a single game system |
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| `/quick-design` | Lightweight design spec for small changes — tuning, tweaks, minor additions |
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| `/review-all-gdds` | Cross-GDD consistency and game design holism review across all design docs |
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| `/propagate-design-change` | When a GDD is revised, find affected ADRs and produce an impact report |
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## Art & Assets
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| Command | Purpose |
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|---------|---------|
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| `/art-bible` | Guided, section-by-section Art Bible authoring — creates visual identity spec before asset production begins |
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| `/asset-spec` | Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles |
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| `/asset-audit` | Audit assets for naming conventions, file size budgets, and pipeline compliance |
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## UX & Interface Design
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| Command | Purpose |
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|---------|---------|
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| `/ux-design` | Guided section-by-section UX spec authoring (screen/flow, HUD, or pattern library) |
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| `/ux-review` | Validate UX specs for GDD alignment, accessibility, and pattern compliance |
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## Architecture
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| Command | Purpose |
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|---------|---------|
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| `/create-architecture` | Guided authoring of the master architecture document |
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| `/architecture-decision` | Create an Architecture Decision Record (ADR) |
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| `/architecture-review` | Validate all ADRs for completeness, dependency ordering, and GDD coverage |
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| `/create-control-manifest` | Generate flat programmer rules sheet from accepted ADRs |
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## Stories & Sprints
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| Command | Purpose |
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|---------|---------|
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| `/create-epics` | Translate GDDs + ADRs into epics — one per architectural module |
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| `/create-stories` | Break a single epic into implementable story files |
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| `/dev-story` | Read a story and implement it — routes to the correct programmer agent |
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| `/sprint-plan` | Generate or update a sprint plan; initializes sprint-status.yaml |
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| `/sprint-status` | Fast 30-line sprint snapshot (reads sprint-status.yaml) |
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| `/story-readiness` | Validate a story is implementation-ready before pickup (READY/NEEDS WORK/BLOCKED) |
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| `/story-done` | 8-phase completion review after implementation; updates story file, surfaces next story |
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| `/estimate` | Structured effort estimate with complexity, dependencies, and risk breakdown |
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## Reviews & Analysis
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| Command | Purpose |
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|---------|---------|
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| `/design-review` | Review a game design document for completeness and consistency |
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| `/code-review` | Architectural code review for a file or changeset |
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| `/balance-check` | Analyze game balance data, formulas, and config — flag outliers |
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| `/content-audit` | Audit GDD-specified content counts against implemented content |
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| `/scope-check` | Analyze feature or sprint scope against original plan, flag scope creep |
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| `/perf-profile` | Structured performance profiling with bottleneck identification |
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| `/tech-debt` | Scan, track, prioritize, and report on technical debt |
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| `/gate-check` | Validate readiness to advance between development phases (PASS/CONCERNS/FAIL) |
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| `/consistency-check` | Scan all GDDs against the entity registry to detect cross-document inconsistencies (stats, names, rules that contradict each other) |
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| `/security-audit` | Audit the game for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure, and input validation gaps |
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## QA & Testing
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| Command | Purpose |
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|---------|---------|
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| `/qa-plan` | Generate a QA test plan for a sprint or feature |
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| `/smoke-check` | Run critical path smoke test gate before QA hand-off |
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| `/soak-test` | Generate a soak test protocol for extended play sessions |
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| `/regression-suite` | Map test coverage to GDD critical paths, identify fixed bugs without regression tests |
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| `/test-setup` | Scaffold the test framework and CI/CD pipeline for the project's engine |
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| `/test-helpers` | Generate engine-specific test helper libraries for the test suite |
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| `/test-evidence-review` | Quality review of test files and manual evidence documents |
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| `/test-flakiness` | Detect non-deterministic (flaky) tests from CI run logs |
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| `/skill-test` | Validate skill files for structural compliance and behavioral correctness |
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| `/skill-improve` | Improve a skill using a test-fix-retest loop — diagnose, propose fix, rewrite, verify |
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## Production
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| Command | Purpose |
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|---------|---------|
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| `/milestone-review` | Review milestone progress and generate status report |
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| `/retrospective` | Run a structured sprint or milestone retrospective |
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| `/bug-report` | Create a structured bug report |
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| `/bug-triage` | Read all open bugs, re-evaluate priority vs. severity, assign owner and label |
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| `/reverse-document` | Generate design or architecture docs from existing implementation |
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| `/playtest-report` | Generate a structured playtest report or analyze existing playtest notes |
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## Release
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| Command | Purpose |
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|---------|---------|
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| `/release-checklist` | Generate and validate a pre-release checklist for the current build |
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| `/launch-checklist` | Complete launch readiness validation across all departments |
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| `/changelog` | Auto-generate changelog from git commits and sprint data |
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| `/patch-notes` | Generate player-facing patch notes from git history and internal data |
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| `/hotfix` | Emergency fix workflow with audit trail, bypassing normal sprint process |
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| `/day-one-patch` | Prepare a focused day-one patch for known issues discovered after gold master but before or at public launch |
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## Creative & Content
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| Command | Purpose |
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|---------|---------|
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| `/prototype` | Concept prototype — throwaway build right after brainstorm to validate core idea (Phase 1) |
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| `/vertical-slice` | Pre-Production validation — production-quality end-to-end build before committing to Production (Phase 4) |
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| `/onboard` | Generate contextual onboarding document for a new contributor or agent |
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| `/localize` | Localization workflow: string extraction, validation, translation readiness |
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## Team Orchestration
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Coordinate multiple agents on a single feature area:
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| Command | Coordinates |
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|---------|-------------|
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| `/team-combat` | game-designer + gameplay-programmer + ai-programmer + technical-artist + sound-designer + qa-tester |
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| `/team-narrative` | narrative-director + writer + world-builder + level-designer |
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| `/team-ui` | ux-designer + ui-programmer + art-director + accessibility-specialist |
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| `/team-release` | release-manager + qa-lead + devops-engineer + producer |
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| `/team-polish` | performance-analyst + technical-artist + sound-designer + qa-tester |
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| `/team-audio` | audio-director + sound-designer + technical-artist + gameplay-programmer |
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| `/team-level` | level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester |
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| `/team-live-ops` | live-ops-designer + economy-designer + community-manager + analytics-engineer |
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| `/team-qa` | qa-lead + qa-tester + gameplay-programmer + producer |
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## Overlap with Claude Code's bundled skills
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Claude Code ships its own skills, and one name collides with CCGS's.
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| You type | You get | Use it for |
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|---------|---------|-----------|
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| `/code-review` | **CCGS's** — project skills take the bare name | Architectural review against this project's coding standards, SOLID, testability and the control manifest. Knows about ADRs, stories and `docs/architecture/`. |
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| `/code-review:code-review` | **Claude Code's bundled** review | Reviewing a pull request or a plain diff, with no knowledge of CCGS's design documents or gates. |
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Both are useful; they answer different questions. Reach for the CCGS one during
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`/dev-story` and before `/story-done`, because it checks the things the gates
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later check. Reach for the bundled one when you want a general review of a diff
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that has nothing to do with a story.
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CCGS does **not** turn the bundled skills off. `disableBundledSkills` would
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remove all of them, including `/debug`, `/security-review` and `/simplify`,
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which are worth keeping. If you want a bundled skill hidden, use
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`skillOverrides` in your own `.claude/settings.local.json` rather than disabling
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the whole set.
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