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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
221 lines
14 KiB
Markdown
221 lines
14 KiB
Markdown
---
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name: team-combat
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description: "Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate."
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argument-hint: "[combat feature description] [--review full|lean|solo]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate
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model: sonnet
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---
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**Argument check:** If no combat feature description is provided, output:
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> "Usage: `/team-combat [combat feature description]` — Provide a description of the combat feature to design and implement (e.g., `melee parry system`, `ranged weapon spread`)."
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Then stop immediately without spawning any subagents or reading any files.
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When this skill is invoked with a valid argument, orchestrate the combat team through a structured pipeline.
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**Decision Points:** At each phase transition, use `AskUserQuestion` to present
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the user with the subagent's proposals as selectable options. Write the agent's
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full analysis in conversation, then capture the decision with concise labels.
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In `collaborative` mode, the user must approve before moving to the next phase.
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In `guided` mode the pipeline advances automatically unless a phase is BLOCKED;
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in `autonomous` mode it runs end to end, recording each phase outcome via
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`log_decision`. Decisions in `automation_always_ask` categories
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(`is_always_ask_category` helper) always prompt regardless of mode. See
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`.claude/docs/automation-modes.md`.
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## Phase 0: Resolve Config
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!`source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys review_mode,automation,team.size`
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Resolved above — use as-is; `--review` overrides `review_mode`. No block →
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defaults in `.claude/docs/config-resolution.md`.
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`review_mode` sets gate depth:
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- `full` — spawn all director and lead gates as described
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- `lean` — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
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- `solo` — skip all director gate spawning entirely; run the skill without any agent gates
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`automation` drives the Decision Points note above. See the Decision Points note above and
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`.claude/docs/automation-modes.md` for how each mode changes pipeline behavior.
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**`team.size`**: which agents are active (orthogonal to review_mode gate-depth and workflow docs).
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- **`individual`** (default): `gameplay-programmer` runs the pipeline; escalate `ai-programmer` only if the feature flags AI work. Other Team Composition agents are consulted via the gameplay-programmer, not spawned separately.
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- **`small`**: the full Team Composition pipeline below, as documented.
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- **`studio`**: full pipeline + engine sub-specialists + an adversarial review pass.
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Directors (CD/TD/PR) still spawn at phase gates regardless of size; a non-core agent needed at `individual` routes through the nearest active core agent with an informational note. **"Phase gate" means any phase that ends in an `AskUserQuestion` decision point before the pipeline advances** — not every phase. Apply the test literally: if the phase below has no decision point, it is not a gate, and an agent restricted to "phase gates only" is not spawned for it. This active-set scoping applies throughout the pipeline below: any phase that names an agent outside the active set routes through the nearest core agent rather than spawning it.
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**Announce the active set before Phase 1 — never let the collapse be silent.**
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Before spawning anything, state in one line which agents this run will actually
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spawn, and which the pipeline below names but will **not** spawn at the resolved
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`team.size`. For example:
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> `Active set (team.size: <resolved>): <the agents listed for that size above>.`
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> `Not spawned this run: <every other agent this pipeline names> — consulted`
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> `through <nearest active core agent>. Raise team.size (or modes.rigor) to widen.`
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Fill it from the `team.size` list directly above and the agents this file's own
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pipeline names — not from an example. Both sets differ per orchestrator.
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The pipeline below reads as a multi-agent fan-out and at the shipped default it
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is one or two agents — `team-release` names eight and runs one, `team-narrative`
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names six across five phases and runs `writer` alone. **The collapse is correct**:
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`team.size` is rigor-fronted and the narrow default is the token lever, measured
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at roughly 10x. What was wrong is that nothing said so, so a reader could not
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distinguish a correctly-collapsed run from a broken pipeline, and the per-agent
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"routes through the nearest core agent with an informational note" rule above
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fires at routing time and never states the shape of the run as a whole.
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This is the same rule as the skipped-check reporting elsewhere in this file: **a constraint that is enforced but never surfaced is
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indistinguishable, to the person reading the output, from one that was never
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enforced.**
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## Team Composition
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- **game-designer** — Design the mechanic, define formulas and edge cases
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- **gameplay-programmer** — Implement the core gameplay code
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- **ai-programmer** — Implement NPC/enemy AI behavior for the feature
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- **technical-artist** — Create VFX, shader effects, and visual feedback
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- **sound-designer** — Define audio events, impact sounds, and ambient combat audio
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- **engine specialist** (primary) — Validate architecture and implementation patterns are idiomatic for the engine (the primary specialist is `<engine>-specialist` from `engine.name` — Godot→`godot-specialist`, Unity→`unity-specialist`, Unreal→`unreal-specialist`; fall back to the Primary line of `## Engine Specialists` in `technical-preferences.md`)
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- **qa-tester** — Write test cases and validate the implementation
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## How to Delegate
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Use the `Agent` tool to spawn each team member as a subagent:
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- `subagent_type: game-designer` — Design the mechanic, define formulas and edge cases
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- `subagent_type: gameplay-programmer` — Implement the core gameplay code
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- `subagent_type: ai-programmer` — Implement NPC/enemy AI behavior
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- `subagent_type: technical-artist` — Create VFX, shader effects, visual feedback
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- `subagent_type: sound-designer` — Define audio events, impact sounds, ambient audio
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- `subagent_type: [primary engine specialist]` — Engine idiom validation for architecture and implementation
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- `subagent_type: qa-tester` — Write test cases and validate implementation
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**Brief each agent — do not dump context.** Read the shared inputs **once** and pass a distilled brief inline: the lines each agent actually needs, never a file path for a document you have already read (an agent handed a path re-reads the whole file). Pass a path only for a document you have not read and only that agent needs.
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**End every agent prompt with a return contract:** "Write your full output to `[path]` — that named path is your write authorisation under the bounded exception below, so write it without a separate approval prompt. Return **only** (1) the path written, (2) a ≤5-bullet summary of decisions, (3) any BLOCKED/CONCERNS items, one line each. Do not restate the documents you read." Without it, an agent returns everything it read back into this session.
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**Substitute a real path for `[path]`.** Every phase that produces an artifact
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names one; most are fixed by the skill that already reads them:
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| Phase / agent | Writes to | Destination fixed by |
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|---|---|---|
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| 1 game-designer | `design/gdd/[feature].md` | the GDD convention |
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| 2 gameplay-programmer | `docs/architecture/[feature]-sketch.md` | see note below |
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| 2 engine specialist | `docs/architecture/[feature]-engine-notes.md` | see note below |
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| 5 qa-tester (test cases) | `production/qa/test-cases/[feature]-cases.md` | `/team-qa` Phase 4 |
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| 5 qa-tester (bugs) | `production/qa/bugs/BUG-[NNN]-[slug].md` | `/team-qa` Phase 5 |
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Phase 6 is a spoken status report, not an artifact — no path, and none needed.
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> **Every phase above names a concrete destination, deliberately.** The Error
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> Recovery Protocol below says "a named artifact that is not on disk is a failed
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> phase" — a check that cannot run when no path was named.
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>
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> **The two `docs/architecture/` entries are a judgement call, not a convention.**
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> That directory holds ADRs (`adr-NNNN-*.md`); a sketch is a precursor to one, not
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> one itself, and **nothing in the repo reads either file**. Say so when
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> reporting, so the sketch is understood as a record rather than an input to a
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> later gate.
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> **Why this does not violate the Collaboration Protocol.** `CLAUDE.md` requires an agent to ask "May I write this to [filepath]?" before Write/Edit. A subagent spawned here writes **without** asking, and that is a deliberate, bounded exception rather than an oversight — the same call already made for `consistency-check` appending to `active.md`. The exception holds only when all three are true: (1) the path is one **you** named in the prompt, so the user approved the destination when they approved the phase; (2) it is a new artifact under `production/`, `docs/` or `tests/`, never an edit to existing source or config; (3) the phase that produced it is itself gated by an `AskUserQuestion` before the pipeline advances. Outside those three, the agent must ask. **Do not "fix" this by asking per subagent** — a prompt per agent per phase makes an orchestrator unusable, which is why the exception exists.
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Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).
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## Pipeline
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### Phase 1: Design
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Delegate to **game-designer**:
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- 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
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- Output: completed design document
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### Phase 2: Architecture
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Delegate to **gameplay-programmer** (with **ai-programmer** if AI is involved):
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- Review the design document
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- Design the code architecture: class structure, interfaces, data flow
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- Identify integration points with existing systems
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- Output: architecture sketch with file list and interface definitions
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Then spawn the **primary engine specialist** to validate the proposed architecture:
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- Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)
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- Are there engine-native systems that should be used instead of custom implementations?
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- Any proposed APIs that are deprecated or changed in the pinned engine version?
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- Output: engine architecture notes — incorporate into the architecture before Phase 3 begins
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Use `AskUserQuestion`:
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- Prompt: "Architecture sketch complete. Approve to proceed with parallel implementation."
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- Options:
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- `[A] Proceed — spawn implementation agents (gameplay-programmer, ai-programmer, technical-artist, sound-designer)`
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- `[B] Revise the architecture first — I'll describe what needs to change`
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- `[C] Stop here — I'll continue later`
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Only spawn implementation agents if user selects [A]. (In `guided`/`autonomous`
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mode this architecture gate is a normal phase transition — proceed to
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implementation unless the architecture sketch came back BLOCKED, recording the
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decision via `log_decision` in autonomous mode. The gate is not a release-
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critical or irreversible decision, so it follows the standard pipeline rule.)
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### Phase 3: Implementation (parallel where possible)
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Delegate in parallel:
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- **gameplay-programmer**: Implement core combat mechanic code
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- **ai-programmer**: Implement AI behaviors (if the feature involves NPC reactions)
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- **technical-artist**: Create VFX and shader effects
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- **sound-designer**: Define audio event list and mixing notes
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### Phase 4: Integration
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- Wire together gameplay code, AI, VFX, and audio
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- Ensure all tuning knobs are exposed and data-driven
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- Verify the feature works with existing combat systems
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### Phase 5: Validation
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Delegate to **qa-tester**:
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- Write test cases from the acceptance criteria
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- Test all edge cases documented in the design
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- Verify performance impact is within budget
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- File bug reports for any issues found
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### Phase 6: Sign-off
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- Collect results from all team members
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- Report feature status: COMPLETE / NEEDS WORK / BLOCKED
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- List any outstanding issues and their assigned owners
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## Error Recovery Protocol
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**First, verify the artifact.** If the return contract named a path, check the
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path exists before treating the phase as done — **a named artifact that is not
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on disk is a failed phase, however fluent the response reads.** An agent can
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burn a full phase and return a plausible preamble having written nothing, which
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is neither BLOCKED nor an error nor "cannot complete", so the trigger below
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never fires. Resume it naming the unmet contract; the context is
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usually still there.
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If any spawned agent returns BLOCKED, errors, or cannot complete: **surface it
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immediately, don't proceed past a dependency it blocks, and always produce a
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partial report.** Full procedure: `.claude/docs/error-recovery-protocol.md`.
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Common blockers:
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- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
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- ADR status is Proposed → do not implement; run `/architecture-decision` first
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- Scope too large → split into two stories via `/create-stories`
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- Conflicting instructions between ADR and story → surface the conflict, do not guess
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## File Write Protocol
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All file writes (design documents, implementation files, test cases) are
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delegated to sub-agents spawned via `Agent`. Those writes follow the **bounded
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exception** documented above under "Why this does not violate the Collaboration
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Protocol" — the path is one you named, the artifact is new under `production/`,
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`docs/` or `tests/`, and the phase is gated by an `AskUserQuestion`. A sub-agent
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does **not** prompt per write inside those bounds; outside them it must ask.
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This orchestrator does not write files directly.
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## Output
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A summary report covering: design completion status, implementation status per team member, test results, and any open issues.
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Verdict: **COMPLETE** — combat feature designed, implemented, and validated.
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Verdict: **BLOCKED** — one or more phases could not complete; partial report produced with unresolved items listed.
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## Next Steps
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- Run `/code-review` on the implemented combat code before closing stories.
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- Run `/balance-check` to validate combat formulas and tuning values.
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- Run `/team-polish` if VFX, audio, or performance polish is needed.
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