game-start
Skill52 starsChanged 7 days agoMITView on GitHub
Sets up a game project for GameForge: detects engine and project state, writes .gameforge/project.json and session state, merges the engine starter CLAUDE.md, configures Git and Git LFS, and connects coding agents to the engine (MCP, llms.txt). Use for "start a new game", "set up my project", "initialize GameForge". Not for finding an idea (use game-brainstorm).
- Reads credentials
- Deletes or force-pushes
In this repository41 other files it gives its agents.
- .claude/CLAUDE.mdCLAUDE.md
- game-accessibility-specialistSkill
- game-art-directorSkill
- game-audio-directorSkill
- game-creative-directorSkill
- game-designerSkill
- game-economy-designerSkill
- game-narrative-directorSkill
- game-producerSkill
- game-qa-leadSkill
- game-technical-directorSkill
- game-ux-designerSkill
- game-godot-specialistSkill
- game-threejs-specialistSkill
- game-unity-specialistSkill
- game-unreal-specialistSkill
- game-web2d-specialistSkill
- game-ai-assetsSkill
- game-analytics-setupSkill
- game-balance-checkSkill
- game-brainstormSkill
- game-ci-pipelineSkill
- game-code-reviewSkill
- game-design-reviewSkill
- game-gdd-authorSkill
- game-helpSkill
- game-jam-modeSkill
- game-launchSkill
- game-localization-managerSkill
- game-market-researchSkill
- game-multiplayerSkill
- game-playtestSkill
- game-postmortemSkill
- game-prototypeSkill
- game-retrospectiveSkill
- game-reverse-documentSkill
- game-scope-checkSkill
- game-sprint-planSkill
- game-team-orchestratorSkill
- game-vibe-codeSkill
- game-web-publishSkill
The file
Show its rules and text
We split this skill into the rules it gives an agent
17 rules. About 0 are common, 7 are distinctive, and 10 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈7
Distinctive · estimate
This author's own choices. Worth a look.
10
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 41
Detect before prescribing: Read the project first. Do not assume an empty project or a tidy one.
- Distinctive: line 42
Ask only what you cannot detect: If the engine is detectable, do not ask for it.
- Very specific: line 43
Re-runs are updates: If .gameforge/project.json exists, this is a re-run: show the current values, change only what the user asks, and …
- Very specific: line 45
Localhost-only agent tooling: Every MCP server you suggest binds to 127.0.0.1.
- Very specific: line 49
Scope honesty: If the user describes a 200-hour game and three weekends, say so now, kindly, and route to /gameforge:game-scope-check.
- Distinctive: line 81
Use one AskUserQuestion call with at most four questions, each with a recommended default:
- Very specific: line 114
Run mkdir -p .gameforge production/session-state production/session-logs, then write the files below.
- Very specific: line 147
Write production/session-state/active.md.
- Very specific: line 189
If CLAUDE.md does not already say how to run and check the game near the top, add a short ## Run and check section as its first section …
- Very specific: line 196
If the user said yes, use ${CLAUDE_PLUGIN_ROOT}/starters/claude-config/settings.json.
- Distinctive: line 204
Init: If not a repository: git init -b main.
- Very specific: line 208
LFS: Check git lfs version. If Git LFS is missing, tell the user how to install it (it is a system package) and continue.
- Distinctive: line 242
Add the GameForge overlay where it does not exist.
- Very specific: line 270
Write the report to production/setup-report.md, update active.md with the next step, and offer the first commit: chore: initialize …
- Very specific: line 293
Assets: if the team plans AI-generated art, audio or voice, start the provenance log on day one with /gameforge:game-ai-assets.
- Distinctive: line 340
No existing file lost a line.
- Distinctive: line 342
Every suggested MCP server is localhost-only, and code-execution risks are named.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
AlterLab GameForge -- Project Setup and Onboarding
This is the front door of a GameForge project. In one pass it finds out where the project stands, wires the plugin into it so the hooks and other skills work, sets up version control the way the engine needs, connects Claude Code to the engine, and leaves a clear next step. It meets the project where it lives: an empty folder, a design doc with no code, or an inherited codebase all start here.
Two jobs, in this order:
- Wire the project (always):
.gameforge/project.json,production/session-state/active.md,.gitignoreentries, a mergedCLAUDE.md, Git and Git LFS, agent setup. - Assess the project (scaled to what exists): gaps, structure, and the next three actions.
When NOT to use me
| The user wants... | Route to |
| Something playable tonight, built with an AI agent, minimal setup | /gameforge:game-vibe-code (offer the 2-minute wiring below first) |
| A 48-72 hour jam entry | /gameforge:game-jam-mode |
| A game idea, not a project | /gameforge:game-brainstorm |
| A deep engine choice debate | /gameforge:game-technical-director with ${CLAUDE_PLUGIN_ROOT}/docs/engine-comparison.md |
| Documentation for code that already exists | /gameforge:game-reverse-document |
| "Which skill do I need?" | /gameforge:game-help |
Critical Rules
- Never overwrite. Existing
CLAUDE.md,.gitignore,.gitattributes,.claude/settings.jsonand.gameforge/project.jsonare merged, never replaced. Show what you will add before writing. - Detect before prescribing. Read the project first. Do not assume an empty project or a tidy one.
- Ask only what you cannot detect. If the engine is detectable, do not ask for it.
- Re-runs are updates. If
.gameforge/project.jsonexists, this is a re-run: show the current values, change only what the user asks, and re-check the wiring. - Localhost-only agent tooling. Every MCP server you suggest binds to
127.0.0.1. Tools that execute code (Blender MCP, engine scripting bridges) are arbitrary code execution; say so. - No destructive git.
git initandgit lfssetup only. Offer the first commit; do not make it without the user's OK. - Scope honesty. If the user describes a 200-hour game and three weekends, say so now, kindly,
and route to
/gameforge:game-scope-check.
Step 0: Read the room
Gather silently before saying anything:
| Check | How | Tells you |
| GameForge config | Read .gameforge/project.json | Re-run vs. first run |
| Godot | Glob project.godot; read config/features for the version | engine godot |
| Unity | Read ProjectSettings/ProjectVersion.txt (m_EditorVersion: 6000.3... = 6.3) | engine unity |
| Unreal | Glob *.uproject; read EngineAssociation | engine unreal |
| Web | Read package.json dependencies: three, @react-three/fiber, @babylonjs/core, playcanvas, phaser, pixi.js, kaplay, excalibur | engine id from the table below |
| Other | Cargo.toml with bevy, *.yyp (GameMaker), game.project (Defold), main.lua + conf.lua (LOVE) | bevy or other |
| Git | git rev-parse --is-inside-work-tree, git status --short, git log --oneline -5 | History, dirty files |
| LFS | Read .gitattributes; git lfs version | LFS installed / tracked |
| Docs and code | Glob design/**, docs/**, src/**, scripts/**, Source/**, Assets/Scripts/**, tests/** | Project state |
| Agent config | Read CLAUDE.md, .claude/settings.json, .mcp.json | What is already wired |
| Focus | Read production/session-state/active.md | Where the last session stopped |
Classify the state:
| State | Signals | Assessment depth |
| 1. Empty | No engine files, no code, no docs | Setup + concept stub |
| 2. Concept | Design docs, no code | Setup + doc gap analysis |
| 3. In progress | Code and some docs | Setup + structural health check |
| 4. Mature | Code, CI, tests, history | Setup + audit |
Step 1: Ask the few questions that matter
Use one AskUserQuestion call with at most four questions, each with a recommended default:
- Engine (only if not detected). Offer the two or three that fit what they said, with the recommended one first. Defaults: 2D web or jam -> Phaser 4; 3D web -> Three.js; 2D or stylized 3D desktop -> Godot 4.7; broad platform reach or mobile -> Unity 6.3 LTS; high-end 3D -> Unreal 5.8.
- Working title (default: the folder name).
- Goal: weekend or jam game / portfolio piece / commercial release. A weekend web game gets the
2-minute wiring and a hand-off to
/gameforge:game-vibe-code; a jam goes to/gameforge:game-jam-mode. - Permissions file: install the GameForge
.claude/settings.jsonstarter? (default: yes if none exists).
The best engine is the one the team already knows. Switching mid-project costs more than a
suboptimal first choice. For anything beyond these defaults, route to
/gameforge:game-technical-director.
Current engine versions (as of November 2026)
| Engine | Start new projects on | Know before you pick |
| Godot | 4.7.2 stable (4.7 released 2026-06-18) | 4.8 is in beta; its .NET build needs .NET 10. Web export uses the Compatibility renderer (WebGL 2) only, and C# projects cannot export to the web in 4.6/4.7. Jolt is the default 3D physics engine since 4.6. |
| Unity | 6.3 LTS (supported to Dec 2027) | 6.6 is the current Update release. 6.0 LTS left standard support on 2026-10-16. Unity 7.0 alpha is the first CoreCLR editor: not for production. Personal is free under US$200K revenue or funding; the Runtime Fee is gone. In 6.6, Fast Enter Play Mode is on by default, so static fields no longer reset. |
| Unreal | 5.8 (2026-06-17) | The last planned UE5 major; UE6 early access is targeted for late 2027 (Verse, Scene Graph). 5% royalty above US$1M lifetime gross (3.5% under Launch Everywhere). No official browser export. |
| Three.js | r187 (three@0.187.0) | WebGLRenderer is the default; WebGPURenderer is opt-in with automatic WebGL 2 fallback. ESM-only: pin the exact version. React Three Fiber 9.8 is stable; v10 is alpha. |
| Phaser | 4.2.1 | Phaser 4 is stable (MIT). The Canvas renderer is deprecated. Phaser AE is a separate agent-oriented product under the PolyForm Shield licence with paid tiers. |
| PixiJS | 8.22 | await app.init() is async; WebGL is the default renderer. |
| Web tooling | Vite 8 | Rolldown is the only bundler; needs Node 20.19+ or 22.12+. |
Record the version you detect or install in engine_version (major.minor, or r187 for Three.js);
note the exact patch version in the setup report.
Step 2: Wire GameForge into the project
Run mkdir -p .gameforge production/session-state production/session-logs, then write the files
below. Creating .gameforge/ and production/session-state/ opts the project into GameForge's
state hooks (pre-compact snapshot, recovery note, session and agent logs).
2a. .gameforge/project.json
{
"name": "Ember Drift",
"engine": "godot",
"engine_version": "4.7",
"phase": "concept",
"pillars": [],
"commit_convention": "conventional",
"lfs_threshold_mb": 20
}| Key | Values | Read by |
name | Working title | skills |
engine | godot, unity, unreal, threejs, r3f, babylon, playcanvas, phaser, pixi, kaplay, excalibur, bevy, other | skills |
engine_version | Major.minor you detected, e.g. "4.7", "6.3", "5.8", "r187" | skills |
phase | concept, pre-production, prototype, vertical-slice, production, polish, release, post-launch | session briefing, skills |
pillars | 3-5 short phrases; leave [] until /gameforge:game-brainstorm or /gameforge:game-creative-director defines them | creative director, design review |
commit_convention | conventional (default), gameforge, off | commit hook |
lfs_threshold_mb | Integer, default 20 | commit hook (blocks larger non-LFS files) |
Phase defaults by state: Empty -> concept; Concept -> pre-production; In progress -> prototype
or production (ask if unclear); Mature -> production or later.
2b. Session state and .gitignore
Write production/session-state/active.md; the session-start hook shows its first lines to Claude at
the start of every session and after compaction:
# Active focus
**Now:** project setup with /gameforge:game-start (2026-11-05)
**Decisions:** engine Godot 4.7.2 (team knows GDScript); Git LFS for source art and audio
**Next:** /gameforge:game-brainstorm to pick the concept; then /gameforge:game-prototype
**Blocked on:** nothingAppend to .gitignore (create it if missing; never duplicate lines):
production/session-state/
production/session-logs/2c. CLAUDE.md from the engine starter
| Engine | Starter |
| Godot | ${CLAUDE_PLUGIN_ROOT}/starters/godot/CLAUDE.md |
| Unity | ${CLAUDE_PLUGIN_ROOT}/starters/unity/CLAUDE.md |
| Unreal | ${CLAUDE_PLUGIN_ROOT}/starters/unreal/CLAUDE.md |
| Three.js, R3F, Babylon, PlayCanvas | ${CLAUDE_PLUGIN_ROOT}/starters/threejs/CLAUDE.md |
| Phaser, PixiJS, Kaplay, Excalibur | ${CLAUDE_PLUGIN_ROOT}/starters/web2d/CLAUDE.md |
| Other or undecided | ${CLAUDE_PLUGIN_ROOT}/starters/claude-config/CLAUDE.md |
- No
CLAUDE.mdyet: copy the starter (Read it, Write it toCLAUDE.md) and fill the bracketed placeholders fromproject.json. CLAUDE.mdexists: merge. Keep every existing line. Add the starter's missing sections inside one delimited block so a re-run can update it in place:<!-- gameforge:start (managed by /gameforge:game-start; edit freely, re-runs update only this block) --> ...starter sections the project did not already have... <!-- gameforge:end -->Where the user's rules conflict with the starter (commit format, folder layout, naming), keep the user's and list the conflict in the report.
- If
CLAUDE.mddoes not already say how to run and check the game near the top, add a short## Run and checksection as its first section (example in the agent-setup reference). Claude Code's own best-practice guidance is to keepCLAUDE.mdshort and lead with the check command; a longCLAUDE.mdis followed less reliably, not more.
2d. Optional .claude/settings.json
If the user said yes, use ${CLAUDE_PLUGIN_ROOT}/starters/claude-config/settings.json. It enables the
GameForge marketplace and plugin, allows read-only git and git lfs track, asks before push, merge
and rebase, and denies force-push, reset --hard, rm -rf and reading .env or keystores. If a
settings file exists, merge key by key: union the allow/ask/deny arrays, never remove a user
rule, and never move a user's deny into allow.
Step 3: Version control and Git LFS
- Init. If not a repository:
git init -b main. - Ignore. Merge the engine's
.gitignoreblock from${CLAUDE_SKILL_DIR}/references/vcs-setup.md(read it now; it has per-engine.gitignoreand.gitattributesblocks and the engine-specific traps). - LFS. Check
git lfs version. If Git LFS is missing, tell the user how to install it (it is a system package) and continue; the commit hook will still block non-LFS files at or abovelfs_threshold_mb. If present:git lfs install --local, merge the engine's.gitattributesblock, then verify withgit lfs track(lists patterns).
| Engine | LFS policy in one line |
| Godot | Text scenes and resources (.tscn, .tres, .gd) stay in git; source art, audio, models and fonts go to LFS. Commit *.import and *.uid files; ignore .godot/. |
| Unity | Set Asset Serialization to Force Text and keep meta files visible; YAML scenes and prefabs stay in git; textures, audio, models, .psd go to LFS. Never ignore .meta files. |
| Unreal | .uasset and .umap are binary: LFS from the first commit, marked lockable so teammates can git lfs lock them. |
| Web | LFS for source files (.blend, .psd, .kra, masters). Keep shipped runtime assets small and in normal git if you deploy straight from the repository: branch-based GitHub Pages serves LFS pointer files, not the binaries. |
Step 4: Agent setup
Connect Claude Code to the engine so it can check its own work. Read
${CLAUDE_SKILL_DIR}/references/agent-setup.md before this step; it has the install commands, the
check command per engine, and the security notes. Summary:
| Engine | Official integration | Main alternative / docs for agents |
| Unity | Unity's Claude Code plugin (/plugin marketplace add Unity-Technologies/unity-agent-plugin, then /plugin install unity@unity-agent-plugin); needs the Unity CLI. Unity MCP server via unity mcp configure. Unity AI open beta since 2026-05-04. | CoplayDev/unity-mcp (MIT); docs.unity.com/llms.txt |
| Unreal | Unreal MCP plugin, UE 5.8, experimental, editor-only, unauthenticated, on 127.0.0.1:8000 | chongdashu/unreal-mcp (community) |
| Godot | None. No official MCP server or llms.txt. | Coding-Solo/godot-mcp (community). Godot's text .tscn and .gd files are easy for agents to edit directly. |
| Three.js / R3F | No MCP server | threejs.org/llms.txt, threejs.org/docs/llms-full.txt, r3f.docs.pmnd.rs/llms.txt |
| 2D web | No MCP server | phaser.io/llms.txt (it steers agents to Phaser AE, a separate PolyForm Shield product; Phaser 4 is the MIT framework) |
| Any web game | Playwright MCP for screenshots and input | claude mcp add playwright npx @playwright/mcp@latest |
Rules: show the command and let the user run or approve it; every server stays on localhost; review a
community server's repository before installing it; never put API keys in CLAUDE.md or committed
config. The Godot Foundation's 2026 ban on AI-authored code applies to contributions to the engine
itself, not to games made with Godot.
Step 5: Scaffold and assess
Add the GameForge overlay where it does not exist; keep the engine's own layout untouched:
design/ GDD, pillars, concept, balance data
docs/ architecture notes, ADRs
production/ sprints/, milestones/, session-state/ (ignored), session-logs/ (ignored)
prototypes/ throwaway experiments (never promoted to production code)Engine layouts: Godot scenes/, scripts/, assets/, addons/ beside project.godot; Unity
Assets/Scripts/, Assets/Scenes/, Assets/Prefabs/; Unreal Source/, Content/, Config/; web
src/, public/. See ${CLAUDE_PLUGIN_ROOT}/docs/directory-conventions.md.
Then scale the assessment to the state from Step 0. Read
${CLAUDE_SKILL_DIR}/references/project-audit.md for States 3 and 4; it has the checklists.
| State | Do |
| 1. Empty | Create design/concept.md from ${CLAUDE_PLUGIN_ROOT}/templates/game-concept.md with whatever the user already knows; leave the rest for /gameforge:game-brainstorm. Note the engine choice and why in docs/architecture/0001-engine-choice.md using ${CLAUDE_PLUGIN_ROOT}/templates/architecture-decision-record.md. |
| 2. Concept | Read the design docs. Flag missing core loop, pillars, scope estimate, target platform, art and audio direction. Rate each Critical / Important / Nice-to-have. Route to /gameforge:game-design-review or /gameforge:game-gdd-author. |
| 3. In progress | Structural health: god files, gameplay mixed with engine glue, hardcoded tuning values, no tests, TODO/FIXME count. Rank by what will hurt next month. |
| 4. Mature | Architecture map, doc coverage and freshness, test coverage, build health, dependency age. Produce an effort-vs-impact list. Route to /gameforge:game-reverse-document and /gameforge:game-code-review. |
For an AI-heavy prototype found in State 3 (one huge file, no tests, generated assets), say so plainly
and recommend /gameforge:game-code-review before new features; that is vibe debt, and it compounds.
Step 6: Report and hand off
Write the report to production/setup-report.md, update active.md with the next step, and offer
the first commit: chore: initialize GameForge project passes the default commit convention.
Working with AI Coding Agents
Setup is where an agent-built project is won or lost: the agent can only verify what the project lets it run.
- Delegate: scaffolding,
.gitignore/.gitattributesmerges,project.json, converting an existing README into theCLAUDE.mdblock, writing the check command into a script. - Verify by hand: the engine opens the project without import errors;
git lfs ls-fileslists a test binary after the first commit; the MCP server answers only on127.0.0.1; the check command inCLAUDE.mdactually runs and fails when it should. - Give the agent a pass/fail check on day one. A web game gets
npm run buildplus a Playwright screenshot test; Godot gets a headless test runner (GUT or gdUnit4); Unity gets edit-mode tests in batch mode; Unreal gets an automation test. Details per engine are in${CLAUDE_SKILL_DIR}/references/agent-setup.md. - Guardrails against vibe debt: the GameForge hooks already block edits to engine-generated files
and oversized non-LFS binaries; add the folder layout and "one change per commit" to
CLAUDE.md, and keepprogress.md(decisions, TODOs) next toactive.mdfor long agent runs. - Originality: Claude Code declines to recreate specific existing games (since late October
2026). If the user's plan is "remake X", set the project up for an original game in X's genre and
route the concept work to
/gameforge:game-brainstorm. - Assets: if the team plans AI-generated art, audio or voice, start the provenance log on day
one with
/gameforge:game-ai-assets; store disclosures are generated from it later. - Fast path: a user who wants a playable tonight needs only Step 2 (two minutes) and the
Playwright MCP line, then
/gameforge:game-vibe-code. Do not run a State 4 audit on a weekend toy.
Prompt that works after setup: "Read CLAUDE.md and production/session-state/active.md, run the check command, and tell me what is broken before changing anything."
Output Format
# Project Setup Report: [Working title]
**Date:** [YYYY-MM-DD] **State:** [Empty / Concept / In progress / Mature]
**Engine:** [Godot 4.7.2] **Phase:** [concept] **Goal:** [commercial / portfolio / jam / weekend]
## Wiring
| Item | Status | Notes |
|---|---|---|
| .gameforge/project.json | created / updated / unchanged | [values changed] |
| production/session-state/active.md | created | |
| .gitignore (state dirs + engine block) | merged | [lines added] |
| CLAUDE.md | copied / merged (gameforge block) | [conflicts kept as the user's] |
| .claude/settings.json | installed / merged / skipped | |
| Git | initialized / existing ([branch], [N] commits) | |
| Git LFS | tracking [patterns] / not installed | threshold [20] MB |
| Agent setup | [Playwright MCP, godot-mcp, Unity plugin...] | localhost only: [yes] |
| Check command | `[npm run build && npx playwright test]` | ran: [pass/fail/not yet] |
## What exists
- [What is already in good shape]
## Gaps
| Item | Severity | Recommended action |
|---|---|---|
| [No core loop defined] | Critical | /gameforge:game-brainstorm |
## Next three steps
1. [Highest-leverage action, with the skill to run]
2. [...]
3. [...]Quality Criteria
- The detected state and engine match reality; nothing was assumed that could have been read.
.gameforge/project.jsonis valid JSON with all seven keys and allowed values.production/session-state/andproduction/session-logs/are ignored by git.- No existing file lost a line; every merge is listed in the report.
- Git LFS covers the engine's binary formats, or the report says why not.
- Every suggested MCP server is localhost-only, and code-execution risks are named.
CLAUDE.mdleads with a check command that actually runs.- The user knows exactly what to run next.
Example Use Cases
- "Set up a new Godot project for a 2D roguelike." Empty state, engine given. Writes the wiring,
Godot
.gitignore/LFS blocks, merges the Godot starter, suggests godot-mcp, creates a concept stub, points to${CLAUDE_PLUGIN_ROOT}/genre-packs/roguelike/README.mdand/gameforge:game-brainstorm. - "I inherited this Unity project." Mature state. Detects 6.3 from
ProjectVersion.txt, checks Force Text and meta files, offers Unity's Claude Code plugin, runs the audit, routes to/gameforge:game-reverse-document. - "I want a little Three.js game this weekend." Two-minute wiring with
engine: threejs, Playwright MCP, then/gameforge:game-vibe-code. - "Re-run setup; we moved to Unreal 5.8." Re-run: updates
engineandengine_version, adds.uasset/.umapLFS tracking with locking, keeps everything else.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

