agentleFS
AlterLab-IEUAlterLab-IEU/AlterLab_GameForge/skills/workflows/game-start/SKILL.md

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

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
  1. Distinctive:

    Detect before prescribing: Read the project first. Do not assume an empty project or a tidy one.

    line 41
  2. Distinctive:

    Ask only what you cannot detect: If the engine is detectable, do not ask for it.

    line 42
  3. Very specific:

    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 …

    line 43
  4. Very specific:

    Localhost-only agent tooling: Every MCP server you suggest binds to 127.0.0.1.

    line 45
  5. Very specific:

    Scope honesty: If the user describes a 200-hour game and three weekends, say so now, kindly, and route to /gameforge:game-scope-check.

    line 49
  6. Distinctive:

    Use one AskUserQuestion call with at most four questions, each with a recommended default:

    line 81
  7. Very specific:

    Run mkdir -p .gameforge production/session-state production/session-logs, then write the files below.

    line 114
  8. Very specific:

    Write production/session-state/active.md.

    line 147
  9. Very specific:

    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 …

    line 189
  10. Very specific:

    If the user said yes, use ${CLAUDE_PLUGIN_ROOT}/starters/claude-config/settings.json.

    line 196
  11. Distinctive:

    Init: If not a repository: git init -b main.

    line 204
  12. Very specific:

    LFS: Check git lfs version. If Git LFS is missing, tell the user how to install it (it is a system package) and continue.

    line 208
  13. Distinctive:

    Add the GameForge overlay where it does not exist.

    line 242
  14. Very specific:

    Write the report to production/setup-report.md, update active.md with the next step, and offer the first commit: chore: initialize …

    line 270
  15. Very specific:

    Assets: if the team plans AI-generated art, audio or voice, start the provenance log on day one with /gameforge:game-ai-assets.

    line 293
  16. Distinctive:

    No existing file lost a line.

    line 340
  17. Distinctive:

    Every suggested MCP server is localhost-only, and code-execution risks are named.

    line 342

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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:

  1. Wire the project (always): .gameforge/project.json, production/session-state/active.md, .gitignore entries, a merged CLAUDE.md, Git and Git LFS, agent setup.
  2. 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

  1. Never overwrite. Existing CLAUDE.md, .gitignore, .gitattributes, .claude/settings.json and .gameforge/project.json are merged, never replaced. Show what you will add before writing.
  2. Detect before prescribing. Read the project first. Do not assume an empty project or a tidy one.
  3. Ask only what you cannot detect. If the engine is detectable, do not ask for it.
  4. 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 re-check the wiring.
  5. 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.
  6. No destructive git. git init and git lfs setup only. Offer the first commit; do not make it without the user's OK.
  7. 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:

CheckHowTells you
GameForge configRead .gameforge/project.jsonRe-run vs. first run
GodotGlob project.godot; read config/features for the versionengine godot
UnityRead ProjectSettings/ProjectVersion.txt (m_EditorVersion: 6000.3... = 6.3)engine unity
UnrealGlob *.uproject; read EngineAssociationengine unreal
WebRead package.json dependencies: three, @react-three/fiber, @babylonjs/core, playcanvas, phaser, pixi.js, kaplay, excaliburengine id from the table below
OtherCargo.toml with bevy, *.yyp (GameMaker), game.project (Defold), main.lua + conf.lua (LOVE)bevy or other
Gitgit rev-parse --is-inside-work-tree, git status --short, git log --oneline -5History, dirty files
LFSRead .gitattributes; git lfs versionLFS installed / tracked
Docs and codeGlob design/**, docs/**, src/**, scripts/**, Source/**, Assets/Scripts/**, tests/**Project state
Agent configRead CLAUDE.md, .claude/settings.json, .mcp.jsonWhat is already wired
FocusRead production/session-state/active.mdWhere the last session stopped

Classify the state:

StateSignalsAssessment depth
1. EmptyNo engine files, no code, no docsSetup + concept stub
2. ConceptDesign docs, no codeSetup + doc gap analysis
3. In progressCode and some docsSetup + structural health check
4. MatureCode, CI, tests, historySetup + audit

Step 1: Ask the few questions that matter

Use one AskUserQuestion call with at most four questions, each with a recommended default:

  1. 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.
  2. Working title (default: the folder name).
  3. 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.
  4. Permissions file: install the GameForge .claude/settings.json starter? (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)

EngineStart new projects onKnow before you pick
Godot4.7.2 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.
Unity6.3 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.
Unreal5.8 (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.jsr187 (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.
Phaser4.2.1Phaser 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.
PixiJS8.22await app.init() is async; WebGL is the default renderer.
Web toolingVite 8Rolldown 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
}
KeyValuesRead by
nameWorking titleskills
enginegodot, unity, unreal, threejs, r3f, babylon, playcanvas, phaser, pixi, kaplay, excalibur, bevy, otherskills
engine_versionMajor.minor you detected, e.g. "4.7", "6.3", "5.8", "r187"skills
phaseconcept, pre-production, prototype, vertical-slice, production, polish, release, post-launchsession briefing, skills
pillars3-5 short phrases; leave [] until /gameforge:game-brainstorm or /gameforge:game-creative-director defines themcreative director, design review
commit_conventionconventional (default), gameforge, offcommit hook
lfs_threshold_mbInteger, default 20commit 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:** nothing

Append to .gitignore (create it if missing; never duplicate lines):

production/session-state/
production/session-logs/

2c. CLAUDE.md from the engine starter

EngineStarter
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.md yet: copy the starter (Read it, Write it to CLAUDE.md) and fill the bracketed placeholders from project.json.
  • CLAUDE.md exists: 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.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 (example in the agent-setup reference). Claude Code's own best-practice guidance is to keep CLAUDE.md short and lead with the check command; a long CLAUDE.md is 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

  1. Init. If not a repository: git init -b main.
  2. Ignore. Merge the engine's .gitignore block from ${CLAUDE_SKILL_DIR}/references/vcs-setup.md (read it now; it has per-engine .gitignore and .gitattributes blocks and the engine-specific traps).
  3. 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 above lfs_threshold_mb. If present: git lfs install --local, merge the engine's .gitattributes block, then verify with git lfs track (lists patterns).
EngineLFS policy in one line
GodotText 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/.
UnitySet 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.
WebLFS 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:

EngineOfficial integrationMain alternative / docs for agents
UnityUnity'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
UnrealUnreal MCP plugin, UE 5.8, experimental, editor-only, unauthenticated, on 127.0.0.1:8000chongdashu/unreal-mcp (community)
GodotNone. 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 / R3FNo MCP serverthreejs.org/llms.txt, threejs.org/docs/llms-full.txt, r3f.docs.pmnd.rs/llms.txt
2D webNo MCP serverphaser.io/llms.txt (it steers agents to Phaser AE, a separate PolyForm Shield product; Phaser 4 is the MIT framework)
Any web gamePlaywright MCP for screenshots and inputclaude 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.

StateDo
1. EmptyCreate 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. ConceptRead 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 progressStructural health: god files, gameplay mixed with engine glue, hardcoded tuning values, no tests, TODO/FIXME count. Rank by what will hurt next month.
4. MatureArchitecture 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/.gitattributes merges, project.json, converting an existing README into the CLAUDE.md block, writing the check command into a script.
  • Verify by hand: the engine opens the project without import errors; git lfs ls-files lists a test binary after the first commit; the MCP server answers only on 127.0.0.1; the check command in CLAUDE.md actually runs and fails when it should.
  • Give the agent a pass/fail check on day one. A web game gets npm run build plus 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 keep progress.md (decisions, TODOs) next to active.md for 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.json is valid JSON with all seven keys and allowed values.
  • production/session-state/ and production/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.md leads with a check command that actually runs.
  • The user knows exactly what to run next.

Example Use Cases

  1. "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.md and /gameforge:game-brainstorm.
  2. "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.
  3. "I want a little Three.js game this weekend." Two-minute wiring with engine: threejs, Playwright MCP, then /gameforge:game-vibe-code.
  4. "Re-run setup; we moved to Unreal 5.8." Re-run: updates engine and engine_version, adds .uasset/.umap LFS tracking with locking, keeps everything else.

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