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Fable-ForgeFable-Forge/fableforge-agent-skills/skills/godot-narrative-workflow/SKILL.md

godot-narrative-workflow

Skill1 starsChanged 53 days agoMITView on GitHub

Use when working on Godot narrative, visual-novel, puzzle-narrative, systems-story, or low-art playable projects that need docs-first workflow, source/development doc layering, module breakdowns, JSON/manifest content, Godot headless/import checks, playtest logs, or workflow migration.

The file

We split this skill into the rules it gives an agent

11 rules. About 0 are common, 7 are distinctive, and 4 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.

  • 4

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    If the task is only story/prototype planning without Godot production work, use a narrative prototype skill instead.

    line 12
  2. Very specific:

    Read references/godot-narrative-workflow.md for the concrete checklist when the task touches docs, JSON data, manifests, smoke tests, …

    line 14
  3. Very specific:

    Read AGENTS.md, CLAUDE.md, docs/README.md, source docs, development docs, devlog, and playtest log only as needed.

    line 24
  4. Very specific:

    Treat docs/source/ as facts/specs and docs/development/ as execution notes when that split exists.

    line 25
  5. Distinctive:

    Before saying a feature is missing, check live JSON, scripts, manifests, tests, and devlog.

    line 26
  6. Distinctive:

    Prefer one runtime shell plus JSON/config tables for fragments, chapters, outcomes, manifests, and reward states.

    line 29
  7. Distinctive:

    Keep wrappers thin when a shared runtime exists.

    line 30
  8. Distinctive:

    Do not block all progress on final art when data and runtime contracts can move forward.

    line 36
  9. Distinctive:

    Use static contracts for JSON, manifests, required IDs, node paths, text routing, and unlock conditions.

    line 39
  10. Distinctive:

    Use official Godot console headless/import or project-specific smoke scripts when the project exists.

    line 40
  11. Very specific:

    Write logs under a project work/ folder when user://logs is unreliable.

    line 41

≈ “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

Godot Narrative Workflow

Overview

Use this skill for Godot narrative-game production work that sits between design and implementation. It is meant for repeatable project workflows: orienting a Godot narrative project, reconciling docs with runtime state, migrating a proven workflow into a new project, splitting work into modules, implementing low-art playable slices, and verifying changes with fast contracts before manual playtests.

If the task is only story/prototype planning without Godot production work, use a narrative prototype skill instead. If the task is a generic UI/event change with no narrative-doc layer, combine this skill with the existing game UI or event workflow skills.

Read references/godot-narrative-workflow.md for the concrete checklist when the task touches docs, JSON data, manifests, smoke tests, module indexes, or project workflow migration.

Workflow

  1. Identify the project stage.
    • Pre-engine: no project.godot; do not claim runtime verification.
    • Graybox/runtime: Godot project exists; verify scene/script/data load paths.
    • Polish/release hardening: separate automated proof from real-window playtest needs.
  2. Locate the authority chain.
    • Read AGENTS.md, CLAUDE.md, docs/README.md, source docs, development docs, devlog, and playtest log only as needed.
    • Treat docs/source/ as facts/specs and docs/development/ as execution notes when that split exists.
    • Before saying a feature is missing, check live JSON, scripts, manifests, tests, and devlog.
  3. Keep content data-driven.
    • Prefer one runtime shell plus JSON/config tables for fragments, chapters, outcomes, manifests, and reward states.
    • Keep wrappers thin when a shared runtime exists.
    • Preserve stable IDs and runtime keys unless the project has a migration plan.
  4. Advance low-art work deliberately.
    • Separate no-art playable progress from art-dependent polish.
    • Good low-art work includes graybox chapters, save/restore, reward locks, progress UI, hint/feedback text, settings, debug unlocks, static contracts, and smoke tests.
    • Do not block all progress on final art when data and runtime contracts can move forward.
  5. Verify before completion.
    • Use static contracts for JSON, manifests, required IDs, node paths, text routing, and unlock conditions.
    • Use official Godot console headless/import or project-specific smoke scripts when the project exists.
    • Write logs under a project work/ folder when user://logs is unreliable.
    • Record unresolved manual QA needs separately from automated checks.

Output Expectations

End with:

  • evidence inspected: docs, data, scripts, manifests, tests, logs
  • changed files or proposed files
  • verification actually run, with scope clearly labeled
  • manual playtest steps or remaining real-window QA gaps
  • boundaries: what was intentionally not touched

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