team-combat
Skill0 starsChanged 4 months agoMITView on GitHub
Use when working on combat mechanics, damage pipeline, status effects, battle flow, or enemy behaviour. Routes to the correct workflow pattern and executes step-by-step. ShiningPlague-adopted: full implementation with team-orchestrator protocol, game-designer + systems-designer + gameplay-programmer dispatch, project combat-context block.
13 other projects use a version of this.
Adopted by
Most recently taken up by
- striderZA/OpenCodeGameStudiostheir own version, first seen Nov 4, 2026
- Donchitos/Claude-Code-Game-Studiostheir own version, first seen Oct 19, 2026
- venus2099/codex-game-studiostheir own version, first seen Oct 17, 2026
- Swih/godot-foundrytheir own version, first seen Oct 11, 2026
- scotidev/GameDevStudiotheir own version, first seen Oct 9, 2026
- HunLuanZhiZhu/Game-Studios-Plugintheir own version, first seen Oct 5, 2026
Other versions13 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 13
- Donchitos/Claude-Code-Game-Studios★ 27ksame name
- pixel-cellar/Claude-Code-Game-Studios★ 324same name
- striderZA/OpenCodeGameStudios★ 118same name
- CoralGame/Claude-Code-Game-Studios★ 19same name
- dawn840705/codex-code-studios★ 17same name
- CodePhobiia/claude-roblox-game-studio★ 9same name
- lilangMax/ClaudeCodeGameStudios★ 8same name
- hongyuanc/codex-game-studios★ 5same name
- dawn840705/claude-code-studios★ 1same name
- HunLuanZhiZhu/Game-Studios-Plugin★ 1same name
3 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository68 other files it gives its agents.
- adoptSkill
- architecture-decisionSkill
- architecture-reviewSkill
- art-bibleSkill
- asset-specSkill
- brainstormingSkill
- bug-reportSkill
- bug-triageSkill
- code-reviewSkill
- consistency-checkSkill
- content-auditSkill
- create-architectureSkill
- create-control-manifestSkill
- create-epicsSkill
- create-storiesSkill
- day-one-patchSkill
- design-reviewSkill
- design-systemSkill
- dev-storySkill
- dispatching-parallel-agentsSkill
- estimateSkill
- executing-plansSkill
- finishing-a-development-branchSkill
- gate-checkSkill
- goal-add-minorSkill
- goal-checkSkill
- goal-setSkill
- godot-engineSkill
- helpSkill
- map-systemsSkill
- narrative-designerSkill
- project-stage-detectSkill
- propagate-design-changeSkill
- qa-planSkill
- quick-designSkill
- red-flag-scanSkill
- regression-suiteSkill
- retrospectiveSkill
- review-all-gddsSkill
- safety-pushSkill
- scope-checkSkill
- security-auditSkill
- session-closeSkill
- setup-engineSkill
- sprint-planSkill
- startSkill
- story-doneSkill
- story-readinessSkill
- subagent-driven-developmentSkill
- systematic-debuggingSkill
- team-artSkill
- team-audioSkill
- team-economySkill
- team-infraSkill
- team-levelSkill
- team-marketingSkill
- team-narrativeSkill
- team-polishSkill
- team-releaseSkill
- team-securitySkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
4 rules. 0 are common, 2 are distinctive, and 2 are very specific to this project.
0
Common
Most of the 12 edited versions we read keep these.
2
Distinctive
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 31
Read production/workstreams/combat.md — what's done, in-progress, next
- Distinctive: line 32
Ask or infer: which ACTIVITY?
- Very specific: line 33
Follow the matching execution chain from team-orchestrator.md
- Distinctive: line 37
When the execution chain says "dispatch specialist," use these agents:
“Common” is measured: kept by at least 6 in 10 of the 12 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Team Combat
🌱 ShiningPlague-adopted. Originally Donchitos (barebones stub); battle-tested on a shipped Godot project. Upstream was a pointer-only file; the studio version is the full implementation — orchestration protocol, agent routing, director gates, project combat-context block.
Execution protocol: .claude/docs/templates/team-orchestrator.md
Workstream state: production/workstreams/combat.md
Domain code: CB
If an artifact named here is absent: say so plainly in one line, skip that step, and continue. Never invent the file to satisfy a checklist, and never fail a close because an optional artifact was never created.
Step 0: Load State + Select Activity
- Read
production/workstreams/combat.md— what's done, in-progress, next - Ask or infer: which ACTIVITY? (Design / Build / Content / Playtest / Review / Ship)
- Follow the matching execution chain from
team-orchestrator.md
Agent Routing — WHO to dispatch at each step
When the execution chain says "dispatch specialist," use these agents:
| Step in chain | Agent to dispatch | What they do |
| Design: brainstorm / spec | game-designer | Combat mechanic design, balance targets |
| Design: formulas / curves | systems-designer | Damage formulas, interaction matrices |
| Design: GDD authoring | game-designer | 8-section GDD per /design-system |
| Build: implementation | gameplay-programmer | GDScript code, autoloads, scenes |
| Build: code quality | godot-gdscript-specialist | Static typing, signals, performance |
| Build: code review | lead-programmer | Architecture compliance, ADR adherence |
| Content: data authoring | Direct — via the project's in-engine editor docks (if any) or data JSON edits | |
| Playtest: debugging | gameplay-programmer | Root cause via /systematic-debugging |
| Playtest: test cases | qa-tester | Headless harnesses, regression entries |
| Review: design review | creative-director | Gate CD-GDD-ALIGN |
| Review: architecture | technical-director | Gate TD-ADR, TD-CODE-REVIEW |
Gates to Fire
| Gate | When | Director |
| CD-GDD-ALIGN | After combat GDD or spec | creative-director |
| TD-ADR | After combat ADR | technical-director |
| TD-CODE-REVIEW / LP-CODE-REVIEW | After combat code ships | lead-programmer |
| CD-PILLARS | If combat changes affect core pillars | creative-director |
Project Combat Context (fill for your project)
- Combat model: [one-line summary, e.g. turn-based / real-time / hybrid] (
{{GDD_PATH}}combat section) - Core combat schemas:
data/_schemas/[combat-schema].json - Damage pipeline:
src/systems/[damage-system].gd([autoload name]) - Tunable multipliers / curves:
data/_schemas/[tuning-file].json(dock-editable if the project has docks) - Status/effect system:
src/systems/[effect-system].gd([autoload name]) - Combat ADRs: list the
docs/adr/NNN-*entries that govern combat - Note any paused combat work here so dispatched agents inherit it
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