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scotidevscotidev/GameDevStudio/.agents/skills/changelog/SKILL.md

changelog

Skill1 starsChanged 8 months agoMITView on GitHub

Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.

160 other projects use a version of this, 9 of them edited.

Adopted by

Most recently taken up by

Used with

Projects with it also use soak-test, team-live-ops and 5 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • lilangMaxSkill

    soak-test

    Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

    Also in 9 projects that use this

  • lilangMaxSkill

    team-live-ops

    Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.

    Also in 9 projects that use this

  • +5 more from lilangMax

The file

We split this skill into the rules it gives an agent

7 rules. 0 are common, 7 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 147 edited versions we read keep these.

  • 7

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    When this skill is invoked:

    line 12
  2. Distinctive:

    Run git rev-parse --is-inside-work-tree to confirm git is available

    line 19
  3. Distinctive:

    If not a git repo, inform the user and abort gracefully

    line 20
  4. Distinctive:

    If no tags exist, read the full log or a reasonable recent range (last 100 commits).

    line 26
  5. Distinctive:

    Never expose internal code references, file paths, or developer names in the player-facing changelog

    line 124
  6. Distinctive:

    If a commit message is unclear, check the associated files and sprint data for context

    line 127
  7. Distinctive:

    If the git history is messy (merge commits, reverts, fixup commits), clean up the narrative rather than listing every commit literally

    line 132

“Common” is measured: kept by at least 6 in 10 of the 147 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.

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

When this skill is invoked:

  1. Read the argument for the target version or sprint number. If a version is given, use the corresponding git tag. If a sprint number is given, use the sprint date range.

1b. Check git availability — Verify the repository is initialized:

  • Run git rev-parse --is-inside-work-tree to confirm git is available
  • If not a git repo, inform the user and abort gracefully
  1. Read the git log since the last tag or release:
    git log --oneline [last-tag]..HEAD
    If no tags exist, read the full log or a reasonable recent range (last 100 commits).
  2. Read sprint reports from production/sprints/ for the relevant period to understand planned work and context behind changes.
  3. Read completed design documents from design/gdd/ for any new features that were implemented during this period.
  4. Categorize every change into one of these categories:
    • New Features: Entirely new gameplay systems, modes, or content
    • Improvements: Enhancements to existing features, UX improvements, performance gains
    • Bug Fixes: Corrections to broken behavior
    • Balance Changes: Tuning of gameplay values, difficulty, economy
    • Known Issues: Issues the team is aware of but have not yet resolved
  5. Generate the INTERNAL changelog (full technical detail):
# Internal Changelog: [Version]
Date: [Date]
Sprint(s): [Sprint numbers covered]
Commits: [Count] ([first-hash]..[last-hash])

## New Features
- [Feature Name] -- [Technical description, affected systems]
  - Commits: [hash1], [hash2]
  - Owner: [who implemented it]
  - Design doc: [link if applicable]

## Improvements
- [Improvement] -- [What changed technically and why]
  - Commits: [hashes]
  - Owner: [who]

## Bug Fixes
- [BUG-ID] [Description of bug and root cause]
  - Fix: [What was changed]
  - Commits: [hashes]
  - Owner: [who]

## Balance Changes
- [What was tuned] -- [Old value -> New value] -- [Design intent]
  - Owner: [who]

## Technical Debt / Refactoring
- [What was cleaned up and why]
  - Commits: [hashes]

## Known Issues
- [Issue description] -- [Severity] -- [ETA for fix if known]

## Metrics
- Total commits: [N]
- Files changed: [N]
- Lines added: [N]
- Lines removed: [N]
  1. Generate the PLAYER-FACING changelog (friendly, non-technical):
# What is New in [Version]

## New Features
- **[Feature Name]**: [Player-friendly description of what they can now do
  and why it is exciting. Focus on the experience, not the implementation.]

## Improvements
- **[What improved]**: [How this makes the game better for the player.
  Be specific but avoid jargon.]

## Bug Fixes
- Fixed an issue where [describe what the player experienced, not what was
  wrong in the code]
- Fixed [player-visible symptom]

## Balance Changes
- [What changed in player-understandable terms and the design intent.
  Example: "Healing potions now restore 50 HP (up from 30) -- we felt
  players needed more recovery options in late-game encounters."]

## Known Issues
- We are aware of [issue description in player terms] and are working on a
  fix. [Workaround if one exists.]

---
Thank you for playing! Your feedback helps us make the game better.
Report issues at [link].
  1. Output both changelogs to the user. The internal changelog is the primary working document. The player-facing changelog is ready for community posting after review.

Guidelines

  • Never expose internal code references, file paths, or developer names in the player-facing changelog
  • Group related changes together rather than listing individual commits
  • If a commit message is unclear, check the associated files and sprint data for context
  • Balance changes should always include the design reasoning, not just the numbers
  • Known issues should be honest -- players appreciate transparency
  • If the git history is messy (merge commits, reverts, fixup commits), clean up the narrative rather than listing every commit literally

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Your trail

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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.