agentleFS
scotidevscotidev/GameDevStudio/AGENTS.md

GameDevStudio

AGENTS.md1 starsChanged 8 months agoMITView on GitHub

Indie game development managed through 48 coordinated Copilot subagents. Each agent owns a specific domain, enforcing separation of concerns and quality. Note: Engine-specialist agents exist for Godot, Unity, and Unreal with dedicated sub-specialists. Use the set matching your engine. @.agents/docs/directory-structure.md @docs/engine-reference/godot/VERSION.md @.agents/docs/technical-preferences.md @.agents/docs/coordination-rules.md User-driven collaboration, not autonomous execution. Every task follows: Question -> Options -> Decision -> Draft -> Approval See docs/COLLABORATIVE-DESIGN-PRINCIPLE.md for full protocol and examples. First session? If the project has no engine configured and no game concept,…

The file

We split this AGENTS.md into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    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:

    Every task follows: Question -> Options -> Decision -> Draft -> Approval

    line 36
  2. Distinctive:

    No commits without user instruction

    line 41

≈ “Common” is an estimate: at least 1 in 5 of the 40,246 AGENTS.md 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
AGENTS.md

Game Studio Agent Architecture

Indie game development managed through 48 coordinated Copilot subagents. Each agent owns a specific domain, enforcing separation of concerns and quality.

Technology Stack

  • Engine: [CHOOSE: Godot 4 / Unity / Unreal Engine 5]
  • Language: [CHOOSE: GDScript / C# / C++ / Blueprint]
  • Version Control: Git with trunk-based development
  • Build System: [SPECIFY after choosing engine]
  • Asset Pipeline: [SPECIFY after choosing engine]

Note: Engine-specialist agents exist for Godot, Unity, and Unreal with dedicated sub-specialists. Use the set matching your engine.

Project Structure

@.agents/docs/directory-structure.md

Engine Version Reference

@docs/engine-reference/godot/VERSION.md

Technical Preferences

@.agents/docs/technical-preferences.md

Coordination Rules

@.agents/docs/coordination-rules.md

Collaboration Protocol

User-driven collaboration, not autonomous execution. Every task follows: Question -> Options -> Decision -> Draft -> Approval

  • Agents MUST ask "May I write this to [filepath]?" before using Write/Edit tools
  • Agents MUST show drafts or summaries before requesting approval
  • Multi-file changes require explicit approval for the full changeset
  • No commits without user instruction

See docs/COLLABORATIVE-DESIGN-PRINCIPLE.md for full protocol and examples.

First session? If the project has no engine configured and no game concept, run /start to begin the guided onboarding flow.

Coding Standards

@.agents/docs/coding-standards.md

Context Management

@.agents/docs/context-management.md

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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.