Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and vali
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Argument check: If no combat feature description is provided, output:
"Usage:
/team-combat [combat feature description]— Provide a description of the combat feature to design and implement (e.g.,melee parry system,ranged weapon spread)." Then stop immediately without spawning any subagents or reading any files.
When this skill is invoked with a valid argument, orchestrate the combat team through a structured pipeline.
Decision Points: At each phase transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
In collaborative mode, the user must approve before moving to the next phase.
In guided mode the pipeline advances automatically unless a phase is BLOCKED;
in autonomous mode it runs end to end, recording each phase outcome via
log_decision. Decisions in automation_always_ask categories
(is_always_ask_category helper) always prompt regardless of mode. See
.claude/docs/automation-modes.md.
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size
Resolved above — use as-is; --review overrides review_mode. No block →
defaults in .claude/docs/config-resolution.md.
review_mode sets gate depth:
full — spawn all director and lead gates as describedlean — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)solo — skip all director gate spawning entirely; run the skill without any agent gatesautomation drives the Decision Points note above. See the Decision Points note above and
.claude/docs/automation-modes.md for how each mode changes pipeline behavior.
team.size: which agents are active (orthogonal to review_mode gate-depth and workflow docs).
individual (default): gameplay-programmer runs the pipeline; escalate ai-programmer only if the feature flags AI work. Other Team Composition agents are consulted via the gameplay-programmer, not spawned separately.small: the full Team Composition pipeline below, as documented.studio: full pipeline + engine sub-specialists + an adversarial review pass.
Directors (CD/TD/PR) still spawn at phase gates regardless of size; a non-core agent needed at individual routes through the nearest active core agent with an informational note. "Phase gate" means any phase that ends in an AskUserQuestion decision point before the pipeline advances — not every phase. Apply the test literally: if the phase below has no decision point, it is not a gate, and an agent restricted to "phase gates only" is not spawned for it. This active-set scoping applies throughout the pipeline below: any phase that names an agent outside the active set routes through the nearest core agent rather than spawning it.Announce the active set before Phase 1 — never let the collapse be silent.
Before spawning anything, state in one line which agents this run will actually
spawn, and which the pipeline below names but will not spawn at the resolved
team.size. For example:
Active set (team.size: <resolved>): <the agents listed for that size above>.Not spawned this run: <every other agent this pipeline names> — consultedthrough <nearest active core agent>. Raise team.size (or modes.rigor) to widen.
Fill it from the team.size list directly above and the agents this file's own
pipeline names — not from an example. Both sets differ per orchestrator.
The pipeline below reads as a multi-agent fan-out and at the shipped default it
is one or two agents — team-release names eight and runs one, team-narrative
names six across five phases and runs writer alone. The collapse is correct:
team.size is rigor-fronted and the narrow default is the token lever, measured
at roughly 10x. What was wrong is that nothing said so, so a reader could not
distinguish a correctly-collapsed run from a broken pipeline, and the per-agent
"routes through the nearest core agent with an informational note" rule above
fires at routing time and never states the shape of the run as a whole.
This is the same rule as the skipped-check reporting elsewhere in this file: a constraint that is enforced but never surfaced is indistinguishable, to the person reading the output, from one that was never enforced.
<engine>-specialist from engine.name — Godot→godot-specialist, Unity→unity-specialist, Unreal→unreal-specialist; fall back to the Primary line of ## Engine Specialists in technical-preferences.md)Use the Agent tool to spawn each team member as a subagent:
subagent_type: game-designer — Design the mechanic, define formulas and edge casessubagent_type: gameplay-programmer — Implement the core gameplay codesubagent_type: ai-programmer — Implement NPC/enemy AI behaviorsubagent_type: technical-artist — Create VFX, shader effects, visual feedbacksubagent_type: sound-designer — Define audio events, impact sounds, ambient audiosubagent_type: [primary engine specialist] — Engine idiom validation for architecture and implementationsubagent_type: qa-tester — Write test cases and validate implementationBrief each agent — do not dump context. Read the shared inputs once and pass a distilled brief inline: the lines each agent actually needs, never a file path for a document you have already read (an agent handed a path re-reads the whole file). Pass a path only for a document you have not read and only that agent needs.
End every agent prompt with a return contract: "Write your full output to [path] — that named path is your write authorisation under the bounded exception below, so write it without a separate approval prompt. Return only (1) the path written, (2) a ≤5-bullet summary of decisions, (3) any BLOCKED/CONCERNS items, one line each. Do not restate the documents you read." Without it, an agent returns everything it read back into this session.
Substitute a real path for [path]. Every phase that produces an artifact
names one; most are fixed by the skill that already reads them:
| Phase / agent | Writes to | Destination fixed by |
|---|---|---|
| 1 game-designer | design/gdd/[feature].md | the GDD convention |
| 2 gameplay-programmer | docs/architecture/[feature]-sketch.md | see note below |
| 2 engine specialist | docs/architecture/[feature]-engine-notes.md | see note below |
| 5 qa-tester (test cases) | production/qa/test-cases/[feature]-cases.md | /team-qa Phase 4 |
| 5 qa-tester (bugs) | production/qa/bugs/BUG-[NNN]-[slug].md | /team-qa Phase 5 |
Phase 6 is a spoken status report, not an artifact — no path, and none needed.
Every phase above names a concrete destination, deliberately. The Error Recovery Protocol below says "a named artifact that is not on disk is a failed phase" — a check that cannot run when no path was named.
The two
docs/architecture/entries are a judgement call, not a convention. That directory holds ADRs (adr-NNNN-*.md); a sketch is a precursor to one, not one itself, and nothing in the repo reads either file. Say so when reporting, so the sketch is understood as a record rather than an input to a later gate.
Why this does not violate the Collaboration Protocol.
CLAUDE.mdrequires an agent to ask "May I write this to [filepath]?" before Write/Edit. A subagent spawned here writes without asking, and that is a deliberate, bounded exception rather than an oversight — the same call already made forconsistency-checkappending toactive.md. The exception holds only when all three are true: (1) the path is one you named in the prompt, so the user approved the destination when they approved the phase; (2) it is a new artifact underproduction/,docs/ortests/, never an edit to existing source or config; (3) the phase that produced it is itself gated by anAskUserQuestionbefore the pipeline advances. Outside those three, the agent must ask. Do not "fix" this by asking per subagent — a prompt per agent per phase makes an orchestrator unusable, which is why the exception exists.
Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).
Delegate to game-designer:
design/gdd/ covering: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteriaDelegate to gameplay-programmer (with ai-programmer if AI is involved):
Then spawn the primary engine specialist to validate the proposed architecture:
Use AskUserQuestion:
[A] Proceed — spawn implementation agents (gameplay-programmer, ai-programmer, technical-artist, sound-designer)[B] Revise the architecture first — I'll describe what needs to change[C] Stop here — I'll continue laterOnly spawn implementation agents if user selects [A]. (In guided/autonomous
mode this architecture gate is a normal phase transition — proceed to
implementation unless the architecture sketch came back BLOCKED, recording the
decision via log_decision in autonomous mode. The gate is not a release-
critical or irreversible decision, so it follows the standard pipeline rule.)
Delegate in parallel:
Delegate to qa-tester:
First, verify the artifact. If the return contract named a path, check the path exists before treating the phase as done — a named artifact that is not on disk is a failed phase, however fluent the response reads. An agent can burn a full phase and return a plausible preamble having written nothing, which is neither BLOCKED nor an error nor "cannot complete", so the trigger below never fires. Resume it naming the unmet contract; the context is usually still there.
If any spawned agent returns BLOCKED, errors, or cannot complete: surface it
immediately, don't proceed past a dependency it blocks, and always produce a
partial report. Full procedure: .claude/docs/error-recovery-protocol.md.
Common blockers:
/architecture-decision first/create-storiesAll file writes (design documents, implementation files, test cases) are
delegated to sub-agents spawned via Agent. Those writes follow the bounded
exception documented above under "Why this does not violate the Collaboration
Protocol" — the path is one you named, the artifact is new under production/,
docs/ or tests/, and the phase is gated by an AskUserQuestion. A sub-agent
does not prompt per write inside those bounds; outside them it must ask.
This orchestrator does not write files directly.
A summary report covering: design completion status, implementation status per team member, test results, and any open issues.
Verdict: COMPLETE — combat feature designed, implemented, and validated. Verdict: BLOCKED — one or more phases could not complete; partial report produced with unresolved items listed.
/code-review on the implemented combat code before closing stories./balance-check to validate combat formulas and tuning values./team-polish if VFX, audio, or performance polish is needed.