game-buildlisted
Install: claude install-skill AirMile/claude-config
# Build
## Overview
PHASE 2 of the gamedev workflow: plan -> define -> **build** -> test -> refactor
The build phase implements features test-first using TDD for all requirements with testable behavior; Implementation Only only for pure visual/config without testable logic. It generates tests, iterates through RED-GREEN-REFACTOR cycles, and syncs codebase understanding.
**Trigger**: `/game-build` or `/game-build [feature-name]`
## Input
Reads `.project/features/{feature-name}/feature.json`: requirements (REQ-XXX), architecture, files, buildSequence.
## Output Structure
```
.project/features/{feature-name}/
├── feature.json # Enriched with build, packages, tests.checklist sections
├── playtest_scene.tscn # Auto-generated test scene
└── debug_listener.gd # Debug signal capture script
scenes/ # Created .tscn files
scripts/ # Created .gd files
resources/ # Created .tres files
tests/
├── test_{feature}.gd # Unit tests (GUT)
└── scenes/ # Integration test scenes
└── test_{feature}_runtime.tscn
```
## Test Output Parsing (CRITICAL)
**ALL test runs must have their output PARSED before showing in context.**
Raw GUT output is ~500 lines per run. With 15 runs per build = 7500 lines of context bloat.
**Parsing rules:**
After running any GUT test command, parse the output to this format:
**PASS scenario (1 line):**
```
TESTS: 141/141 PASS (10.2s)
```
**FAIL scenario (max 10 lines)