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game-definelisted

Define Godot feature requirements and architecture. Use with /game-define.
AirMile/claude-config · ★ 0 · AI & Automation · score 75
Install: claude install-skill AirMile/claude-config
# Game Feature Definition ## Overview This skill defines game feature requirements and architecture for Godot 4.x projects. It is PHASE 1 of the gamedev workflow: plan -> **define** -> build -> test -> refactor. The skill gathers requirements through targeted questions, optionally researches Godot scene architecture, and designs the implementation. Output is a consolidated documentation file ready for the build phase. **Trigger**: `/game-define` or `/game-define [feature-name]` ## When to Use **Triggers:** - `/game-define` - Start with feature name prompt - `/game-define abilities` - Define ability system - `/game-define player-movement` - Define player movement **Works best with:** - Godot 4.x projects with GDScript - Games needing scene trees, signals, resources ## Workflow **Phase tracking** — first action of the skill: call `TaskCreate` with these 3 items (status `pending`), then use `TaskUpdate` to set each phase `in_progress` at start and `completed` at end. During context compaction the task list remains visible — no risk of forgotten phases. 1. PHASE 0+1a+1b: Setup, Context, Interview & Requirements 2. PHASE 2+3: Architecture Check & Design 3. PHASE 4+5: feature.json + Sync ### PHASE 0: Feature Name + Context > **Todo**: call `ToolSearch query="select:TaskCreate,TaskUpdate"` first — both tools are deferred and unusable without their schemas. Then call `TaskCreate` with the 3 phase items (see above). Mark PHASE 0+1a+1b → `in_progress` via `TaskUpdate`. 1