Skills publicadas
Mostrando 12 de 30gm-gdd
Game Design Document phase for one tag. On the first ever run, runs the full Socratic interview, produces GDD.md, and derives ROADMAP.md (split into SemVer-tagged release tags). On every subsequent run, focuses the conversation on the current tag (the earliest entry in ROADMAP.md without a git tag), optionally updates GDD.md / ROADMAP.md, then generates the current tag's PLAN/STRUCTURE/SCENES/STYL
gm-build
Implement game mechanic functions via worker dispatch. Covers risk-first then main implementation. Dispatches workers until PLAN is clean, then runs one verify+review pass; loops until convergence. Explicit invocation only — use /gm-build.
particles-review
Reviews Godot Particles implementation for known pitfalls. Triggers AFTER implementation, when code involves GPUParticles2D, GPUParticles3D, CPUParticles2D, CPUParticles3D, ParticleProcessMaterial, trail_enabled, sub-emitters, GPUParticlesCollision, or particle amount/emission control. Do NOT use this skill for planning or teaching — only for post-implementation review.
ui-review
Reviews Godot UI/Control implementation for known pitfalls. Triggers AFTER implementation, when code involves Control, Container, HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, PanelContainer, Button, Label, LineEdit, TextEdit, OptionButton, TabContainer, CanvasLayer, Theme, StyleBox, focus_mode, mouse_filter, grab_focus, or gui_input. Do NOT use this skill for plan
mcp-driver
Runtime debugging and live project inspection via godot-mcp. Use when headless tools cannot diagnose the problem: code compiles but runtime behavior is wrong, tests pass but the game does not work as expected, or you need to inspect live state (node tree, console output, rendering). Escalation trigger: a task has failed 2+ times through the headless path (headless-build, gdunit-driver), or the iss
gm-asset
Asset collection + generation. Reads ASSETS.md MISSING entries (rows whose Tag matches the current tag), dispatches an analyst subagent for image inspection, generates AI images through the configured asset_image_model path, updates ASSETS.md status. ASSETS.md is cross-tag — every row carries a Tag column marking the introducing tag. Re-runnable any time during a tag. Explicit invocation only — us
headless-build
Compile-check a Godot project using headless mode. Use after writing or modifying any GDScript or C# code to verify it compiles. Triggers: after code changes, before running tests, when build errors need diagnosis. Also use this when the user says "check if it compiles", "build check", "does this parse", or after any file creation/modification that could break compilation.
animation-review
Reviews Godot Animation implementation for known pitfalls. Triggers AFTER implementation, when code involves AnimationPlayer, AnimationTree, AnimatedSprite2D, SpriteFrames, AnimationNodeStateMachine, BlendSpace, OneShot, callback_mode_process, or animation playback control (play/travel/start). Do NOT use this skill for planning or teaching — only for post-implementation review.
audio-review
Reviews Godot Audio implementation for known pitfalls. Triggers AFTER implementation, when code involves AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioServer, AudioBus, AudioEffect, AudioStream, or .finished signal on audio players. Do NOT use this skill for planning or teaching — only for post-implementation review.
gm-finalize
Seal the current tag: snapshot the per-tag working docs into docs/tags/<Tag>/, write a CHANGELOG entry, run `git tag`, and reset per-tag runtime state for the next /gm-gdd round. Does NOT package a release — that lives in a separate skill. Explicit invocation only — use /gm-finalize.
godot-e2e
Write and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP — Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing. Use this skill whenever you need to: - Test actual gameplay: player movement, collisions, scoring, scene transitions - Verify UI interactions: button clicks, label
gm-verify
Mechanical verification of the built game: headless build, unit tests, lint, static checks. Explicit invocation only — use /gm-verify.