重构插件入口与runtime安装流程
This commit is contained in:
@@ -1,7 +1,7 @@
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{
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"name": "codex-game-studios",
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"version": "0.1.1",
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"description": "A Codex plugin for building game-production workflows step by step, starting with guided game concept brainstorming.",
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"version": "0.2.0",
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"description": "A Codex plugin for game-production workflows, project runtime setup, and guided game concept brainstorming.",
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"author": {
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"name": "wxm",
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"email": "18854896936@163.com",
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@@ -14,6 +14,7 @@
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"games",
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"game-development",
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"studio-workflow",
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"runtime-setup",
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"brainstorm",
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"gdd"
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],
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@@ -21,7 +22,7 @@
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"interface": {
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"displayName": "Codex Game Studios",
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"shortDescription": "Game-production workflows for Codex",
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"longDescription": "Build a Codex game-production plugin step by step. The current workflow starts with /brainstorm, a guided concept ideation process that turns a rough idea into a structured game concept document.",
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"longDescription": "Codex Game Studios exposes plugin-native skills for initializing game projects, installing bundled director agents, and guiding concept ideation into structured game design documentation.",
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"developerName": "wxm",
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"category": "Coding",
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"capabilities": [
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@@ -33,7 +34,9 @@
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"privacyPolicyURL": "https://gitea.wuxianming.ac.cn/wxm/codex-game-studios",
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"termsOfServiceURL": "https://gitea.wuxianming.ac.cn/wxm/codex-game-studios",
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"defaultPrompt": [
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"Run /brainstorm for my game project."
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"Use $setup-runtime to initialize this game project.",
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"Use $brainstorm to shape my game concept.",
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"Use $using-codex-game-studios to explain the workflow."
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],
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"brandColor": "#0F766E",
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"composerIcon": "./assets/codex-game-studio.svg",
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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,4 +1,6 @@
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.env
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.env.*
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.DS_Store
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__pycache__/
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*.pyc
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plan.md
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58
README.md
58
README.md
@@ -1,47 +1,47 @@
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# Codex Game Studios
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This repository is the minimal starting framework for a Codex plugin.
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Codex Game Studios is a Codex plugin for game-production workflows. It follows
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the normal plugin layout: `.codex-plugin/plugin.json` points to `./skills/`, and
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skills expose the runtime workflows directly. Do not use a global
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`~/.codex/skills/codex-game-studio` bridge as the plugin entry point.
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Current state:
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## Current State
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- Skills: `/brainstorm`
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- Codex custom agents: `creative-director`, `art-director`, `technical-director`, `producer`
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- Assets: `codex-game-studio.svg`
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- References: `director-gates.md`, `templates/game-concept.md`
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- Standards: `design-docs.md`
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- Commands: `/brainstorm` wrapper document
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- Scripts: `scripts/install_codex_runtime.py` installs bundled custom agents into a target project
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- Skills:
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- `$using-codex-game-studios` explains the plugin workflow and entry points.
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- `$setup-runtime` installs bundled director agents into a target game project.
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- `$brainstorm` guides game concept ideation into `design/gdd/game-concept.md`.
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- Runtime agents: `creative-director`, `art-director`, `technical-director`, `producer`
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- Runtime source: `runtime/agents/`
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- References: `references/studio-docs/director-gates.md`, `references/studio-docs/templates/game-concept.md`
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- Standards: `standards/design-docs.md`
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- Marketplace: `.agents/plugins/marketplace.json`
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- No hooks
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- No rules
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- No MCP servers
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- No app integrations
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- No hooks, rules, MCP servers, or app integrations yet
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The director agents are pre-defined Codex custom agents stored in:
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## Runtime Setup
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```text
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.codex/agents/
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```
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Each custom agent is a standalone TOML file with `name`, `description`, and
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`developer_instructions`, matching the Codex subagents documentation.
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To install the bundled custom agents into a game project:
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To install the bundled custom agents into a game project, invoke `$setup-runtime`
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or run the installer directly:
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```bash
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python3 scripts/install_codex_runtime.py /path/to/game-project
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python3 skills/setup-runtime/scripts/install_codex_runtime.py /path/to/game-project
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```
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The current installer only writes custom agents to:
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The installer writes custom agents to:
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```text
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/path/to/game-project/.codex/agents/
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```
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The only required plugin manifest is:
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Each runtime agent is a standalone TOML file with `name`, `description`, and
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`developer_instructions`, matching Codex custom-agent conventions.
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```text
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.codex-plugin/plugin.json
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## Packaging Hygiene
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Only plugin source files should be packaged. `.git/`, `.env`, `.DS_Store`, local
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caches, and generated artifacts are not part of the plugin runtime. Run the
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validation script before publishing or refreshing an installed cache:
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```bash
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python3 scripts/validate_plugin.py
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```
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Add plugin components one at a time so each addition can be reviewed, explained, and adjusted before the next component is introduced.
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@@ -1,15 +0,0 @@
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# /brainstorm
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Run the Brainstorm Codex Game Studio skill workflow.
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## Arguments
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Pass any text after `/brainstorm` as workflow input.
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## Workflow
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1. Use `../skills/brainstorm/SKILL.md` as the workflow entry point.
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2. Read `../skills/brainstorm/DETAILS.md` when present for the full procedure.
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3. Apply project guidance from `AGENTS.md` and relevant files in `../standards/` before changing project files.
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4. Use the pre-defined Codex custom agents in `../.codex/agents/<agent-name>.toml` when the skill delegates to a subagent.
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5. Return decisions, changes, blockers, verification, and next steps.
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@@ -19,10 +19,11 @@ Spawn `creative-director` via Codex custom-agent delegation using gate
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**CD-PILLARS** from `references/studio-docs/director-gates.md`.
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```
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The matching custom agent must already be defined at
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`.codex/agents/<agent-name>.toml`. Pass the context listed under that gate's
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**Context to pass** field, then handle the verdict using the **Verdict
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handling** rules below.
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The matching custom agent must already be installed in the target project at
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`.codex/agents/<agent-name>.toml`. The plugin source copies for those agents live
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in `runtime/agents/`; run `$setup-runtime` if the target project is missing
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them. Pass the context listed under that gate's **Context to pass** field, then
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handle the verdict using the **Verdict handling** rules below.
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Director names are Codex custom agent names. Do not recreate them by pasting
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profile text into a generic default agent.
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@@ -86,7 +87,7 @@ Apply the resolved mode:
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# Apply mode check, then:
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Spawn `[agent-name]` via Codex custom-agent delegation:
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- Gate: [GATE-ID] (see references/studio-docs/director-gates.md)
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- Custom agent file: .codex/agents/[agent-name].toml
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- Custom agent file: .codex/agents/[agent-name].toml in the target project
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- Context: [fields listed under that gate]
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- Codex fork_context: false unless full thread context is required
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- Await the verdict before proceeding.
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@@ -110,7 +111,7 @@ All gates return one of three verdicts. Skills must handle all three:
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| Verdict | Meaning | Default action |
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|---------|---------|----------------|
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| **APPROVE / READY** | No issues. Proceed. | Continue the workflow |
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| **CONCERNS [list]** | Issues present but not blocking. | Surface to user via `ask the user in chat` — options: `Revise flagged items` / `Accept and proceed` / `Discuss further` |
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| **CONCERNS [list]** | Issues present but not blocking. | Surface to user via a structured prompt when available, or ask directly in chat: `Revise flagged items` / `Accept and proceed` / `Discuss further` |
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| **REJECT / NOT READY [blockers]** | Blocking issues. Do not proceed. | Surface blockers to user. Do not write files or advance stage until resolved. |
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**Escalation rule**: When multiple directors are spawned in parallel, apply the
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@@ -133,7 +134,7 @@ For phase gates, record in `docs/architecture/architecture.md` or
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## Tier 1 — Creative Director Gates
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Agent: `creative-director` | Custom agent file: `.codex/agents/creative-director.toml` | Domain: Vision, pillars, player experience
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Agent: `creative-director` | Target custom agent file: `.codex/agents/creative-director.toml` | Domain: Vision, pillars, player experience
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---
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@@ -275,7 +276,7 @@ any session that produces player feedback
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## Tier 1 — Technical Director Gates
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Agent: `technical-director` | Custom agent file: `.codex/agents/technical-director.toml` | Domain: Architecture, engine risk, performance
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Agent: `technical-director` | Target custom agent file: `.codex/agents/technical-director.toml` | Domain: Architecture, engine risk, performance
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---
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@@ -421,7 +422,7 @@ or before finalizing any engine-specific implementation approach
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## Tier 1 — Producer Gates
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Agent: `producer` | Custom agent file: `.codex/agents/producer.toml` | Domain: Scope, timeline, dependencies, production risk
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Agent: `producer` | Target custom agent file: `.codex/agents/producer.toml` | Domain: Scope, timeline, dependencies, production risk
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---
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@@ -547,7 +548,7 @@ is invoked
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## Tier 1 — Art Director Gates
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Agent: `art-director` | Custom agent file: `.codex/agents/art-director.toml` | Domain: Visual identity, art bible, visual production readiness
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Agent: `art-director` | Target custom agent file: `.codex/agents/art-director.toml` | Domain: Visual identity, art bible, visual production readiness
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---
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125
scripts/validate_plugin.py
Executable file
125
scripts/validate_plugin.py
Executable file
@@ -0,0 +1,125 @@
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#!/usr/bin/env python3
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"""Validate Codex Game Studios plugin structure and package hygiene."""
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from __future__ import annotations
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import json
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import subprocess
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import sys
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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FORBIDDEN_NAMES = {".DS_Store", ".env", "plan.md"}
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FORBIDDEN_PARTS = {".git", "__pycache__"}
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REQUIRED_SKILLS = {
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"brainstorm",
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"setup-runtime",
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"using-codex-game-studios",
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}
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REQUIRED_RUNTIME_AGENTS = {
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"art-director.toml",
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"creative-director.toml",
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"producer.toml",
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"technical-director.toml",
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}
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def fail(message: str) -> None:
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print(f"ERROR: {message}", file=sys.stderr)
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raise SystemExit(1)
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def run_git(args: list[str]) -> list[str]:
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result = subprocess.run(
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["git", *args],
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cwd=ROOT,
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text=True,
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stdout=subprocess.PIPE,
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stderr=subprocess.PIPE,
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)
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if result.returncode != 0:
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raise RuntimeError(result.stderr.strip() or "git command failed")
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return [line for line in result.stdout.splitlines() if line]
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def assert_manifest() -> None:
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manifest_path = ROOT / ".codex-plugin" / "plugin.json"
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if not manifest_path.is_file():
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fail("Missing .codex-plugin/plugin.json")
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manifest = json.loads(manifest_path.read_text(encoding="utf-8"))
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if manifest.get("name") != "codex-game-studios":
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fail("plugin.json name must be codex-game-studios")
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if manifest.get("skills") != "./skills/":
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fail('plugin.json must expose skills via "./skills/"')
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for prompt in manifest.get("interface", {}).get("defaultPrompt", []):
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if len(prompt) > 128:
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fail(f"defaultPrompt exceeds 128 chars: {prompt}")
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def assert_skill(skill_name: str) -> None:
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skill_dir = ROOT / "skills" / skill_name
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skill_path = skill_dir / "SKILL.md"
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agent_path = skill_dir / "agents" / "openai.yaml"
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if not skill_path.is_file():
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fail(f"Missing skill file: {skill_path.relative_to(ROOT)}")
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if not agent_path.is_file():
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fail(f"Missing skill UI metadata: {agent_path.relative_to(ROOT)}")
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text = skill_path.read_text(encoding="utf-8")
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if not text.startswith("---\n"):
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fail(f"Missing YAML frontmatter: {skill_path.relative_to(ROOT)}")
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if f"name: {skill_name}" not in text:
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fail(f"Skill name mismatch in {skill_path.relative_to(ROOT)}")
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if "description:" not in text.split("---", 2)[1]:
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fail(f"Missing skill description in {skill_path.relative_to(ROOT)}")
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def assert_runtime_agents() -> None:
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agent_dir = ROOT / "runtime" / "agents"
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if not agent_dir.is_dir():
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fail("Missing runtime/agents directory")
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present = {path.name for path in agent_dir.glob("*.toml")}
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missing = sorted(REQUIRED_RUNTIME_AGENTS - present)
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if missing:
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fail(f"Missing runtime agents: {', '.join(missing)}")
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def assert_package_hygiene() -> None:
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try:
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tracked = run_git(["ls-files"])
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untracked = run_git(["ls-files", "--others", "--exclude-standard"])
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candidates = tracked + untracked
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except RuntimeError:
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candidates = [
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str(path.relative_to(ROOT))
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for path in ROOT.rglob("*")
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if path.is_file() or path.is_dir()
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]
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bad: list[str] = []
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for rel_path in candidates:
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path = Path(rel_path)
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if path.name in FORBIDDEN_NAMES or FORBIDDEN_PARTS.intersection(path.parts):
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bad.append(rel_path)
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if bad:
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fail("Forbidden package candidates:\n- " + "\n- ".join(sorted(bad)))
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def main() -> int:
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assert_manifest()
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for skill_name in sorted(REQUIRED_SKILLS):
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assert_skill(skill_name)
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assert_runtime_agents()
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assert_package_hygiene()
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print("Codex Game Studios plugin validation passed.")
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return 0
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if __name__ == "__main__":
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raise SystemExit(main())
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@@ -11,9 +11,12 @@ When this skill is invoked:
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See `../../references/studio-docs/director-gates.md` for the full check pattern.
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When a gate is active, spawn the named Codex custom agent that is already
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defined in `../../.codex/agents/<agent-name>.toml`. Do not recreate the
|
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director role by pasting profile text into a generic default agent.
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Director agent source files live in `../../runtime/agents/`. Before running
|
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any `full` review-mode gate, verify the target project has the matching
|
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`.codex/agents/<agent-name>.toml` files installed. If they are missing, run
|
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`$setup-runtime` for the project first. When a gate is active, spawn the
|
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named Codex custom agent; do not recreate the director role by pasting
|
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profile text into a generic default agent.
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2. **Check for existing concept work**:
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- Read `design/gdd/game-concept.md` if it exists (resume, don't restart)
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@@ -24,13 +27,17 @@ When this skill is invoked:
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exploration** where the AI acts as a creative facilitator, not a replacement
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for the human's vision.
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**Use `ask the user in chat`** at key decision points throughout brainstorming:
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**Use a structured decision prompt when available** at key decision points
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throughout brainstorming. In Codex, use the current user-input mechanism if
|
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it is available in the active mode; otherwise ask the same question directly
|
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in chat and wait for the user's reply.
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- Constrained taste questions (genre preferences, scope, team size)
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- Concept selection ("Which 2-3 concepts resonate?") after presenting options
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- Direction choices ("Develop further, explore more, or prototype?")
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- Pillar ranking after concepts are refined
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Write full creative analysis in conversation text first, then use
|
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`ask the user in chat` to capture the decision with concise labels.
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the structured prompt or chat question to capture the decision with concise
|
||||
labels.
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||||
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Professional studio brainstorming principles to follow:
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- Withhold judgment — no idea is bad during exploration
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@@ -55,18 +62,19 @@ conversationally (not as a checklist):
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**Taste profile**:
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- What 3 games have you spent the most time with? What kept you coming back?
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*(Ask this as plain text — the user must be able to type specific game names freely.
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Do NOT put this in an ask the user in chat with preset options.)*
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Do NOT put this in a structured prompt with preset options.)*
|
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- Are there genres you love? Genres you avoid? Why?
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- Do you prefer games that challenge you, relax you, tell you stories,
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or let you express yourself? *(Use `ask the user in chat` for this — constrained choice.)*
|
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or let you express yourself? *(Use a structured prompt for this when available — constrained choice.)*
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**Practical constraints** (shape the sandbox before brainstorming).
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Bundle these into a single multi-tab `ask the user in chat` with these exact tab labels:
|
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Bundle these into a single multi-field structured prompt when available:
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- Tab "Experience" — "What kind of experience do you most want players to have?" (Challenge & Mastery / Story & Discovery / Expression & Creativity / Relaxation & Flow)
|
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- Tab "Timeline" — "What's your realistic development timeline?" (Weeks / Months / 1-2 years / Multi-year)
|
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- Tab "Dev level" — "Where are you in your dev journey?" (First game / Shipped before / Professional background)
|
||||
|
||||
Use exactly these tab names — do not rename or duplicate them.
|
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If the UI supports grouping fields, use exactly these group names. If not,
|
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ask the three questions one at a time.
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**Synthesize** the answers into a **Creative Brief** — a 3-5 sentence
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summary of the person's emotional goals, taste profile, and constraints.
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@@ -104,12 +112,13 @@ For each concept, present:
|
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- **Why It Could Work** (1 sentence on market/audience fit)
|
||||
- **Biggest Risk** (1 sentence on the hardest unanswered question)
|
||||
|
||||
Present all three. Then use `ask the user in chat` to capture the selection.
|
||||
Present all three. Then use a structured prompt or direct chat question to
|
||||
capture the selection.
|
||||
|
||||
**CRITICAL**: This MUST be a plain list call — no tabs, no form fields. Use exactly this structure:
|
||||
**CRITICAL**: This MUST be a plain list choice, not a multi-field form. Use this structure:
|
||||
|
||||
```
|
||||
ask the user in chat(
|
||||
structured decision prompt(
|
||||
prompt: "Which concept resonates with you? You can pick one, combine elements, or ask for fresh directions.",
|
||||
options: [
|
||||
"Concept 1 — [Title]",
|
||||
@@ -121,7 +130,7 @@ ask the user in chat(
|
||||
)
|
||||
```
|
||||
|
||||
Do NOT use a `tabs` field here. The `tabs` form is for multi-field input only — using it here causes an "Invalid tool parameters" error. This is a plain `prompt` + `options` call.
|
||||
Do NOT use a multi-field form here. This is a plain prompt plus options.
|
||||
|
||||
Never pressure toward a choice — let them sit with it.
|
||||
|
||||
@@ -135,7 +144,7 @@ isolation, no amount of content or polish will save the game.
|
||||
|
||||
**30-Second Loop** (moment-to-moment):
|
||||
|
||||
Ask these as `ask the user in chat` calls — derive the options from the chosen concept, don't hardcode them:
|
||||
Ask these as structured prompts when available — derive the options from the chosen concept, don't hardcode them:
|
||||
|
||||
1. **Core action feel** — prompt: "What's the primary feel of the core action?" Generate 3-4 options that fit the concept's genre and tone, plus a free-text escape (`I'll describe it`).
|
||||
|
||||
@@ -184,11 +193,11 @@ Then define **3+ anti-pillars** (what this game is NOT):
|
||||
be cool if..." features that don't serve the core vision
|
||||
- Frame as: "We will NOT do [thing] because it would compromise [pillar]"
|
||||
|
||||
**Pillar confirmation**: After presenting the full pillar set, use `ask the user in chat`:
|
||||
**Pillar confirmation**: After presenting the full pillar set, use a structured prompt:
|
||||
- Prompt: "Do these pillars feel right for your game?"
|
||||
- Options: `[A] Lock these in` / `[B] Rename or reframe one` / `[C] Swap a pillar out` / `[D] Something else`
|
||||
|
||||
If the user selects B, C, or D, make the revision, then use `ask the user in chat` again:
|
||||
If the user selects B, C, or D, make the revision, then use a structured prompt again:
|
||||
- Prompt: "Pillars updated. Ready to lock these in?"
|
||||
- Options: `[A] Lock these in` / `[B] Revise another pillar` / `[C] Something else`
|
||||
|
||||
@@ -207,7 +216,7 @@ Repeat until the user selects [A] Lock these in.
|
||||
- **`art-director`** — gate **AD-CONCEPT-VISUAL** (`../../references/studio-docs/director-gates.md`)
|
||||
Pass: game concept elevator pitch, full pillar set with design tests, target platform (if known), any reference games or visual touchstones the user mentioned.
|
||||
|
||||
Collect both verdicts, then present them together using a two-tab `ask the user in chat`:
|
||||
Collect both verdicts, then present them together using a structured prompt:
|
||||
- Tab **"Pillars"**: present creative-director feedback. Options mirror the standard CD-PILLARS handling — `Lock in as-is` / `Revise [specific pillar]` / `Discuss further`.
|
||||
- Tab **"Visual anchor"**: present the art-director's 2-3 named visual direction options. Options: each named direction (one per option) + `Combine elements across directions` + `Describe my own direction`.
|
||||
|
||||
@@ -236,12 +245,12 @@ who this game is actually for:
|
||||
|
||||
Ground the concept in reality:
|
||||
|
||||
- **Target platform**: Use `ask the user in chat` — "What platforms are you targeting for this game?"
|
||||
- **Target platform**: Use a structured prompt when available — "What platforms are you targeting for this game?"
|
||||
Options: `PC (Steam / Epic)` / `Mobile (iOS / Android)` / `Console` / `Web / Browser` / `Multiple platforms`
|
||||
Record the answer — it directly shapes the engine recommendation and will be passed to `/setup-engine`.
|
||||
Note platform implications if relevant (e.g., mobile means Unity is strongly preferred; console means Godot has limitations; web means Godot exports cleanly).
|
||||
|
||||
- **Engine experience**: Use `ask the user in chat` — "Do you already have an engine you work in?"
|
||||
- **Engine experience**: Use a structured prompt when available — "Do you already have an engine you work in?"
|
||||
Options: `Godot` / `Unity` / `Unreal Engine 5` / `No preference — help me decide`
|
||||
- If they pick an engine → record it as their preference and move on. Do NOT second-guess it.
|
||||
- If "No preference" → tell them: "Run `/setup-engine` after this session — it will walk you through the full decision based on your concept and platform target." Do not make a recommendation here.
|
||||
@@ -290,13 +299,13 @@ Present the assessment to the user. If UNREALISTIC, offer to adjust the MVP defi
|
||||
This section is the seed of the art bible — it captures the "everything must
|
||||
move" decision before it can be forgotten between sessions.
|
||||
|
||||
5. Use `ask the user in chat` for write approval:
|
||||
5. Use a structured prompt or direct chat question for write approval:
|
||||
- Prompt: "Game concept is ready. May I write it to `design/gdd/game-concept.md`?"
|
||||
- Options: `[A] Yes — write it` / `[B] Not yet — revise a section first`
|
||||
|
||||
If [B]: ask which section to revise using `ask the user in chat` with options: `Elevator Pitch` / `Core Fantasy & Unique Hook` / `Pillars` / `Core Loop` / `MVP Definition` / `Scope Tiers` / `Risks` / `Something else — I'll describe`
|
||||
If [B]: ask which section to revise using a structured prompt with options: `Elevator Pitch` / `Core Fantasy & Unique Hook` / `Pillars` / `Core Loop` / `MVP Definition` / `Scope Tiers` / `Risks` / `Something else — I'll describe`
|
||||
|
||||
After revising, show the updated section as a diff or clear before/after, then use `ask the user in chat` — "Ready to write the updated concept document?"
|
||||
After revising, show the updated section as a diff or clear before/after, then ask — "Ready to write the updated concept document?"
|
||||
Options: `[A] Yes — write it` / `[B] Revise another section`
|
||||
Repeat until the user selects [A].
|
||||
|
||||
|
||||
@@ -5,6 +5,8 @@ description: "Use when you need the /brainstorm game-production workflow. Guided
|
||||
|
||||
# Brainstorm
|
||||
|
||||
Run the `/brainstorm` Codex Game Studio workflow.
|
||||
Run the Codex Game Studios brainstorm workflow.
|
||||
|
||||
Before acting, read `DETAILS.md` for the full workflow. Apply project guidance from `AGENTS.md`, use `../../standards/` for path-specific standards, and use the pre-defined Codex custom agents in `../../.codex/agents/<agent-name>.toml` when the workflow delegates to a subagent.
|
||||
Before acting, read `DETAILS.md` for the full workflow. Apply project guidance from `AGENTS.md` and use `../../standards/` for path-specific standards.
|
||||
|
||||
Director gates use the bundled custom agents from `../../runtime/agents/`. If the current project does not already have those agents installed in `.codex/agents/`, run `$setup-runtime` first.
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
interface:
|
||||
display_name: "Brainstorm"
|
||||
short_description: "Use when you need the /brainstorm game-production workflow. Guided game concept ideation — from zero idea to a structure"
|
||||
default_prompt: "Run /brainstorm for my game project."
|
||||
short_description: "Shape a game idea into a concept doc"
|
||||
default_prompt: "Use $brainstorm to shape my game concept."
|
||||
|
||||
23
skills/setup-runtime/SKILL.md
Normal file
23
skills/setup-runtime/SKILL.md
Normal file
@@ -0,0 +1,23 @@
|
||||
---
|
||||
name: setup-runtime
|
||||
description: "Use when a user asks to initialize, install, or refresh the Codex Game Studios runtime in a game project. Installs bundled director custom agents into the target project's .codex/agents directory."
|
||||
---
|
||||
|
||||
# Setup Runtime
|
||||
|
||||
Install the Codex Game Studios runtime assets into the current game project.
|
||||
|
||||
## Workflow
|
||||
|
||||
1. Treat the current working directory as the target project unless the user names another path.
|
||||
2. Run `scripts/install_codex_runtime.py <target-project>`.
|
||||
3. Report installed, unchanged, and conflicting agent files.
|
||||
4. If conflicts are reported, do not overwrite them unless the user explicitly asks for `--force`.
|
||||
|
||||
The installer copies runtime agents from the plugin's `runtime/agents/` directory to:
|
||||
|
||||
```text
|
||||
<target-project>/.codex/agents/
|
||||
```
|
||||
|
||||
The runtime currently contains only Codex custom-agent TOML files. It does not install hooks, rules, MCP servers, apps, or project templates.
|
||||
4
skills/setup-runtime/agents/openai.yaml
Normal file
4
skills/setup-runtime/agents/openai.yaml
Normal file
@@ -0,0 +1,4 @@
|
||||
interface:
|
||||
display_name: "Setup Runtime"
|
||||
short_description: "Install game-studio agents into a project"
|
||||
default_prompt: "Use $setup-runtime to initialize this game project."
|
||||
@@ -2,7 +2,7 @@
|
||||
"""Install Codex Game Studios runtime files into a game project.
|
||||
|
||||
Current runtime scope:
|
||||
- Copy bundled Codex custom agents from this plugin's `.codex/agents/`
|
||||
- Copy bundled Codex custom agents from this plugin's `runtime/agents/`
|
||||
directory into the target project's `.codex/agents/` directory.
|
||||
|
||||
This installer intentionally does not install hooks, rules, MCP servers, apps,
|
||||
@@ -19,8 +19,18 @@ from dataclasses import dataclass
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
PLUGIN_ROOT = Path(__file__).resolve().parents[1]
|
||||
SOURCE_AGENTS_DIR = PLUGIN_ROOT / ".codex" / "agents"
|
||||
def find_plugin_root(start: Path) -> Path:
|
||||
"""Walk upward until the Codex plugin manifest is found."""
|
||||
for candidate in [start, *start.parents]:
|
||||
if (candidate / ".codex-plugin" / "plugin.json").is_file():
|
||||
return candidate
|
||||
raise FileNotFoundError(
|
||||
f"Could not find .codex-plugin/plugin.json above: {start}"
|
||||
)
|
||||
|
||||
|
||||
PLUGIN_ROOT = find_plugin_root(Path(__file__).resolve())
|
||||
SOURCE_AGENTS_DIR = PLUGIN_ROOT / "runtime" / "agents"
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
19
skills/using-codex-game-studios/SKILL.md
Normal file
19
skills/using-codex-game-studios/SKILL.md
Normal file
@@ -0,0 +1,19 @@
|
||||
---
|
||||
name: using-codex-game-studios
|
||||
description: "Use when a user asks how the Codex Game Studios plugin is structured, what workflow to run next, how to initialize it, or how it differs from generic development workflow plugins."
|
||||
---
|
||||
|
||||
# Using Codex Game Studios
|
||||
|
||||
Codex Game Studios is a game-production plugin built around plugin-discovered skills, not global `~/.codex/skills` bridge folders.
|
||||
|
||||
## Entry Points
|
||||
|
||||
- Use `$setup-runtime` when a project needs the bundled director agents installed into `.codex/agents/`.
|
||||
- Use `$brainstorm` to turn a rough game idea into `design/gdd/game-concept.md`.
|
||||
- Use `runtime/agents/` as the plugin source of bundled custom agents.
|
||||
- Use `references/` and `standards/` only when the active workflow points to them.
|
||||
|
||||
## Design Rule
|
||||
|
||||
Do not rely on a global `~/.codex/skills/codex-game-studio` bridge. The installed plugin exposes its skills through `.codex-plugin/plugin.json` with `"skills": "./skills/"`, matching the normal Codex plugin layout.
|
||||
4
skills/using-codex-game-studios/agents/openai.yaml
Normal file
4
skills/using-codex-game-studios/agents/openai.yaml
Normal file
@@ -0,0 +1,4 @@
|
||||
interface:
|
||||
display_name: "Using Codex Game Studios"
|
||||
short_description: "Understand the game-studio plugin workflow"
|
||||
default_prompt: "Use $using-codex-game-studios to explain this plugin workflow."
|
||||
Reference in New Issue
Block a user