迁移setup-engine工作流

This commit is contained in:
wxm
2026-05-19 01:29:15 -07:00
parent 445d86c300
commit e46f78f94b
74 changed files with 14945 additions and 50 deletions

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@@ -12,8 +12,19 @@ game-production workflows.
- **Build System**: [SPECIFY after choosing engine]
- **Asset Pipeline**: [SPECIFY after choosing engine]
> Engine-specialist agents will be added later. For now, use the four bundled
> director agents only when a workflow explicitly asks for them.
Run `$setup-engine` after `$brainstorm` or whenever the project needs its engine,
version, language, and specialist routing initialized.
## Engine Version Reference
Pinned engine/version reference is created by `$setup-engine`:
```text
docs/engine-reference/<engine>/VERSION.md
```
When the file exists, read it before giving engine-specific implementation
guidance.
## Runtime Agents
@@ -23,15 +34,26 @@ Bundled custom agents are installed into:
.codex/agents/
```
Current bundled agents:
Bundled director agents:
- `creative-director`
- `art-director`
- `technical-director`
- `producer`
These agents are primarily used by director / lead review gates. They are not a
replacement for user decisions.
Bundled engine specialist agents:
- Godot: `godot-specialist`, `godot-gdscript-specialist`,
`godot-csharp-specialist`, `godot-shader-specialist`,
`godot-gdextension-specialist`
- Unity: `unity-specialist`, `unity-dots-specialist`,
`unity-shader-specialist`, `unity-addressables-specialist`,
`unity-ui-specialist`
- Unreal: `unreal-specialist`, `ue-blueprint-specialist`,
`ue-gas-specialist`, `ue-replication-specialist`, `ue-umg-specialist`
Director agents are used by review gates. Engine specialists are routed through
`docs/technical-preferences.md`. They are not replacements for user decisions.
## Review Intensity
@@ -44,7 +66,7 @@ production/review-mode.txt
Allowed values:
- `full` — all gates active; every workflow step is reviewed.
- `lean`PHASE-GATEs only (`/gate-check`); per-skill gates are skipped.
- `lean`phase-level gates only; ordinary per-skill gates are skipped.
- `solo` — no director gates anywhere.
Default when the file is missing: `lean`.
@@ -67,44 +89,42 @@ Question -> Options -> Decision -> Draft -> Approval
## Current Workflow Surface
The current plugin build exposes only the migrated `/brainstorm` workflow.
The current plugin build exposes these workflows:
`/brainstorm` produces:
- `$brainstorm` guides concept ideation and produces:
```text
design/gdd/game-concept.md
```
Game pillars and anti-pillars are defined during `/brainstorm` and recorded
Game pillars and anti-pillars are defined during `$brainstorm` and recorded
inside `design/gdd/game-concept.md`. A separate `design/gdd/game-pillars.md`
may be created later from the template if the project needs a standalone
pillar source of truth.
## Design Documents
Use these project paths:
- `$setup-engine` configures the project technology stack and produces or
updates:
```text
design/gdd/
design/ux/
docs/architecture/
production/
AGENTS.md
docs/technical-preferences.md
docs/engine-reference/<engine>/VERSION.md
```
`design/gdd/game-concept.md`, optional `design/gdd/game-pillars.md`, and
`design/gdd/systems-index.md` are top-level design documents. They are not
per-system GDDs.
## Project Documents
Per-system GDDs under `design/gdd/` should include:
Current workflows use these project paths:
1. Overview
2. Player Fantasy
3. Detailed Rules
4. Formulas
5. Edge Cases
6. Dependencies
7. Tuning Knobs
8. Acceptance Criteria
```text
design/gdd/game-concept.md
docs/technical-preferences.md
docs/engine-reference/<engine>/VERSION.md
production/review-mode.txt
```
`docs/technical-preferences.md` records engine/language conventions, platform
targets, performance budgets, approved libraries, and engine specialist routing.
Do not assume workflows beyond the current plugin surface are available.
## Context Management

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@@ -0,0 +1,87 @@
# Technical Preferences
<!-- Populated by $setup-engine. Updated as the user makes decisions throughout development. -->
<!-- All agents reference this file for project-specific standards and conventions. -->
## Engine & Language
- **Engine**: [TO BE CONFIGURED — run $setup-engine]
- **Language**: [TO BE CONFIGURED]
- **Rendering**: [TO BE CONFIGURED]
- **Physics**: [TO BE CONFIGURED]
## Input & Platform
<!-- Written by $setup-engine. Future workflows may read this to scope -->
<!-- interaction specs, tests, and implementation to the correct input methods. -->
- **Target Platforms**: [TO BE CONFIGURED — e.g., PC, Console, Mobile, Web]
- **Input Methods**: [TO BE CONFIGURED — e.g., Keyboard/Mouse, Gamepad, Touch, Mixed]
- **Primary Input**: [TO BE CONFIGURED — the dominant input for this game]
- **Gamepad Support**: [TO BE CONFIGURED — Full / Partial / None]
- **Touch Support**: [TO BE CONFIGURED — Full / Partial / None]
- **Platform Notes**: [TO BE CONFIGURED — any platform-specific UX constraints]
## Naming Conventions
- **Classes**: [TO BE CONFIGURED]
- **Variables**: [TO BE CONFIGURED]
- **Signals/Events**: [TO BE CONFIGURED]
- **Files**: [TO BE CONFIGURED]
- **Scenes/Prefabs**: [TO BE CONFIGURED]
- **Constants**: [TO BE CONFIGURED]
## Performance Budgets
- **Target Framerate**: [TO BE CONFIGURED]
- **Frame Budget**: [TO BE CONFIGURED]
- **Draw Calls**: [TO BE CONFIGURED]
- **Memory Ceiling**: [TO BE CONFIGURED]
## Testing
- **Framework**: [TO BE CONFIGURED]
- **Minimum Coverage**: [TO BE CONFIGURED]
- **Required Tests**: Balance formulas, gameplay systems, networking (if applicable)
## Forbidden Patterns
<!-- Add patterns that should never appear in this project's codebase -->
- [None configured yet — add as architectural decisions are made]
## Allowed Libraries / Addons
<!-- Add approved third-party dependencies here -->
- [None configured yet — add as dependencies are approved]
## Architecture Decisions Log
<!-- Quick reference linking to full ADRs if/when architecture workflows are available. -->
- [No ADRs yet]
## Engine Specialists
<!-- Written by $setup-engine when engine is configured. -->
<!-- Future review and implementation workflows read this to choose -->
<!-- the correct specialist for engine-specific validation. -->
- **Primary**: [TO BE CONFIGURED — run $setup-engine]
- **Language/Code Specialist**: [TO BE CONFIGURED]
- **Shader Specialist**: [TO BE CONFIGURED]
- **UI Specialist**: [TO BE CONFIGURED]
- **Additional Specialists**: [TO BE CONFIGURED]
- **Routing Notes**: [TO BE CONFIGURED]
### File Extension Routing
<!-- Skills use this table to select the right specialist per file type. -->
<!-- If a row says [TO BE CONFIGURED], fall back to Primary for that file type. -->
| File Extension / Type | Specialist to Spawn |
|-----------------------|---------------------|
| Game code (primary language) | [TO BE CONFIGURED] |
| Shader / material files | [TO BE CONFIGURED] |
| UI / screen files | [TO BE CONFIGURED] |
| Scene / prefab / level files | [TO BE CONFIGURED] |
| Native extension / plugin files | [TO BE CONFIGURED] |
| General architecture review | Primary |