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AlterLab GameForge Roadmap

Current version: v2.0.0 (34 skills, 20 templates, 15 docs, 11 hooks, 9 starters, 2 genre packs)


v1.2.0 โ€” Depth & Polish (SHIPPED)

New Skills

Skill What Why Scope
game-economy-designer Dedicated agent for virtual economy design โ€” currency flows, sink/source modeling, monetization ethics Economy design is the #1 gap reported in indie dev communities. Current coverage is split across game-designer and economy-model template, neither deep enough. Agent skill, ~300 lines
game-accessibility-specialist Dedicated agent for inclusive game design โ€” motor, visual, auditory, cognitive accommodations EAA compliance (June 2025) makes this non-optional. Current UX designer handles it as a subsection, not deeply enough. Agent skill, ~350 lines
game-localization-manager Workflow for managing translation pipelines, string extraction, cultural adaptation Zero localization coverage currently. Indie games lose 40-60% of potential market without localization. Workflow skill, ~250 lines
game-analytics-setup Workflow for integrating telemetry, defining KPIs, building dashboards No analytics coverage. Data-driven balancing is referenced but never operationalized. Workflow skill, ~200 lines

Skill Upgrades

Target What Why Scope
All 9 agents Add ## When NOT to Use Me section Reduces misrouting. Current trigger descriptions tell Claude when to route TO each agent but not when to route AWAY. ~20 lines each, 180 total
game-brainstorm Add market validation phase Currently ideation-heavy with no market sizing or competitive check. Great ideas that nobody wants are still worthless. +50 lines
game-balance-check Add statistical validation methods Currently qualitative. Needs Monte Carlo simulation guidance, distribution analysis, expected value calculations. +80 lines
game-launch Add live service / post-launch operations Covers launch day but not day 2+. Indie devs need patch cadence, community management, and metrics monitoring guidance. +60 lines
Engine specialists Add migration guides between engines Common ask. "I have a Godot prototype, should I move to Unity for mobile?" needs structured decision framework. +40 lines each

Templates

Template What Why
playtester-survey.md Standardized playtest feedback collection form Playtest skill references collecting feedback but provides no instrument
competitive-analysis.md Market positioning and competitor feature matrix No template for the market research that should precede every project
accessibility-audit.md Accessibility compliance checklist by disability category Needed for EAA compliance, pairs with planned accessibility specialist

Documentation

Doc What Why
docs/monetization-ethics.md Ethical monetization framework โ€” loot box psychology, dark pattern identification, regulatory landscape Economy model references ethics but has no canonical standard
docs/engine-comparison.md Structured comparison matrix for Godot/Unity/Unreal Frequently asked, currently answered ad-hoc by engine specialists

v1.3.0 โ€” Automation & Intelligence (SHIPPED)

MCP Integrations

Integration What Status
MCP integration guide docs/mcp-integrations.md โ€” full catalog of 34 game dev MCP servers with tiered recommendations, setup guides, per-engine configs SHIPPED
GitHub Issues workflow MCP sections in game-producer, game-code-review, game-qa-lead for issue creation SHIPPED
Notion GDD sync MCP section in game-designer for Notion-backed GDD persistence SHIPPED
Figma asset pipeline MCP section in game-art-director and game-ux-designer for Figma integration SHIPPED
Engine MCPs MCP sections in engine specialists referencing godot-mcp (2.6K stars), unity-mcp (7.5K stars), unreal-mcp (1.6K stars) SHIPPED
Audio MCP MCP section in game-audio-director for ElevenLabs voice/SFX SHIPPED

Advanced Workflows

Workflow What Status
game-postmortem 5-phase post-mortem with shell preprocessing for git stats (384 lines) SHIPPED
game-market-research 6-phase market research with competitive analysis and TAM/SAM/SOM (405 lines) SHIPPED
Shell preprocessing !command`` blocks in game-start (10 detectors) and game-sprint-plan (8 detectors) SHIPPED
Named pipelines 4 pipeline definitions in game-team-orchestrator with JSON state schema SHIPPED
game-ci-pipeline CI/CD setup for game builds Deferred to v1.4.0

Skill Intelligence

Feature What Status
Cross-skill memory memory: project on producer, designer, creative-director via persistent agent memory SHIPPED
Adaptive complexity Shell preprocessing detects project maturity in game-start and game-sprint-plan SHIPPED
Frontmatter modernization All 31 skills updated: version, model, effort, context, memory, disable-model-invocation SHIPPED
Trigger optimization All 31 skill descriptions rewritten for auto-invocation with trigger/anti-trigger keywords SHIPPED

New Hooks (5)

Hook Event Purpose
post-compact PostCompact Restore game dev context after compaction
subagent-track SubagentStart/SubagentStop Log agent delegation for orchestration
instructions-validate InstructionsLoaded Validate required docs on CLAUDE.md load
stop-failure StopFailure Save state and guide recovery on API errors
config-change ConfigChange Detect skill modifications during session

Content Freshness

Update Details
Engine versions Godot 4.6.1 (floatable docks, ObjectDB, SSR rewrite), Unity 6.3 LTS (Havok licensing, pricing), UE 5.7 (Nanite Voxels/Skinning/PVE, SWRT deprecation)
COPPA April 2026 Compliance deadline, biometric identifiers, formal infosec program
Steam AI disclosure Three-tier framework (pre-generated, live-generated, dev tools exempt)
PEGI June 2026 Loot boxes PEGI 16, NFTs PEGI 18, time-limited offers PEGI 12, daily quests PEGI 7
App Store iOS 26 SDK requirement April 28, 2026, Accessibility Nutrition Label
EAA enforcement MSA designation, fine ranges, scope clarification for games
AI content policy Template updated to match Steam three-tier framework

v1.4.0 โ€” Launch Ready (SHIPPED)

Starter Configurations (NEW)

Starter What Status
starters/claude-config/ Base CLAUDE.md and settings.json for any game project SHIPPED
starters/godot/ Godot 4.x CLAUDE.md and .gitignore with GDScript standards, scene conventions SHIPPED
starters/unity/ Unity 6.x CLAUDE.md and .gitignore with C# standards, SO architecture SHIPPED
starters/unreal/ Unreal 5.x CLAUDE.md and .gitignore with C++/Blueprint standards, GAS patterns SHIPPED
starters/README.md Setup guide with copy-paste instructions for all engines SHIPPED

Documentation Overhaul (NEW)

Doc What Status
README.md rewrite Quick start section, "Where Do I Start?" routing table, architecture diagram, starters section, trilogy links SHIPPED
docs/workflow-examples.md Three end-to-end walkthroughs showing skill chaining in real scenarios SHIPPED
docs/FAQ.md Frequently asked questions with practical answers SHIPPED
docs/directory-conventions.md Recommended project directory layout for GameForge projects SHIPPED
CONTRIBUTING.md Full contribution guide with format reference, PR workflow, skill template SHIPPED

Flexibility Pass

Feature What Status
Hook rewrite (all 11) Removed set -e, eliminated bash arrays, replaced hardcoded src/ with find_source_dirs, all hooks end with exit 0 SHIPPED
game-start update Engine-aware project bootstrapping with starter config references SHIPPED
Directory conventions doc docs/directory-conventions.md โ€” recommended layouts without rigidity SHIPPED

Community Infrastructure (NEW)

Feature What Status
Issue templates (3) Bug report, feature request, skill request โ€” with YAML frontmatter, labels, structured sections SHIPPED
PR template Pull request template with type checkboxes and quality checklist SHIPPED
CODE_OF_CONDUCT.md Contributor Covenant code of conduct SHIPPED
SECURITY.md Security policy for skill-based projects SHIPPED
.github/SUBMISSIONS.md Awesome-list submission drafts for 5 curated lists SHIPPED
.gitignore expansion Coverage for OS files, IDE, Node, env, logs, GameForge runtime, Godot, Unity, Unreal, build outputs SHIPPED

Deferred to v2.0.0

Feature Reason
game-ci-pipeline Deferred from v1.3.0 and v1.4.0 โ€” lower priority than starters and docs
game-jam-mode Community request โ€” deferred to v2.0.0 scope
Engine sub-specialists Depth gap vs CCGS, but current single specialists cover core needs
File-type rules Production quality gates โ€” deferred pending user feedback
Guided GDD authoring CCGS /design-system equivalent โ€” deferred
Team composition profiles Intelligence feature โ€” deferred from v1.3.0

v2.0.0 โ€” Platform & Ecosystem (SHIPPED)

New Skills

Skill What Status
game-ci-pipeline CI/CD setup for game builds โ€” engine-specific pipelines (Godot, Unity, Unreal), deployment automation (Steam, itch.io, Epic), GitHub Actions examples (930 lines) SHIPPED
game-jam-mode Compressed 48-72 hour workflows for game jams โ€” 6-phase workflow, theme interpretation, scope ruthlessness protocol (474 lines) SHIPPED
game-gdd-author Guided section-by-section GDD authoring โ€” 10-section process, pillar validation, scope tier marking (683 lines) SHIPPED

Depth Expansion

Feature What Status
Engine deepening Networking, animation, VFX, AI, and material system sections added to all 3 engine specialists (+100 lines each) SHIPPED
Skill quality rubric docs/skill-quality-rubric.md โ€” 5-dimension scoring system (Trigger/Depth/Consistency/Usefulness/Voice) with minimum 8+ bar SHIPPED
AI-native features docs/ai-native-gamedev.md โ€” honest assessment of AI game dev tools, integration points mapped to existing skills SHIPPED
File-type rules Production quality gates for different code types Deferred to v2.1.0
Team composition profiles Users define team size/composition, skills adapt Deferred to v2.1.0

Genre Packs

Pack What Status
Roguelike PATTERNS.md (358 lines), balance-template.md (298 lines), brainstorm-variant.md (191 lines) โ€” permadeath, run structure, proc-gen, meta-progression, synergy systems, Monte Carlo validation SHIPPED
Narrative PATTERNS.md (455 lines), balance-template.md (225 lines), brainstorm-variant.md (218 lines) โ€” branching architecture, choice design, dialogue systems, consequence modeling, 10+ reference games SHIPPED
Genre pack spec docs/genre-pack-spec.md โ€” format specification for contributing genre packs SHIPPED

CI/CD & Validation

Feature What Status
Validation script scripts/validate.sh โ€” 9 categories, 486 checks (frontmatter, line count, JSON, hooks, cross-refs, orphans, versions, structure, genre packs) SHIPPED
GitHub Actions .github/workflows/validate-skills.yml โ€” automated validation on push and PRs SHIPPED

Templates & Docs

Addition What Status
templates/jam-concept.md One-page game jam concept template SHIPPED
templates/jam-submission.md Jam submission checklist SHIPPED
templates/ci-pipeline-config.md CI/CD configuration planning template SHIPPED
docs/ai-native-gamedev.md AI tools for game development โ€” production-ready vs experimental SHIPPED
docs/genre-pack-spec.md Format specification for genre packs SHIPPED
docs/skill-quality-rubric.md 5-dimension quality scoring system SHIPPED

Deferred to v2.1.0

Feature Reason
File-type rules Production quality gates โ€” needs user feedback on which file types matter most
Team composition profiles Intelligence feature โ€” lower priority than genre packs and CI
Engine project scaffolding game-start generates actual engine project files โ€” complex, needs per-engine testing
Live code analysis Engine specialists read actual game code โ€” already partially works via Claude Code, needs formalization
Build system integration Skills invoke actual build commands โ€” requires MCP integration work
Marketplace listing Publish to Claude Code marketplace โ€” pending marketplace availability
Awesome list submissions PRs to 5 major awesome-claude lists โ€” ready in .github/SUBMISSIONS.md, needs manual submission

v2.1.0 โ€” Intelligence & Integrations (Next)

Smart Skills

Feature What Why
File-type rules shader-code, narrative, gameplay-code, engine-code rules Production quality gates that enforce different standards per file type
Team composition profiles Skills adapt output based on declared team size (solo, small team, studio) Solo dev doesn't need delegation advice; studio needs coordination protocols
Adaptive output depth Skills detect project maturity and adjust verbosity Prototype phase: brief. Production phase: exhaustive

Engine Deep Integration

Feature What Why
Engine project scaffolding game-start creates actual project.godot, .csproj, .uproject files Transform from documentation tool to project bootstrapper
Live code analysis mode Engine specialists give file-specific advice after reading actual game code "Your player.gd has 400 lines โ€” here's how to decompose it using composition"
Build system hooks Skills trigger engine builds and report results Close the feedback loop between design and execution

Genre Pack Expansion

Pack What Why
Survival-Crafting Resource loops, crafting trees, base building, threat escalation 3rd most requested genre after roguelike and narrative
Metroidvania Ability gating, map interconnection, backtracking rewards, boss design Strong indie presence, distinct design patterns
Tower Defense Wave design, tower economy, pathing, difficulty curves Underserved in game design tooling

Community & Marketplace

Feature What Why
Marketplace listing Publish to Claude Code marketplace for one-click install Remove friction from adoption
Awesome list submissions PRs to 5 major lists (drafts ready in .github/SUBMISSIONS.md) Visibility is the #1 growth lever
SkillsMP / MCPMarket indexing Ensure listing on major skill directories 87K+ skills indexed, GameForge should be there

v3.0.0 โ€” Platform (Long-Term Vision)

AI-Native Game Development

Feature What Why
Playtesting simulation AI simulates player behavior patterns to predict balance issues Catch problems before human playtesting โ€” highest-value AI application
Procedural content review Skills evaluate proc-gen output for quality, variety, fairness Close the loop on procedural generation quality
Design pattern recognition Skills detect game design patterns in code and suggest improvements Bridge between code architecture and game design theory

Platform Features

Feature What Why
Skill composition Skills can declare dependencies and auto-chain "Run balance-check after every designer session" without manual orchestration
Project memory Cross-session persistence of game design decisions, balance parameters, milestone status Skills pick up where you left off without re-explaining context
Visual dashboard Web-based overview of project health, skill usage, quality metrics Make the invisible visible

Ecosystem

Feature What Why
Community genre packs Contribution pipeline for third-party genre packs with automated quality validation Scale genre coverage beyond what the core team can produce
Skill marketplace Third-party skills that extend GameForge with specialized expertise Open the platform to domain experts
Engine plugin bridges MCP servers that connect GameForge skills to live engine editors Real-time collaboration between Claude and the game engine

Community Wishlist

Have a feature request? Open an issue with the wishlist label.

Current community interests (from indie dev forums and game jam feedback):

  • Game jam mode โ€” โœ… SHIPPED in v2.0.0 (game-jam-mode)
  • Genre templates โ€” โœ… SHIPPED in v2.0.0 (roguelike + narrative genre packs)
  • Multiplayer architecture โ€” โœ… SHIPPED in v2.0.0 (networking sections in all 3 engine specialists)
  • Narrative branching tool โ€” โœ… SHIPPED in v2.0.0 (narrative genre pack with branching architecture patterns)
  • Steam integration โ€” โœ… SHIPPED in v2.0.0 (game-ci-pipeline includes Steam deployment)
  • Mobile optimization skill โ€” Touch controls, battery life, thermal management, app store specifics
  • VR/XR game skill โ€” Spatial interaction, comfort settings, locomotion design
  • Asset pipeline automation โ€” Sprite sheet packing, texture atlasing, LOD generation guidance
  • Console porting checklist โ€” Platform-specific requirements for Switch, PlayStation, Xbox
  • Survival-crafting genre pack โ€” Resource loops, crafting trees, base building patterns
  • Multiplayer lobby system โ€” Matchmaking, lobby management, session persistence

Version History

Version Date Highlights
v2.0.0 2026-03-26 34 skills (+game-ci-pipeline, +game-jam-mode, +game-gdd-author), engine deepening (networking, animation, VFX, AI, materials in all 3 specialists), 2 genre packs (roguelike 888 lines, narrative 943 lines), CI validation (486 checks via validate.sh + GitHub Actions), 3 new docs (ai-native-gamedev, genre-pack-spec, skill-quality-rubric), 3 new templates (jam-concept, jam-submission, ci-pipeline-config), genre pack contribution guide in CONTRIBUTING.md
v1.4.0 2026-03-25 Starters directory (9 files: base config, Godot, Unity, Unreal), documentation overhaul (README rewrite, workflow-examples, FAQ, directory-conventions, CONTRIBUTING), flexibility pass (all 11 hooks rewritten, hardcoded paths removed, bash arrays eliminated), community infrastructure (3 issue templates, PR template, CODE_OF_CONDUCT, SECURITY, .gitignore expansion, awesome-list submission drafts), docs count 9 to 12
v1.3.0 2026-03-25 31 skills (+game-postmortem, +game-market-research), MCP integration doc with 34 verified servers, MCP sections in 7 skills, 5 new hooks (post-compact, subagent-track, instructions-validate, stop-failure, config-change), shell preprocessing in game-start and game-sprint-plan, named pipelines in game-team-orchestrator, all 31 skills frontmatter modernized (version, model, effort, context, memory), trigger optimization on all descriptions, engine updates (Godot 4.6.1, Unity 6.3 Havok/pricing, UE 5.7 Nanite/SWRT), regulatory freshness (COPPA April 2026, Steam 3-tier AI, PEGI June 2026, App Store iOS 26 SDK), accessibility updates (EAA enforcement, ESA 24 tags, Apple Nutrition Label), AI content policy template aligned to Steam framework
v1.2.0 2026-03-25 29 skills (+economy-designer, +accessibility-specialist, +localization-manager, +analytics-setup), voice consistency pass on all 25 existing skills, persona rewrites for technical-director and designer, full rebuilds of retrospective and team-orchestrator, 3 new templates, 2 new docs, all 9 agents get "When NOT to Use Me" sections, brainstorm gets market validation, balance gets statistical methods, launch gets post-launch ops, engine specialists get migration guides
v1.1.0 2026-03-25 25 skills (added scope-check, retrospective, reverse-document), 6 docs (added workflow-guide), 4 new templates, engine version updates, regulatory compliance, expanded game design theory
v1.0.0 2026-03-24 Initial release โ€” 22 skills, 10 templates, 5 docs, full agent hierarchy

Built by AlterLab โ€” Part of the AlterLab Skills Trilogy (FC Skills, Academic Skills, GameForge)