game-build

Map Godot 4.x feature requirements to techniques and generate tests and scaffolding.

Updated Jan 1, 2026
One-click install
npx skills add https://github.com/AirMile/claude-config --skill game-build
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-build
Source: https://github.com/AirMile/claude-config/tree/main/skills/game-build
Command: npx skills add https://github.com/AirMile/claude-config --skill game-build

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Build features for Godot 4.x by mapping requirements to design techniques (TDD, Implementation First, or Implementation Only) and generating a coherent build plan with tests and playtest readiness.

Core Features & Use Cases

  • TDD-driven test scaffolding for each feature, including a test plan and RED-GREEN-REFACTOR cycles.
  • Implementation-first visual/scene setup and resource creation guided by feature.json.
  • Full build pipeline: define, plan, build, test, debug, refactor, and integration playtests.

Quick Start

Define your feature with /game-define and then run /game-build to start the technique-mapped build cycle.

Frequently Asked Questions about game-build

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build Godot game features using TDD and automated test scaffolding?

You can build Godot 4.x features using TDD by mapping requirements to design techniques and generating RED-GREEN-REFACTOR cycles with automated test scaffolding. The process creates a coherent build plan with integration tests and playtest readiness directly from your feature inputs.

What is the best way to map Godot feature requirements to implementation techniques?

Mapping Godot 4.x feature requirements involves categorizing needs into TDD, Implementation First, or Implementation Only techniques. This generates corresponding tests and scaffolding, ensuring a structured build cycle from initial planning through regression gates and playtests.

How do I start a technique-mapped build cycle for a Godot 4.x project?

To start a technique-mapped build cycle for Godot 4.x, define your requirements using a feature.json input containing requirements, buildSequence, and files. Running the build process consumes this input to update backlog and context while producing a structured progress report and git baseline.

Do I need feature.json to generate GDScript test scaffolding?

Yes, feature.json is required to generate GDScript test scaffolding for Godot 4.x. The file provides the necessary requirements, buildSequence, and files data that the build cycle uses to map techniques and create the corresponding test plans and resource setups.

Can I use implementation-first scene setup without writing tests first in Godot?

Yes, implementation-first visual and scene setup is supported without writing tests first in Godot. The technique mapping categorizes features into TDD, Implementation First, or Implementation Only, allowing direct resource creation guided by your feature.json when tests are not prioritized.

What limitations exist when running integration playtests after a Godot build cycle?

Integration playtests are limited to Godot 4.x projects and depend on completing the full build pipeline including define, plan, build, test, debug, and refactor stages. Regression gates must be passed before playtest planning and execution can proceed.