team-combat

Orchestrate multi-discipline combat feature design and implementation across six phases.

Updated Apr 9, 2026
One-click install
npx skills add https://github.com/CarlosQ96/robot-crawler --skill team-combat-carlosq96
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/CarlosQ96/robot-crawler/tree/main/.agents/skills/team-combat
Command: npx skills add https://github.com/CarlosQ96/robot-crawler --skill team-combat-carlosq96

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a structured orchestration layer to turn a combat feature idea into a validated, shipped implementation by coordinating designers, programmers, artists, sound, engine validation, and QA so no discipline is left unsupported or out of sync.

Core Features & Use Cases

  • Phased pipeline: Clear Phase 1→6 workflow from design and architecture through implementation, integration, validation, and sign-off.
  • Parallel delegation: Launches and manages parallel subagents for gameplay code, AI, technical art, and audio while enforcing decision-point approvals.
  • Error recovery & governance: Built-in blocker handling, dependency checks, file-write protocol, and engine specialist validation to prevent unsafe or out-of-spec implementations.
  • Use case: Turn a feature prompt like "melee parry system" into a complete design doc, architecture sketch, implementation tasks, VFX/audio specs, QA cases, and a final sign-off report.

Quick Start

Invoke the skill with a concise feature description, for example: /team-combat melee parry system to start phased orchestration and approval-driven delegation.

Frequently Asked Questions about team-combat

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

FAQPage Schema
How do I coordinate a combat feature across multiple game development disciplines?

You can orchestrate a combat feature across disciplines using a phased pipeline that coordinates subagents for game design, gameplay programming, AI, technical art, sound, and QA. This structured workflow enforces decision-point approvals to keep teams synchronized.

What is the best way to manage implementation of game combat mechanics from design to QA?

Managing game combat mechanics implementation is best handled through a six-phase pipeline spanning design, architecture, implementation, integration, engine validation, and final sign-off, launching parallel subagents while enforcing file-write protocols and error recovery.

Can I use this orchestration workflow for solo or small-team multiplayer feature development?

Yes, this orchestration workflow supports solo or small-team multiplayer feature development by delegating tasks like VFX, audio, and AI to parallel subagents, ensuring no discipline is left unsupported or out of sync during combat feature creation.

How does error recovery work when orchestrating combat feature programming and technical art?

Error recovery during combat feature programming and technical art orchestration works via built-in blocker handling, dependency checks, and file-write protocols, preventing unsafe or out-of-spec implementations through engine specialist validation at decision points.

When do I need a multi-phase orchestration layer for game design and AI programming?

You need a multi-phase orchestration layer for game design and AI programming when turning a combat feature idea into a validated implementation, requiring coordinated delegation across design, architecture, VFX, audio, and QA to produce a final sign-off report.