team-combat

Coordinate a multi-disciplinary team to design, implement, and validate a combat feature end-to-end.

Updated Apr 10, 2026
One-click install
npx skills add https://github.com/emcconnell/nova-scout --skill team-combat-emcconnell
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/emcconnell/nova-scout/tree/main/.claude/skills/team-combat
Command: npx skills add https://github.com/emcconnell/nova-scout --skill team-combat-emcconnell

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Orchestrates a multi-disciplinary team to design, implement, integrate, and validate a combat feature from concept through QA, removing ad-hoc coordination overhead and ensuring engine-idiomatic implementation and sign-off.

Core Features & Use Cases

  • Structured Pipeline: Phase-based workflow covering design, architecture, parallel implementation, integration, validation, and sign-off.
  • Role Delegation: Spawns and coordinates specialists (game designer, gameplay programmer, AI programmer, technical artist, sound designer, engine specialist, QA) with clear prompts and file-write delegation.
  • Decision Gating & Error Recovery: Requires user approval at phase transitions, surfaces blockers immediately, and offers options to retry, skip, or stop with partial reports.
  • File & Engine Safety: Enforces a "May I write to [path]?" protocol and engine-idiom validation to prevent inappropriate implementations.
  • Use Case: Launch to implement a melee parry system, including design doc, Godot node architecture review, gameplay code, enemy AI reactions, VFX/audio assets, test cases, and a final acceptance report.

Quick Start

Invoke the team-combat skill with a short description such as /team-combat melee parry system.

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 team to implement a combat feature in Godot end-to-end?

Coordinating combat feature delivery in Godot requires a phased pipeline covering design, architecture, parallel implementation, integration, and QA. Role delegation spawns specialists for gameplay code, AI reactions, VFX, audio, and engine validation with user approval gates between phases.

What is the best way to manage AI programming and VFX audio integration for game combat?

Managing AI programming and VFX audio integration for game combat involves structured role delegation across specialists. A technical artist handles visual effects, a sound designer manages audio, and an AI programmer implements enemy reactions, all coordinated through phase-based workflow gating.

Can I use team orchestration to validate engine-idiomatic combat design in Godot?

Yes, team orchestration validates engine-idiomatic combat design in Godot by enforcing file-write delegation protocols and engine specialist reviews. This prevents inappropriate implementations during the architecture phase before gameplay code and asset integration begin.

How to set up QA testing for a melee parry system with multiple development roles?

Setting up QA testing for a melee parry system uses a structured pipeline that assigns test case generation to a QA specialist. The workflow integrates gameplay code, enemy AI reactions, and VFX audio assets through decision point gating before final sign-off.

What happens when a combat feature implementation hits a blocker during phase transitions?

When combat feature implementation hits a blocker during phase transitions, the workflow surfaces the issue immediately and offers error-recovery options. Users can retry the phase, skip it, or stop entirely while receiving a partial progress report.

Does the combat feature pipeline require user approval before writing files?

Yes, the combat feature pipeline requires user approval before writing files by enforcing a strict protocol. Subagents must request permission for each file path write, ensuring controlled modifications during architecture review, code implementation, and asset integration phases.