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.