team-combat

Orchestrate cross-disciplinary game feature teams through phase-based combat development pipelines.

Updated Mar 15, 2026
One-click install
npx skills add https://github.com/jtvaris/sunday-night-dynasty --skill team-combat-jtvaris
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/jtvaris/sunday-night-dynasty/tree/main/.agents/skills/team-combat
Command: npx skills add https://github.com/jtvaris/sunday-night-dynasty --skill team-combat-jtvaris

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Orchestrate a cross-disciplinary game feature team to design, implement, and validate a combat feature end-to-end, reducing handoffs and miscommunication.

Core Features & Use Cases

  • Orchestrates roles: game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester to cover end-to-end feature delivery
  • Defines a structured pipeline with phase transitions and decision points, enabling parallel work where possible
  • Produces and references design documents, architecture sketches, and integration plans to ensure traceability and alignment across teams

Quick Start

Describe the combat feature to begin the orchestration and deploy the initial design phase.

Frequently Asked Questions about team-combat

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

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

Combat feature development is coordinated through a phase-based pipeline with explicit decision points, orchestrating cross-disciplinary roles from design to validation. This structured approach reduces handoffs and miscommunication between gameplay, AI, art, and QA teams.

What's the best way to structure end-to-end combat feature implementation from design to testing?

End-to-end combat feature implementation is structured using a phase-based pipeline that defines phase transitions and decision points. This pipeline enables parallel work while producing design documents, architecture sketches, and integration plans for traceability.

Can I use this pipeline to orchestrate AI programming and gameplay programming roles together?

Yes, the pipeline explicitly orchestrates both AI programming and gameplay programming roles alongside game design, technical art, sound design, and QA testing. Per-role subagents ensure each discipline's specific tasks are managed within the overall combat feature workflow.

How does team combat orchestration handle phase transitions and integration for combat features?

Team combat orchestration handles phase transitions through explicit decision points that gate progression. It generates documented design artifacts and integration plans, ensuring that architecture sketches and technical implementations align across all participating roles before validation.

Do I need to provide a game design document before starting combat feature orchestration?

You do not need a pre-existing game design document to start combat feature orchestration. Describing the combat feature initiates the orchestration and deploys the initial design phase, which then produces the required design documents and architecture sketches.

When should I avoid using a phase-pipeline approach for combat feature delivery?

You should avoid a phase-pipeline approach for combat feature delivery when working on isolated bug fixes or minor tweaks that do not require cross-disciplinary coordination. The structured pipeline with per-role subagents is designed for full end-to-end feature development requiring multi-role alignment.