team-combat

Coordinate combat feature design, implementation, AI, VFX, sound, and QA.

Updated Mar 28, 2026
One-click install
npx skills add https://github.com/scomofo/dragon-forge --skill team-combat-scomofo
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/scomofo/dragon-forge/tree/main/.agents/skills/team-combat
Command: npx skills add https://github.com/scomofo/dragon-forge --skill team-combat-scomofo

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It prevents combat feature work from stalling by coordinating design, implementation, AI, VFX, sound, engine validation, and QA into a single end-to-end pipeline.

Core Features & Use Cases

  • Combat feature team orchestration: Aligns game design rules, gameplay systems, enemy/NPC AI behavior, and presentation (VFX + audio) under shared acceptance criteria.
  • Architecture + engine idiom validation: Ensures proposed Godot 4.6 structure and integration points are engine-native and consistent with technical preferences.
  • Validation-first delivery: Produces tests and verifies edge cases, then collects sign-off status to close the feature.

Quick Start

Ask for a combat feature plan and implementation in one flow: /team-combat melee parry system with tuning for timing windows, hit confirmation, and enemy counter behavior.

Frequently Asked Questions about team-combat

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

FAQPage Schema
How do I orchestrate end-to-end combat feature development in Godot?

Combat feature orchestration coordinates design, gameplay implementation, enemy AI behavior, VFX, audio, and QA testing into a single pipeline. It aligns shared acceptance criteria across all disciplines to prevent combat feature work from stalling in Godot.

What is the best way to implement a melee parry system with enemy counter behavior?

Implementing a melee parry system requires coordinating timing windows, hit confirmation, and enemy counter AI behavior. An end-to-end combat orchestration pipeline validates engine-specific architecture and generates QA test coverage to verify these mechanics.

Can I validate engine-native architecture for new combat mechanics in Godot 4.6?

Yes, combat feature orchestration validates proposed Godot 4.6 structure and integration points to ensure they are engine-native. It enforces structured phase gating with user-approved architecture decisions before proceeding with implementation.

How do I manage QA test coverage and edge cases for game combat systems?

Managing QA test coverage for combat systems uses a validation-first delivery approach that produces tests and verifies edge cases. The orchestration pipeline collects sign-off status to formally close the combat feature after validation.

Does combat feature orchestration support parallel implementation and error recovery?

Combat orchestration supports parallel implementation where possible and includes error recovery that preserves partial progress when agents fail. It offers review modes including full, lean, and solo to accommodate different development workflows.