team-combat

Orchestrate multi-role combat feature design, implementation, and QA validation.

Updated Apr 4, 2026
One-click install
npx skills add https://github.com/WindXRan/y3td --skill team-combat-windxran
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/WindXRan/y3td/tree/main/.claude/skills/team-combat
Command: npx skills add https://github.com/WindXRan/y3td --skill team-combat-windxran

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It removes the coordination overhead of building a new combat feature by orchestrating a full team workflow—from detailed design through implementation and QA—so the feature is delivered end-to-end with fewer gaps between disciplines.

Core Features & Use Cases

  • End-to-end combat feature orchestration: Aligns game design, gameplay programming, AI behavior, VFX, sound, engine-idiom validation, and QA into a single pipeline.
  • Mode-based execution control: Supports --review full|lean|solo (including reading a default review mode file) to balance thoroughness vs. speed.
  • User-gated decisions at key phases: Uses approvals to transition between architecture and parallel implementation, reducing downstream churn.
  • Acceptance-criteria-driven validation: Produces test coverage based on design requirements and collects sign-off with COMPLETE / NEEDS WORK / BLOCKED status.

Quick Start

Use the team-combat skill to design and implement the combat feature you describe by running: /team-combat melee parry system --review lean.

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 gameplay programming, AI, and VFX teams?

Combat feature development is orchestrated by aligning game design, gameplay programming, AI behavior, VFX, sound, and QA into a single pipeline. This removes cross-discipline coordination overhead and reduces gaps between disciplines.

What is multi-agent orchestration for AI gameplay mechanics?

Multi-agent orchestration for AI gameplay synchronizes logic, AI behavior, and audiovisual assets through a structured pipeline. It applies engine-specific architecture checks and acceptance testing to ensure combat features function cohesively.

Can I balance thoroughness and speed when building combat mechanics?

You can balance combat mechanic build thoroughness and speed using mode-based execution control. Setting review modes like lean or solo adjusts the pipeline validation depth to accelerate delivery when full review is unnecessary.

How to validate combat features with acceptance criteria and QA test design?

Validate combat features by producing test coverage from design requirements and collecting QA sign-off. The pipeline uses COMPLETE, NEEDS WORK, or BLOCKED statuses to enforce acceptance-criteria-driven validation and track readiness.

Does combat feature architecture planning support user-gated approvals?

Combat feature architecture planning supports user-gated decisions at key phases. It uses approvals to transition between architecture checks and parallel implementation, ensuring alignment before coding begins.