init-template

SkillDev tools

First-time repo setup for new projects. Transforms the cloned OCGS template into a clean, ready-to-use game project with your own identity.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the init-template skill

What this skill tells your AI

The instructions your AI receives, as published by striderza/opencodegamestudios in .agents/skills/init-template/SKILL.md and read by ahel’s review.

When this skill is invoked:

Phase 1: Parse Arguments

Check if CLI arguments were passed (from argument-hint):

  • --name "My Game" → sets game name (skips the name question below)
  • --engine godot|unity|unreal → sets engine (skips engine question)
  • --reset-git → automatically offers git reset (skips the prompt)

If --name and --engine are both provided, skip the interactive prompt entirely and proceed to Phase 2 using the provided values.

Otherwise, use question to gather missing details:

Tab 1: Project Identity

  • What is your game's name? (e.g., "My Game")
  • What is your game's one-line description? (e.g., "A 2D platformer about a cat in space")

Tab 2: Engine & Genre

  • Which engine are you using? (godot / unity / unreal)
  • What genre best describes your game? (e.g., platformer, RPG, puzzle, FPS, strategy)

Tab 3: Team

  • Team size (solo / small 2-5 / medium 6-15 / large 16+)
  • Preferred model tier (default / workhorse / lightweight) — refer to the README's Model Mapping section for options

Modular Installation

After setting project identity, install the desired framework modules:

node .agents/modules/install.mjs add core
node .agents/modules/install.mjs add engine-godot
node .agents/modules/install.mjs add art design ui qa release prototyping

Available modules (run node .agents/modules/install.mjs list to see all):

ModuleDescription
coreFramework skeleton (required)
artAseprite MCP, art generation, art bible
designGame mechanics, systems design, combat
architectureTechnical planning, ADRs
storiesEpics, stories, dev workflow, code review
programmingGameplay, AI, engine, network agents + rules
uiUX design, UI programming, accessibility
audioAudio direction, sound design
narrativeStory, world-building, dialogue
level-designLevel layout, encounter design
qaTesting strategy, bug tracking, profiling
releaseRelease management, sprints, changelogs
prototypingRapid prototyping, exploration
live-opsPost-launch content, community
localizationi18n, translation pipeline
engine-godotGodot 4 specialists
engine-unityUnity specialists
engine-unrealUnreal Engine 5 specialists
engine-bevyBevy specialists
dataData file conventions

Phase 2: Replace README.md

Write a fresh README.md to the project root. Use a template structure like:

# [Game Name]

> [One-line description]

Built with [Engine] using [OpenCode Game Studios](https://github.com/striderZA/OpenCodeGameStudios).

## Quick Start

```bash
opencode

Type /start for onboarding, or browse all skills with /.

Project Structure

/
├── src/              # Game source code
├── assets/           # Game assets (art, audio, vfx)
├── design/           # Game design documents
├── docs/             # Technical documentation
└── production/       # Sprint plans, session logs

License

[Choose a license]


Replace `[Game Name]`, `[One-line description]`, and `[Engine]` with the user's answers from Phase 1.

## Phase 3: Update AGENTS.md

Read AGENTS.md and update:
- Set the engine to the user's choice by changing the `## Technology Stack` section
- Update the model assignment: replace the model table with the user's preference (default/workhorse/lightweight), mapping to their engine's specialist agents
- Remove or update any project-specific settings
- If AGENTS.md is missing or malformed, warn and skip this phase

## Phase 4: Update opencode.json

Read opencode.json and clean it up:
- Remove any internal-only plugin paths
- Set project name appropriately
- Keep the ccgs-hooks.ts plugin reference only if the file actually exists: `if [ -f .opencode/plugins/ccgs-hooks.ts ]; then ...`
- If opencode.json is missing or malformed, warn and skip this phase

## Phase 5: Remove Internal Files

For each file/directory below, check existence first before deleting. If the directory already has user-created content, warn and skip rather than destroying it:

- `rm -f UPGRADING.md CONTRIBUTING.md SECURITY.md CODE_OF_CONDUCT.md`
- Clear `design/` contents only if empty of user files: `if ls design/*.md >/dev/null 2>&1; then echo "WARNING: design/ has content, skipping"; else rm -rf design/*; fi`
- Clear `src/` contents only if empty of user files: `if ls src/*.gd src/*.cs src/*.cpp src/*.ts >/dev/null 2>&1; then echo "WARNING: src/ has code files, skipping"; else rm -rf src/* && touch src/.gitkeep; fi`
- Clear `production/` contents only if empty of user files: similar guard
- On any error (file locked, permission denied), warn and continue to next item

## Phase 6: Optional Git Reset

If the user selected `--reset-git` or agrees when prompted:
- Offer to reset git history to a single commit
- `git checkout --orphan fresh-root`
- `git add -A`
- `git commit -m "Initial commit: scaffolded from OpenCode Game Studios template"`
- Delete all old tags (optional) — warn: if tags were previously pushed to remote, deletion requires `git push origin --delete <tag>` for each one
- Force push if needed (warn: this rewrites remote history for anyone who has cloned this repo)

## Phase 7: Summary

Print a completion summary:

✅ Template initialized

Project: [Game Name] Engine: [Engine] Team: [Size]

What's next:

  • Run /setup-engine [engine] to configure your engine docs
  • Run /concept-brainstorm to start designing your game concept
  • Run /start for guided onboarding

Signals

GitHub stars
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Forks
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Last commit
Aug 2026
Advanced
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skill
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init-template
Source
github.com/striderza/opencodegamestudios