team-combat
SkillCloud & infraOrchestrate a critical feature squad. Game: combat team with game design, gameplay, AI, VFX, audio, engine, QA. Product: critical workflow/API/CLI feature squad with lead-programmer, language specialist, security/devops as needed, UX, and QA.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the team-combat skill
What this skill tells your AI
The instructions your AI receives, as published by negentropy-laby/opendoge in .agents/skills/team-combat/SKILL.md and read by ahel’s review.
User Guide
- When to use: Orchestrate a critical feature squad. Game: combat team with game design, gameplay, AI, VFX, audio, engine, QA. Product: critical workflow/API/CLI feature squad with lead-programmer, language specialist, security/devops as needed, UX, and QA.
- Inputs: Command arguments:
/team-combat [combat feature description]; project artifacts referenced below; user decisions and approvals before writes. - Outputs: Primary artifacts, reports, or conversation guidance described below; write files only after user approval.
- Memory-bank writes: None.
- Next steps: Follow the workflow hand-off or next-step guidance below; recommendations do not auto-run and require explicit user command/approval.
Phase 0: Domain Routing
Detect the project domain before orchestrating the team:
design/cdd/game-concept.md-> [Game] keep the existing combat team workflow: game design, gameplay programming, AI, VFX, audio, engine validation, QA, and balance follow-up.design/cdd/product-concept.md-> [Product] use this command as a critical-workflow feature squad: lead-programmer, language specialist, security-engineer if permissions/data are involved, devops-engineer if deployment/infrastructure is involved, ux-designer for user-facing flow, and qa-tester for contract/integration evidence.- If unclear, ask whether the requested feature is game combat or a product critical workflow/API/CLI capability.
The combat workflow below remains intact for games. Product orchestration is a parallel branch for the same command.
Argument check: If no combat feature description is provided, output:
"Usage:
/team-combat [combat feature description]— Provide a description of the combat feature to design and implement (e.g.,melee parry system,ranged weapon spread)." Then stop immediately without spawning any subagents or reading any files.
When this skill is invoked with a valid argument, orchestrate the combat team through a structured pipeline.
Decision Points: At each phase transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next phase.
Team Composition
- game-designer — Design the mechanic, define formulas and edge cases
- gameplay-programmer — Implement the core gameplay code
- ai-programmer — Implement NPC/enemy AI behavior for the feature
- technical-artist — Create VFX, shader effects, and visual feedback
- sound-designer — Define audio events, impact sounds, and ambient combat audio
- engine specialist (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from
standards/technical-preferences.mdEngine Specialists section) - qa-tester — Write test cases and validate the implementation
Product Team Composition
- lead-programmer — Own the critical workflow/API/CLI architecture and module boundaries
- language specialist (
python-specialist,typescript-specialist,rust-specialist, orgo-specialist) — Implement stack-specific code fromstandards/technical-preferences.md - ux-designer — Own user workflow, CLI/API consumer journey, error recovery, and accessibility handoff
- security-engineer — Join when auth, permissions, secrets, tenant data, payments, or external integrations are involved
- devops-engineer — Join when deployment, CI/CD, migrations, infrastructure, or rollback paths are involved
- qa-tester — Write contract, CLI, e2e, migration, smoke, and validation evidence
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: game-designer— Design the mechanic, define formulas and edge casessubagent_type: gameplay-programmer— Implement the core gameplay codesubagent_type: ai-programmer— Implement NPC/enemy AI behaviorsubagent_type: technical-artist— Create VFX, shader effects, visual feedbacksubagent_type: sound-designer— Define audio events, impact sounds, ambient audiosubagent_type: [primary engine specialist]— Engine idiom validation for architecture and implementationsubagent_type: qa-tester— Write test cases and validate implementation
Always provide full context in each agent's prompt (design doc path, relevant code files, constraints). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).
For Product prompts, pass:
design/cdd/product-concept.mdUser Promise, JTBD, principles, target users, platform/stack- Relevant Product CDD or quick spec from
design/cdd/ - UX/workflow specs from
design/ux/when user-facing - ADRs and stack reference under
docs/architecture/anddocs/reference/<stack>/ - Existing source paths (
src/api,src/cli,src/services,src/app,migrations, config, package/build files) - Required tests and validation targets under
tests/andproduction/qa/evidence/user-tests/
Pipeline
Phase 1: Design
Delegate to game-designer:
- Create or update the design document in
design/cdd/covering: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteria - Output: completed design document
Phase 2: Architecture
Delegate to gameplay-programmer (with ai-programmer if AI is involved):
- Review the design document
- Design the code architecture: class structure, interfaces, data flow
- Identify integration points with existing systems
- Output: architecture sketch with file list and interface definitions
Then spawn the primary engine specialist to validate the proposed architecture:
- Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)
- Are there engine-native systems that should be used instead of custom implementations?
- Any proposed APIs that are deprecated or changed in the pinned engine version?
- Output: engine architecture notes — incorporate into the architecture before Phase 3 begins
Phase 3: Implementation (parallel where possible)
Delegate in parallel:
- gameplay-programmer: Implement core combat mechanic code
- ai-programmer: Implement AI behaviors (if the feature involves NPC reactions)
- technical-artist: Create VFX and shader effects
- sound-designer: Define audio event list and mixing notes
Phase 4: Integration
- Wire together gameplay code, AI, VFX, and audio
- Ensure all tuning knobs are exposed and data-driven
- Verify the feature works with existing combat systems
Phase 5: Validation
Delegate to qa-tester:
- Write test cases from the acceptance criteria
- Test all edge cases documented in the design
- Verify performance impact is within budget
- File bug reports for any issues found
Phase 6: Sign-off
- Collect results from all team members
- Report feature status: COMPLETE / NEEDS WORK / BLOCKED
- List any outstanding issues and their assigned owners
Product Pipeline
Product Phase 1: Workflow / Contract Design
Delegate to lead-programmer and ux-designer:
- Confirm the Product CDD or quick spec covers User Promise, JTBD, workflow steps, API/CLI/web/data contract, edge cases, configuration, and acceptance criteria
- Identify whether the feature is primarily API, CLI, web workflow, data/migration, library, or deployment tooling
- Output: implementation-ready Product spec with open questions clearly separated from agreed requirements
Product Phase 2: Architecture and Stack Handoff
Delegate to lead-programmer and the selected language specialist:
- Propose module boundaries, public API/CLI surface, data model, error semantics, idempotency/retry behavior, and observability hooks
- Validate against ADRs and
docs/reference/<stack>/VERSION.md - If auth/permissions/data risk exists, spawn security-engineer in parallel
- If deployment/migration/rollback risk exists, spawn devops-engineer in parallel
- Output: architecture sketch, file list, interface contract, and risk notes
Product Phase 3: Implementation
Delegate to the language specialist with lead-programmer coordination:
- Implement source changes in the appropriate stack
- Keep API/CLI/web/data contracts stable and documented
- Surface deviations from Product CDD, UX spec, or ADR before writing
Product Phase 4: Validation
Delegate to qa-tester:
- Write or update contract, CLI, e2e, migration, smoke, and regression tests
- Produce evidence in the matching subdirectory under
production/qa/evidence/ - Verify error recovery, accessibility, observability, and docs examples
Product Phase 5: Sign-off
- Report READY / NEEDS WORK / BLOCKED
- List open Product risks by owner: lead-programmer, language specialist, security-engineer, devops-engineer, ux-designer, qa-tester
- Recommend
/code-review,/security-audit,/smoke-check,/content-audit, or/team-releaseas appropriate
Error Recovery Protocol
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
- Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
- Offer options via AskUserQuestion with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
- Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
- Input file missing (story not found, CDD absent) → redirect to the skill that creates it
- ADR status is Proposed → do not implement; run
/architecture-decisionfirst - Scope too large → split into two stories via
/create-stories - Conflicting instructions between ADR and story → surface the conflict, do not guess
File Write Protocol
All file writes (design documents, implementation files, test cases) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.
Output
A summary report covering: design completion status, implementation status per team member, test results, and any open issues.
Verdict: COMPLETE — combat feature designed, implemented, and validated. Verdict: BLOCKED — one or more phases could not complete; partial report produced with unresolved items listed.
Next Steps
- Run
/code-reviewon the implemented combat code before closing stories. - Run
/balance-checkto validate combat formulas and tuning values. - Run
/team-polishif VFX, audio, or performance polish is needed. - Product: run
/code-reviewon implemented API/CLI/web/data code. - Product: run
/smoke-checkand relevant contract/CLI/e2e/migration tests. - Product: run
/content-auditif docs, generated help, schemas, or examples changed.
Signals
- GitHub stars
- 20
- Forks
- 5
- Last commit
- Aug 2026
Advanced
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team-combat- Source
- github.com/negentropy-laby/opendoge