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init-template

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

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含まれるファイル(1)

  • SKILL.md5.9 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

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

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

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striderZA/OpenCodeGameStudios912026年10月7日 更新

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striderZA/OpenCodeGameStudios912026年10月7日 更新

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striderZA/OpenCodeGameStudios912026年10月7日 更新

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日本語の概要は準備中です。原文の説明を表示しています。

striderZA/OpenCodeGameStudios912026年10月7日 更新

Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.

日本語の概要は準備中です。原文の説明を表示しています。

striderZA/OpenCodeGameStudios912026年10月7日 更新

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

日本語の概要は準備中です。原文の説明を表示しています。

striderZA/OpenCodeGameStudios912026年10月7日 更新

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