chenhangcuisg-code
UserGAT — Godot Agent Team: a full-cycle (design→implementation) Godot game-development agent / 游戏制作智能体. Multi-agent, style-locked asset generation, self-evolving knowledge base; runs under both Claude Code and Codex.
Categories
Indexed Skills (14)
gat-brainstorm
Brainstorm a game idea through one-question-at-a-time designer interviews. Produces game.md, systems-index.md, and art-direction.md, or runs as discussion-only.
gat-design
Continue the design pipeline after brainstorm by writing system GDDs, content data, and system art docs; or add one missing system GDD with art.
gat-story
Develop game story and narrative through one-question-at-a-time writer interviews. Produces narrative docs under design/narrative/ or runs as discussion-only. Use when the user wants story, plot, lore, worldbuilding, characters, quests, dialogue, narrative tone, or authored story content for a GAT game.
gat-milestone
Break the design into milestone handoff slices and create production/milestone.md. Stops before technical design, task breakdown, or implementation.
gat-workflow-start
Inspect the repo state and recommend the next step in the simplified workflow.
gat-asset
Generate 2D game art assets (icons, characters, items, tilesets, UI) that are FORCED through the locked Style Contract so the whole game stays visually consistent. Composes prompts via tools/style_prompt.py, generates with the contract's backend (gpt-image / flux / sdxl), then gates every output through tools/art_audit.py — off-style art is regenerated, never shipped. Use when the user wants icons/sprites/portraits/tilesets for a GAT game. Triggers: 生成素材, make icons, generate sprites, 出图, character art, tileset, game art.
gat-evolve
The self-evolving loop. Harvest what was learned this session — pitfalls, working methods, reusable patterns, style-prompt fixes, balance recipes — and write it back into the knowledge base (knowledge/wiki/ for cross-project, .gat/journal.md for this game). Optionally proposes concrete improvements to GAT's own skills/templates/knowledge as a diff/PR. Run at the end of any substantial task, or when the user says the agent should 'learn from this'. Triggers: 复盘, evolve, self-improve, 记录经验, learn from this, update the wiki, retro.
gat-implement
Implement ONE milestone slice into the Godot project: write GDScript, build scenes/nodes, wire data + signals, and drive a running Godot editor via the godot-editor-control (Hastur) skill to add nodes / attach scripts / set properties / run the project. Closes the design→implementation loop. Use after /gat-scaffold, one milestone at a time. Triggers: 实现, implement, build the feature, write gdscript, 做这个里程碑, wire it up in godot.
gat-learn-from-ref
Learn game-design and asset-convention lessons from a REFERENCE game you own or an open-source game — study structure, data layouts, skill/economy tuning, art conventions — and distil them into the knowledge base to inform your own original game. Study/learning use only; commercial use of this module requires prior approval (see LICENSING.md). Reverse-engineering only on titles you have the legal right to inspect. Triggers: 学习参考游戏, learn from reference, study this game's design, reference a game's structure, 拆解参考.
gat-scaffold
Turn the milestone plan + GDDs into a real Godot project skeleton: project.godot, autoloads, a data-driven content layout (data/*.json), scene/script folder structure, an asset registry, and a save-slot discipline. Chooses the architecture paradigm (DDD / data-driven / prototype) using the game-architect knowledge base. Use once, after /gat-milestone, to go from design docs to an engine project ready for /gat-implement. Triggers: 搭项目, scaffold, create godot project, project structure, bootstrap game.
gat-style-lock
Freeze the game's art direction into an enforceable Style Contract (design/art/style-contract.yaml) that every asset-generation skill must obey. Produces the locked prompt prefix/suffix, negative prompt, palette, resolution, seed strategy, and reference anchors so all generated art stays in one consistent style forever. Use after art-direction.md exists and before generating any asset. Re-lock with --relock to change a frozen style on purpose. Triggers: 锁定画风, style lock, freeze art style, 统一风格, style contract, 严格约束prompt.
gat-verify
Verify an implemented milestone before claiming it works: runtime smoke test (drive the actual flow in Godot), data/balance simulation (combat/economy sims + pressure-band calibration, not 'feel'), asset & style-contract audit (every referenced asset exists and passes tools/art_audit.py), and design-coverage check (every GDD entity has data + assets). Reports honestly with evidence. Use after /gat-implement, before saying done. Triggers: 验证, verify, test the feature, balance check, 数值校验, smoke test, does it actually work.
gat-vfx
Generate 2D skill/spell VFX animations (sword-beam 剑波, fireball, frost nova, ink-wash energy, …) as luminance-keyed transparent sprite sheets + Godot .tres, using the game-skill-vfx pipelines (FLUX texture + procedural / AnimateDiff / SDXL-controlled), all bound to the game's Style Contract. Produces drop-in AnimatedSprite2D effects. Triggers: 技能特效, skill vfx, sword beam, 剑波, spell effect, particle effect, animated sprite sheet, godot vfx.
godot-editor-control
让 AI 操控一个正在运行的 Godot 编辑器(或游戏运行时)——通过 Hastur Operation Plugin 的 broker REST API 发送 GDScript 来增删改场景节点、改属性、挂脚本、开关场景、改项目设置、运行工程。含 Python 客户端 gop.py(零三方依赖)、10 个常用操作模板、mock broker(无编辑器也能自测)、--dry-run 离线预览。Godot 4.x(4.6.2/4.7)。触发词:"操控Godot编辑器"、"让AI改Godot场景/节点"、"godot editor control"、"Hastur"、"远程执行GDScript"、"godot MCP/自动化"。
Bio shown is the top-scored skill's repo description as a fallback — real GitHub bios land in a future update.