self-evolve

Solid

Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.

AI & Automation 61 stars 2 forks Updated 2 days ago Apache-2.0

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Quality Score: 84/100

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80
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Description 5%
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Skill Content

# Self-Evolve Run at the end of a project to promote what worked in this project into framework-level priors. Future projects then start ahead because `vibegame init` ships the priors. ## Workflow The orchestrator coordinates this workflow and owns code and architecture outputs (modules, skeletons, and contracts excluding the Artist chapter). Skeleton-specific errors belong inside the matching skeleton. Art-recipe distillation belongs to artist via the `artist-self-evolve` skill — dispatch it in parallel. 0. **Self Check.** Before promoting or syncing a skeleton, audit the finished project itself. The project will become a future starting point, so fix these issues in the project before opening a task to convert it into `skeletons/<slug>/`: - **Engine-owned runtime facts stay engine-owned.** Anything the engine can express — especially visual `scale`, `width` / `height`, `offset`, `pivot`, `depth`, collider `width` / `height`, collider `offset`, collider `pivot`, scroll factor, animation clip timing, and similar runtime visual / collision behavior — must be declared in scene JSON, node JSON, manifest metadata, or config that the engine reads. Do not bypass the engine by setting visual scale / offset / pivot or collider scale / offset / pivot imperatively in scripts when an engine parameter exists. - **No unexplained hard-coded numbers.** Gameplay, physics, visual sizing, hitbox dimensions, spawn timing, camera bounds, UI placement, and animation timing must come fr...

Details

Author
tettethu
Repository
tettethu/VibeGame
Created
1 weeks ago
Last Updated
2 days ago
Language
Python
License
Apache-2.0

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