Gameserver Agent Skills — Guide
This package provides a complete agent workflow for C++ game server development.
The Golden Rule
Invoke the relevant skill BEFORE any response or action. Even a 1% chance a skill might apply means you should invoke it. Skills tell you HOW to approach work; don't skip them.
Workflow Map
Feature Development
idea → /brainstorm → /to-prd → /plan → /to-issues → /implement loop → svn commit
/brainstorm— Explore intent, ask clarifying questions, produce a design spec/to-prd— Turn the design into a formal PRD and publish to the issue tracker/plan— Break the PRD into a step-by-step implementation plan/to-issues— Slice the plan into independently-grabbable SVN-ready issues/implement— Execute: implement slice →./build.sh→/review→svn commit
Bug Fixing
bug report → /debug → implement fix → /review → svn commit
/debug— Build a feedback loop, reproduce, hypothesise, fix/implement— Apply the fix with the implement→build→review loop/review— Code review before committing
Architecture Work
/zoom-out → /architect → /plan → /implement loop
/zoom-out— Get a map of relevant modules and callers/architect— Find deepening opportunities, reduce coupling/plan+/implement— Execute the refactor
Prototyping
/prototype → capture decision → /plan → /implement
Skill Reference
| Skill | When to use |
|---|---|
/brainstorm |
Before any feature work — explore requirements, produce a design doc |
/to-prd |
Turn conversation context into a formal PRD on the issue tracker |
/plan |
Before touching code — write a step-by-step implementation plan |
/to-issues |
Break a plan into independently-grabbable issues |
/implement |
Execute: implement → build → review → commit (repeat per slice) |
/review |
Code review before any SVN commit |
/debug |
Disciplined bug diagnosis with feedback loop |
/architect |
Find and fix architectural friction in the codebase |
/zoom-out |
Get a broader map of modules and callers in an unfamiliar area |
/prototype |
Build throwaway C++ code to answer a design question |
/grill |
Interview the user or design relentlessly until shared understanding |
/triage |
Move issues through the triage state machine |
/handoff |
Compact the session into a document for the next agent to pick up |
/caveman |
Ultra-compressed output mode (~75% fewer tokens) |
Project Context
- Language: C++17
- Framework: Custom in-house C++ game server framework
- Build:
./build.sh(Unity Build) - Deploy:
cpgame <server_id> - VCS: SVN — all commits use
svn commit -m "...", all history viasvn log - Protocol:
.sdpfiles inCommon/(CS/SC) andInter/(server-to-server) - Naming: PascalCase classes, m_ prefix for members, i/b/s/v/st/p prefixes for locals
Quality Gate
No code is committed without passing: ./build.sh compiles clean → /review subagent approves → svn commit.