game-execution
Task implementation workflow, test harnesses, screenshot/video capture, visual debugging.
Skill by dragoscirjan
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/dragoscirjan-game-execution
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About
Use cases: testing, productivity
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-execution
What's inside
- Skill name
game-execution- Description
- Task implementation workflow, test harnesses, screenshot/video capture, visual debugging. Load before implementing game tasks.
- License
- MIT
- Instructions
- 275 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Game Execution — Implementation, Testing & Capture
## Phases
### Risk Tasks (if game plan has any)
Implement each risk feature in isolation before the main build:
1. Set up minimal environment — only the nodes needed to exercise the risk
2. Run the implementation loop until the risk task's **Verify** criteria pass
3. Commit
### Main Build
Implement everything in the game plan's **Main Build**:
1. Generate scenes first, then scripts (scenes create nodes that scripts attach to)
2. Run the implementation loop until verification criteria pass
3. Run final verification including presentation video
4. Commit
---
## Implementation Loop
1. **Import assets** — `timeout 60 godot --headless --import` (generates `.import` files — without this, `load()` fails). Re-run after modifying assets.
2. **Generate scenes** — write scene builder scripts, compile to `.tscn`
3. **Generate scripts** — write `.gd` files
4. **Pre-validate** — `timeout 30 godot --headless --check-only -s <path>` for each new/modified `.gd`
5. **Validate project** — `timeout 60 godot --headless --quit 2>&1`
6. **Fix errors** — if validation fails, fix and re-validate
7. **Capture** — write test harness, run with `--write-movie`, produce screenshots
8. **Verify** — check captures against verification criteria + `reference.png` consistency. Check stdout for `ASSERT FAIL`.
9. **Visual QA** — delegate to Heimdall (visual-qa subagent) when applicable
10. If verification fails → fix and repeat from step 2
> **MCP alternative (when `godot_editor` is enabled — see `mcp-tools-godot` skill):** For step 5, use `run_project` + `get_debug_output` instead of `godot --headless --quit` for interactive validation with richer console output. Use `stop_project` to terminate. For pre-validation (step 4), use `get_diagnostics` from `godot_diagnostics` for LSP-level checks. Steps 1 and 7 have no MCP equivalent — always use bash for asset import and `--write-movie` capture.
After each phase: update the game plan spec status, write discoveries to knowledge graph (`memory` tools), git commit.
### Iteration Tracking
There is no fixed iteration limit — use judgment:
- If there is progress (even small iterative steps) — keep going
- If you recognize a **fundamental limitation** (wrong architecture, missing engine feature) — stop early, even after 2-5 iterations
- Stop signal: "making the same kind of fix repeatedly without convergence"
---
## Commands
```bash
# Import new/modified assets (MUST run before scene builders):
timeout 60 godot --headless --import
# Compile a scene builder (produces .tscn):
timeout 60 godot --headless --script <path_to_builder.gd>
# Pre-validate a single script:
timeout 30 godot --headless --check-only -s <path_to_script.gd>
# Validate all project scripts:
timeout 60 godot --headless --quit 2>&1
```
**Common errors:**
- `Parser Error` — syntax error, fix the line indicated
- `Invalid call` / `method not found` — wrong node type or API, delegate to Mimir for class lookup
- `Cannot infer type` — `:=` used with `instantiate()` or polymorphic math functions
- Script hangs — missing `quit()` in scene builder
---
## Test Harnesses
Write `test/test_{task_id}.gd` — a SceneTree script that loads the scene under test and verifies the task's goal. Do NOT call `quit()` — the movie writer handles exit.
### Contract
```gdscript
extends SceneTree
func _initialize() -> void:
# Setup: load scene, position camera, configure test
var scene: PackedScene = load("res://scenes/main.tscn")
var root_scene = scene.instantiate()
root.add_child(root_scene)
# Camera must be activated explicitly
var cam := Camera3D.new()
cam.position = Vector3(0, 5, 10)
cam.current = true
root.add_child(cam)
func _process(delta: float) -> bool:
# Return false to keep running
return false
```
### Console Assertions
Use `print("ASSERT PASS/FAIL: ...")` for behavioral properties hard to judge visually (positions, velocities, state changes). After capture, check stdout for `ASSERT FAIL` lines.
### Simulated Input
```gdscript
var timer := Timer.new()
timer.wait_time = 1.0
timer.one_shot = true
timer.timeout.connect(func(): Input.action_press("move_forward"))
root.add_child(timer)
timer.start()
```
### Sustained Movement (Presentations)
Open-loop input (timed press/release) doesn't work for 30-second videos — per-frame errors compound. Use **closed-loop waypoint steering** based on actual position each frame.From dragoscirjan/opencode-config, MIT.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 3
- Last commit (this folder)
- May 28, 2026 (5 months ago)
- Last release
- Jun 2, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/dragoscirjan/opencode-config
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from dragoscirjan
- 0.474score
develop-tdd
dragoscirjan
When this skill is loaded, the developer follows the Red-Green-Refactor cycle.
SkillCFreshness: CClaude Code +9 - 0.471score
developer-frontend
dragoscirjan
Frontend development standards — UI/UX principles, accessibility, state management, and component patterns.
SkillCFreshness: CClaude Code +9 - 0.471score
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dragoscirjan
Clean code principles, SOLID, design patterns, readability, error handling, and universal quality tooling.
SkillCFreshness: CClaude Code +9 - 0.471score
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DevOps and infrastructure standards — principles for IaC, CI/CD, and automation.
SkillCFreshness: CClaude Code +9 - 0.471score
game-bootstrap
dragoscirjan
Godot 4 project scaffolding — project.godot, architecture notes, script stubs, scene builders, build order.
SkillCFreshness: CClaude Code +9 - 0.471score
game-design
dragoscirjan
Visual target generation, risk-first game decomposition, and verification criteria.
SkillCFreshness: CClaude Code +9
Cite this page
game-execution skill. Agent Mart. https://agentmart.dev/skills/dragoscirjan-game-execution (last updated 2026-10-24)