| name | guide |
| description | Use at the start of any session to understand which skill to invoke. Maps the full workflow — feature development, bug fixing, architecture, and utilities — for a C++ game server project with SVN. |
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 → ./qmake.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:
./qmake.sh (Unity Build + distcc)
- Deploy:
cpgame <server_id>
- VCS: SVN — all commits use
svn commit -m "...", all history via svn log
- Protocol:
.sdp files in Common/ (CS/SC) and Inter/ (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: ./qmake.sh compiles clean → /review subagent approves → svn commit.