Files
settled-reach/whatsinagame/skill/references/customization-examples.md
T
jpmschweitzerandClaude Opus 4.6 050aeafc01 chore(kit): remove worktree-update skill, fix pr-review severity tiers
- Delete worktree-update skill template (replaced by sprint branches)
- Remove worktree-update references from settings, manifests, tests
- Update customization-examples to sprint-branch language
- Remove three-tier severity from pr-review template (every comment
  is actionable, no suggestion tier)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 15:21:20 +02:00

6.9 KiB

Customization Examples

How The Settled Reach (the project this kit was extracted from) customized the base patterns. Use these as inspiration for how far you can take the templates.

The Settled Reach: Overview

A top-down immersive sim with occlusion-based detective mechanics. Godot 4 client + Rust/bevy_ecs simulation server. Single-player with asymmetric information as core mechanic.

20 Agents with Themed Names and Personalities

Instead of generic names, The Settled Reach gave every agent a name from the project's science fiction universe. Each personality was tuned to the specific role and project context.

Name Archetype Unique Flavor
tyre architect Named after a setting element. Evaluates engine choices, client-server architecture, rendering pipelines. Specializes in Godot + Rust trade-offs.
si project-manager Manages sprint cycles across 6 team branches. Coordinates parallel workstreams.
hoshe qa-engineer Writes GDScript tests, Rust tests, and integration tests. Verifies simulation determinism.
gestalt designer Systems design specialist. Evaluates whether mechanics create "interesting decisions." Maps system interactions.
dudley developer-backend Rust simulation server specialist. Entity systems, deterministic tick processing, bevy_ecs.
stig developer-frontend Godot client specialist. Rendering, UI systems, fog of war, input handling.
mellanie content-author Writes in-game text: internal monologue, dialogue, descriptions, news ticker content.
troblum consultant Technical sparring partner. Evaluates architecture decisions alongside tyre.
araminta visual-designer Art direction, sprite standards, UI component patterns, color palettes.
inigo audio-designer Soundscape design, ambient layers, diegetic audio cues, spatial audio specs.
oscar developer-backend (networking) Client-server communication specialist. Network protocol, sync mechanisms.
qatux librarian Maintains decision records, discussion archives, briefings, Qdrant search index.
ozzie stakeholder (wow-factor) "Does this make players feel something?" Evaluates excitement and emotional resonance.
paula stakeholder (narrative) Political depth, conversation systems, faction mechanics, consequences.
gore stakeholder (themes) Philosophical questions, ascension paths, what the game is fundamentally ABOUT.
nigel stakeholder (replayability) Sandbox advocate. "What happens the SECOND time you play this?"
miri worldbuilder Setting designer. Factions, cultures, technology, locations, history, lore consistency.
justine devops Build pipelines, performance profiling, platform packaging, release quality.
tiger localization Translation infrastructure, cultural adaptation.

Key lesson: Themed names make agents feel like team members, not tools. The project's fiction naturally provided memorable, distinct names.

Game-Specific Commit Scopes

Standard scopes were replaced with project-specific ones:

agents, skills, docs, briefings, discussions, schema, db, config,
engine, simulation, client, ui, audio, assets, meta

Compare with generic: feat, fix, docs, chore, test, refactor

Key lesson: Commit scopes should match your project's actual domains. A web app might use: api, frontend, auth, db, deploy, infra, docs.

6 Worktree Branches

Instead of one main branch, the project uses worktrees for parallel development:

Branch Worktree Team
server ../server/ dudley, oscar
client ../client/ stig
copy ../copy/ mellanie
audio ../audio/ inigo
visual ../visual/ araminta
ci ../ci/ justine

Each sprint branch contains the full repository. Sprint briefings are written per-team (docs/sprints/sprint-N/server.md, client.md, etc.). Merges happen via PR review on main.

Key lesson: Sprint branches (sprint-N/team) with ephemeral worktrees via isolation: "worktree" give each agent an isolated copy without persistent worktree management.

The project uses local Qdrant (vector database) and Ollama (embedding model) for semantic search across hundreds of design documents, discussion rounds, and decision records.

# Search across all project documents
tooling/db/qdrant-search "asymmetric information design"

# Index a new document
tooling/db/qdrant-index docs/briefings/tyre.md

# Health check
tooling/db/qdrant-health

Configuration:

{
  "qdrant_url": "http://tower-of-joy:6333/",
  "ollama_url": "http://tower-of-joy:11434/",
  "embedding_model": "nomic-embed-text",
  "collection": "commonwealth",
  "dimensions": 768,
  "distance": "cosine"
}

Key lesson: Semantic search becomes valuable when you have 50+ documents. Below that, grep is fine. The full profile includes Qdrant; the standard profile uses grep-only /docs-search.

Custom Skills

Beyond the standard kit skills, the project added domain-specific ones:

Skill Purpose
render-sprite Render 3D models to 2D sprites via Godot pipeline (4 directions, 3 resolutions)
gen-audio Generate audio assets using Stable Audio Open API
gen-image Generate visual assets using Gemini image generation

Key lesson: The skill system is extensible. Use /skill-create to build project-specific skills for any repetitive workflow.

Domain-Specific Decision Files

Instead of a single decisions.md, the project organizes decisions by domain:

decisions/
  README.md           # Domain index with query examples
  architecture.md     # D-008, D-009, D-010, D-012, D-020, ...
  perception.md       # D-011, D-015, D-016, D-017, ...
  content.md          # D-023, D-024, D-025, ...
  scope.md            # D-001, D-003, D-005, ...
  process.md          # D-004, D-021, D-022
  questions.md        # Q-001 through Q-011
  rejected.md         # R-001 through R-010

Each decision has an ID, status, date, and summary. The README provides an index and grep-friendly query examples.

Key lesson: Start with 2-3 domain files (architecture, scope, process) and add more as needed. The standard profile deploys these three. The full profile adds domain files based on the project type.

Workshop Orchestration

Multi-agent design workshops with structured rounds:

  1. Workshop brief written to docs/workshops/workshop-N/brief.md
  2. /workshop-start parses the brief, spawns participants as teammates
  3. Rounds proceed with facilitator, participants discuss, decisions are captured
  4. Output: decision records, updated domain files, next-steps

Workshops are used for major design decisions (game mechanics, architecture choices, scope planning). Smaller decisions go through async discussion rounds.

Key lesson: Workshops are the full profile's killer feature. They turn "Claude discussing with itself" into structured, multi-perspective design sessions with real output.