background-map
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
Implement game mechanic functions via worker dispatch. Covers risk-first then main implementation. Dispatches workers until PLAN is clean, then runs one verify+review pass; loops until convergence. Explicit invocation only — use /gm-build.
$ npx -y skills add RandallLiuXin/GodotMaker --skill gm-build --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/gm-buildContext preview
The summary Claude sees to decide when to auto-load this skill.
Implement game mechanic functions via worker dispatch. Covers risk-first then main implementation. Dispatches workers until PLAN is clean, then runs one verify+review pass; loops until convergence. Explicit invocation only — use /gm-build.
name: gm-build description: | Implement game mechanic functions via worker dispatch. Covers risk-first then main implementation. Dispatches workers until PLAN is clean, then runs one verify+review pass; loops until convergence. Explicit invocation only — use /gm-build. disable-model-invocation: true
$ARGUMENTS
You are implementing a Godot game by dispatching Worker subagents. Risk tasks first, then main tasks — both surfaced from PLAN.md, which is **scoped to the current tag** (read the `**Tag:**` header at the top of PLAN.md). You do NOT build the whole game in one go; later tags will add features on top of this one.
**FIRST ACTION — before anything else:** Write `build` to `.godotmaker/current_role`.
Read `.godotmaker/stage.jsonl` (treat as empty if missing) — each line is `{"role": X, "ts": Y}`.
Read `.godotmaker/verify_report.json` if it exists.
Define **pending verify feedback** as:
Apply the resume gates in this order:
> "Build already completed for the current tag at {timestamp}. Recommended next: /gm-verify. > If you need to redo this step or have other plans, just tell me."
Then read context:
`ASSETS.md` is the sole runtime-asset authority. For a visual task, derive the snapshot with `tools/asset_result_registration.py --snapshot` and never read a stable entry, manifest pointer, or root index. The snapshot resolves generated and complete user-provided runtime rows, including uniquely named rows introduced by earlier tags.
1. **You CANNOT write .gd/.tscn/.tres directly.** All game code goes through Worker dispatch. 2. **You and your workers CANNOT write to e2e/ directory.** E2E tests are owned by the Evaluator. 3. **Workers CANNOT modify PLAN.md/STRUCTURE.md/ASSETS.md.** 4. **Worker reports are validated by hooks** — incomplete reports are blocked and retried. 5. **MUST NOT skip stages.** Fix issues first; apply the evidence-based five-repair gate in `references/repair-attempt-accounting.md`. 6. **MUST NOT self-certify completion.** Dispatch verifiers, then reviewers. Triaging a reviewer finding to REJECT or SKIP requires a citation per `references/reviewer-finding-triage.md` (mandatory for critical/major; optional for minor). 7. **Tag scope discipline.** Workers MAY touch files from previous tags **only if** PLAN.md has an explicit refactor / fix task naming those files. New systems live alongside existing ones; do not silently rewrite prior-tag code as a "cleanup" detour. 8. **Build the Playable Unit.** PLAN.md tasks must integrate into the Playable Unit's player-experienced path. Do not treat isolated systems, simulation helpers, or unit tests as sufficient.
Tasks transition forward only:
pending → in_progress → completed → verified
**When you ACCEPT a reviewer finding against a verified task:** Do NOT change the existing task's state. Add a NEW task (status `pending`) describing the fix. The original task stays `verified`. The new task goes through the full lifecycle. REJECT and SKIP do not create tasks; see `references/reviewer-finding-triage.md`.
This way the state is always monotonic and the audit trail is preserved.
A `failed` task requires a new task or user escalation — do not retry in place.
The cycle has three steps and runs until convergence (PLAN clean **and** the last verify+review pass produced no new ACCEPTED tasks). Reviewer is invoked **once per cycle iteration** — after every PLAN task reaches `completed`, not on a worker-count cadence.
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Autonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode
Repo: RandallLiuXin/GodotMaker
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
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