补齐游戏从策划到成品的完整生产流程
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新增 AGC 完整游戏生产 workflow Skill,定义策划、资源、实现、构建、试玩和交付阶段。

将真实美术生成、处理、登记和接入从可选提示改为新游戏交付链路要求。

同步 Skill Pack 清单、系统提示、测试契约和实施计划文档。
This commit is contained in:
2026-09-14 18:43:12 +08:00
parent 90d216e241
commit e8403e547b
11 changed files with 106 additions and 17 deletions
@@ -8,6 +8,7 @@ export const SKILL_PACK_SCHEMA_VERSION = 'agc-skill-pack.v1';
export const EXPECTED_SKILL_NAMES = Object.freeze([
'agc-browser-playtest',
'agc-client-projection',
'agc-game-production-workflow',
'agc-project-structure',
'agc-web-game-development',
'taonier-art-assets',
@@ -0,0 +1,26 @@
---
name: agc-game-production-workflow
description: Orchestrate a complete AGC game delivery from an approved brief to a playable, art-integrated, browser-validated product. Use when creating a new game, implementing a substantial game brief, or turning a planning document into a finished game.
---
# AGC Game Production Workflow
Use this Skill as the top-level SOP for a new game or a substantial game brief. The tools are stages in one delivery chain, not independent suggestions. Do not stop after producing a plan, after writing code, or after generating an image.
## Stage flow
1. **Brief and scope** — Read the current planning output and project instructions. Extract the game loop, player actions, entities, visual requirements, target viewports, and the completion evidence. If the brief is incomplete, ask focused questions before side effects.
2. **Project and asset inventory** — Inspect the existing project structure and call `agc_list_registered_assets` (and `agc_list_project_files` when needed). Record which requested visuals already have usable registered identities and which are missing. Do not invent asset identities from filenames.
3. **Visual production** — For missing or unsuitable visuals, call the reviewed `agc_tools` workflow: use `taonier_prepare_game_art` for a complete package, or `agc_generate_image` / `agc_edit_image` for focused assets. Read returned paths, identities, and warnings. A warning or partial package requires a narrower retry or independent assets before continuing.
4. **Game implementation** — Implement the complete playable loop and wire the returned project-relative asset paths into the actual runtime. Every required character, object, background, effect, and UI visual must have a real source or an explicit brief-level decision to remain code-native. Generated assets that are unused, documentation-only, or replaced by emoji/CSS placeholders do not satisfy this stage.
5. **Build and local verification** — Run the projects bootstrap/install and verify/build commands. Confirm the actual playable entry under `dist` (or the editor runtime for a supported editor project) and fix build or asset-loading failures before preview.
6. **Browser playtest** — Call `agc_browser_playtest` for desktop and mobile evidence after meaningful changes. Check the game loop, input, layout, asset loading, and visible use of the generated art. Fix findings and repeat stages 46 until the evidence is clean.
7. **Delivery** — Report the implemented behavior, real asset paths and identities used, build result, playtest evidence, warnings, and any explicit remaining gap. Do not claim complete while a required stage is failed, skipped without the briefs justification, or missing evidence.
## Stage transitions
Advance only when the current stage has its output: brief → inventory; inventory → art decision; art decision → usable registered assets or an explicit no-art decision; implementation → source references to those assets; build → playable entry; playtest → evidence; delivery → truthful report. If a tool fails, preserve its error and stop or repair at that stage instead of silently substituting a later-stage placeholder.
For a small edit to an existing game where the brief and suitable assets are unchanged, use the focused edit path and do not regenerate art. This exception does not apply to a new game or a substantial planning brief.
Read the referenced specialist Skills for their detailed contracts: `agc-project-structure`, `taonier-art-assets`, `agc-web-game-development`, `agc-client-projection`, and `agc-browser-playtest`.
@@ -0,0 +1,4 @@
interface:
display_name: "完整游戏生产流程"
short_description: "从策划案到真实美术接入和试玩验收的连续交付"
default_prompt: "Use $agc-game-production-workflow to take the current game brief through inventory, art, implementation, build, playtest, and delivery."
@@ -0,0 +1,5 @@
# Workflow contract
The production Skill owns sequencing and transition evidence. Specialist Skills own the detailed safety and data rules for each tool family. A specialist tool result is never a delivery result by itself: image generation must be followed by registered identity inspection and runtime integration; code writing must be followed by build verification; a successful preview launch must be followed by desktop and mobile playtest evidence when the brief targets both.
The no-art exception is valid only when the brief explicitly requests a code-native visual treatment or the inventory proves that all required visuals are already registered and suitable. Emoji, CSS primitives, random local files, and generated files that are not referenced by the runtime are not evidence of an integrated art package.
@@ -14,7 +14,7 @@ Implement the user's actual game request in the current project as an npm-manage
3. Build with the project's npm script before previewing. The playable entry is the package directory's `dist/index.html`; never report an unbuilt bare-module page as playable. Import assets or configure public assets so all runtime media is included in dist; preview and exports cannot read outside it.
4. Build a complete playable loop: visible objective, responsive input, meaningful state changes, success or failure feedback, and a reliable restart path where the game needs one.
5. Fit the active game scene to desktop and mobile viewports without accidental page scrollbars. Reserve deliberate safe space for HUD elements instead of covering interactive content.
6. Reuse registered Taonier art when available through `agc_tools`. Load media defensively and keep gameplay usable when an optional derivative is absent; never relabel a local placeholder as platform art.
6. Invoke `taonier-art-assets` for every new game brief that needs visual assets. First reuse suitable registered Taonier art; when the brief's required visual elements are missing or unsuitable, call the reviewed `agc_tools` generation/edit workflow in the same task. After the tool returns, wire its relative paths into the game and verify the rendered result. A game with unused generated assets or placeholder emoji/CSS where requested art should appear is not complete. Load media defensively only for genuinely optional effects, and never relabel a local placeholder as platform art.
7. Let Phaser own the render loop and input dispatch. Avoid duplicate scenes, stale event listeners, and state that survives restart unintentionally.
8. After a meaningful game change, use the browser playtest Skill and fix issues shown by real evidence before reporting completion.
@@ -1,7 +1,29 @@
{
"schemaVersion": "agc-skill-pack.v1",
"version": "2026-08-26.12",
"version": "2026-08-26.13",
"skills": [
{
"name": "agc-game-production-workflow",
"purpose": "把完整游戏从策划案按阶段推进到真实素材接入、构建、试玩和交付",
"triggers": [
"从策划案创建完整游戏",
"实现完整游戏交付",
"需要衔接策划、素材、代码、构建和试玩"
],
"requiredTools": [
"agc_tools.agc_list_registered_assets",
"agc_tools.agc_generate_image",
"agc_tools.agc_edit_image",
"agc_tools.taonier_prepare_game_art",
"agc_tools.agc_browser_playtest"
],
"files": [
"SKILL.md",
"agents/openai.yaml",
"references/workflow-contract.md"
],
"sha256": "91082fdff4123f1e1fcf930af433cbea51a8c9d26991678b19028b344ea49f39"
},
{
"name": "agc-project-structure",
"purpose": "约束当前项目根、游戏代码、美术素材与客户端状态的职责边界",
@@ -31,6 +53,7 @@
"已有陶泥儿素材需要接入玩法"
],
"requiredTools": [
"agc_tools.agc_list_registered_assets",
"agc_tools.agc_generate_image",
"agc_tools.agc_edit_image",
"agc_tools.taonier_prepare_game_art"
@@ -40,7 +63,7 @@
"agents/openai.yaml",
"references/platform-art-contract.md"
],
"sha256": "82e4b2ee8ca8147b51ca206b0565b3cc244dc5d3cddb8343875001c0beb4711f"
"sha256": "bd1e415aac0cd0f97090296f34c67898dd731d1e177ec91a56027f9b68a88b37"
},
{
"name": "agc-web-game-development",
@@ -57,7 +80,7 @@
"agents/openai.yaml",
"references/game-quality-checklist.md"
],
"sha256": "0649c72dd53e05ad7c87b28def1397c2badf61b0c308091196c40f7c48a8b36a"
"sha256": "05b5cfbf7a40fd303717491f5cea84ff339a73359c9678b283fd54d2b5c45efd"
},
{
"name": "agc-browser-playtest",
@@ -5,7 +5,15 @@ description: Prepare, recover, inspect, and integrate real Taonier platform game
# Taonier Art Assets
Use real platform assets only through the reviewed `agc_tools` MCP server. Use
Use real platform assets only through the reviewed `agc_tools` MCP server. When
building a new game from a brief that names characters, objects, backgrounds,
effects, or other visual elements, this Skill is an execution step: inspect
existing assets, generate or reuse suitable art, process it when needed, and
integrate the returned paths into the playable game before reporting the game
complete. Do not treat the art step as optional merely because the user did
not repeat “生图” in the latest message.
Use
`agc_generate_image` for a single ordinary image, character image, visual-spec
image, UI design image, or publication material; use `agc_edit_image` for an
edit of an existing registered image; use `taonier_prepare_game_art` only for
@@ -17,11 +25,11 @@ the complete game-art package and its canonical slices.
## Workflow
1. Inspect existing `assets/` and registered project evidence before requesting new art. Reuse suitable assets when the user did not ask to regenerate them.
1. Inspect existing `assets/` and registered project evidence before requesting new art. Reuse suitable assets when they satisfy the current brief. If the brief requires visual elements that are absent or unsuitable, call the appropriate generation tool during the same game implementation task; do not continue with placeholder art and silently defer generation.
2. For one new image, call `agc_generate_image` with `kind="image"` (or `character`, `icon-spec`, `ui-prototype`, or `publication-material` when that is the explicit intent). For changes to an existing registered image, call `agc_edit_image` with its `sourceLocalAssetId`; do not fake an edit with a new-image request. For a complete game-art package, call `taonier_prepare_game_art` only when the current intent requires new or recoverable platform art. Use `mode="regenerate"` only after the latest User message is a standalone reviewed immediate-confirmation command such as `请重新生成美术`; punctuation may end it, but no brief, condition, negation, alternative, cost qualifier, deferral, or other text may accompany it. Describe the desired style and gameplay constraints in an earlier non-billable turn, then obtain the standalone confirmation turn; otherwise use `mode="reuse-or-create"`. Quoted UI copy or examples, explanations, questions, historical wording, model/MCP arguments do not authorize regeneration. Pass a concise game-specific visual brief that names the required gameplay entities, background exclusions, tiling needs, and viewport constraints. Do not call either generation tool for greetings, date questions, or text-only code fixes.
3. Treat the tool result as authoritative. Read `mode`, `assetPaths`, `slicePaths`, `resources`, and every entry in both `warnings` and `sliceWarnings`. `resources` is the client's safe projection of registered Canvas identities; use only its returned relative paths and identities. Never invent a resource, slice, platform identity, warning-free result, or successful regeneration.
4. A newly created or explicitly regenerated standard package is complete only when `slicePaths` contains the four canonical independent slices. An empty or partial `slicePaths` result never satisfies an independent-asset requirement; stop and report the warning instead of guessing atlas coordinates or fabricating derivatives. A trusted legacy complete sheet may still be used without slices only when the current request does not require independent assets.
5. Inspect the returned background, complete sheet, and available slice previews before integrating them. Then use suitable returned runtime assets in the game's actual visible experience and confirm their visible use in desktop and mobile playtest evidence. `art-spec.png` is a reference specification, not a runtime background, character, prop, or effect. Background exclusions, seamless tiling, entity semantics, and final draw dimensions are visual/runtime acceptance checks; a prompt alone does not prove them. A hidden or side-panel preview does not count as gameplay use.
4. A newly created or explicitly regenerated standard package is complete only when `slicePaths` contains the four canonical independent slices. An empty or partial `slicePaths` result never satisfies an independent-asset requirement: if a `sliceWarning` reports too many or unusable elements, narrow the edit/generation brief or generate the needed independent images and continue the integration; do not guess atlas coordinates, fabricate derivatives, or silently fall back to placeholders. A trusted legacy complete sheet may still be used without slices only when the current request does not require independent assets.
5. Inspect the returned background, complete sheet, and available slice previews before integrating them. Then use suitable returned runtime assets in the game's actual visible experience and confirm their visible use in desktop and mobile playtest evidence. The implementation is incomplete while generated assets remain unused, are referenced only by documentation, or are replaced by emoji, CSS shapes, or other placeholders where the brief requires the generated art. `art-spec.png` is a reference specification, not a runtime background, character, prop, or effect. Background exclusions, seamless tiling, entity semantics, and final draw dimensions are visual/runtime acceptance checks; a prompt alone does not prove them. A hidden or side-panel preview does not count as gameplay use.
6. Preserve warning details in the final report. If the tool reports missing credentials, uncertain operation state, invalid provenance, download failure, or decode failure, stop and report the actionable reason; do not substitute generated CSS shapes and call the platform step complete.
Before interpreting async recovery, source-preserved warnings, or slice warnings, read `references/platform-art-contract.md`.
@@ -4999,7 +4999,7 @@ case "$extra_roots" in *'"method":"skills/extraRoots/set"'*) ;; *) exit 87 ;; es
printf '%s\n' '{"id":2,"result":{}}'
IFS= read -r skills_list
case "$skills_list" in *'"method":"skills/list"'*) ;; *) exit 88 ;; esac
printf '%s\n' '{"id":3,"result":{"data":[{"skills":[{"name":"agc-browser-playtest"},{"name":"agc-client-projection"},{"name":"agc-project-structure"},{"name":"agc-web-game-development"},{"name":"taonier-art-assets"}],"errors":[]}]}}'
printf '%s\n' '{"id":3,"result":{"data":[{"skills":[{"name":"agc-browser-playtest"},{"name":"agc-client-projection"},{"name":"agc-game-production-workflow"},{"name":"agc-project-structure"},{"name":"agc-web-game-development"},{"name":"taonier-art-assets"}],"errors":[]}]}}'
while IFS= read -r line; do :; done
"#,
)
File diff suppressed because one or more lines are too long
@@ -6,15 +6,16 @@ use std::path::{Component, Path};
const AGC_SKILL_PACK_MANIFEST: &[u8] = include_bytes!("../../resources/agc-skills/manifest.json");
const AGC_SKILL_PACK_SCHEMA_VERSION: &str = "agc-skill-pack.v1";
pub(crate) const AGC_SKILL_PACK_EXPECTED_NAMES: [&str; 5] = [
pub(crate) const AGC_SKILL_PACK_EXPECTED_NAMES: [&str; 6] = [
"agc-browser-playtest",
"agc-client-projection",
"agc-game-production-workflow",
"agc-project-structure",
"agc-web-game-development",
"taonier-art-assets",
];
const AGC_SKILL_PACK_FILES: [(&str, &[u8]); 15] = [
const AGC_SKILL_PACK_FILES: [(&str, &[u8]); 18] = [
(
"agc-browser-playtest/SKILL.md",
include_bytes!("../../resources/agc-skills/agc-browser-playtest/SKILL.md"),
@@ -43,6 +44,20 @@ const AGC_SKILL_PACK_FILES: [(&str, &[u8]); 15] = [
"../../resources/agc-skills/agc-client-projection/references/projection-contract.md"
),
),
(
"agc-game-production-workflow/SKILL.md",
include_bytes!("../../resources/agc-skills/agc-game-production-workflow/SKILL.md"),
),
(
"agc-game-production-workflow/agents/openai.yaml",
include_bytes!("../../resources/agc-skills/agc-game-production-workflow/agents/openai.yaml"),
),
(
"agc-game-production-workflow/references/workflow-contract.md",
include_bytes!(
"../../resources/agc-skills/agc-game-production-workflow/references/workflow-contract.md"
),
),
(
"agc-project-structure/SKILL.md",
include_bytes!("../../resources/agc-skills/agc-project-structure/SKILL.md"),
@@ -291,10 +306,10 @@ mod tests {
use super::*;
#[test]
fn bundled_skill_pack_is_exactly_the_five_reviewed_skills() {
fn bundled_skill_pack_is_exactly_the_six_reviewed_skills() {
let manifest = validated_skill_pack_manifest().expect("validated manifest");
assert_eq!(manifest.schema_version, "agc-skill-pack.v1");
assert_eq!(manifest.skills.len(), 5);
assert_eq!(manifest.skills.len(), 6);
assert!(manifest.skills.iter().all(|entry| entry.sha256.len() == 64));
let serialized = serde_json::to_string(
&manifest
@@ -1374,3 +1374,7 @@ DirectProject 使用 `approvalPolicy=never`,避免每次原生调用再经过
项目锁职责收敛为“客户端占用项目”这一事实:跨进程竞争继续沿用现有占用、残留回收和权限分类。同进程复用的判据收窄到**同一条写调用链(同一线程)重入**——本线程已落盘持有该项目的 `.agent/project.lock` 时再次取锁,返回 advisory guard,不再等待自身持有的锁。本进程**其它线程**的写入通道仍走有界等待与终态占用:项目 revision 侧车、steer 序号分配、一致快照读、pending sidecar 复核和恢复安装都依赖这把锁把同进程的并发写入串行化,按 `pid` 一律放行会让它们静默竞态。自主游戏构建流水线沿用既有的并行专家动作豁免。Runner 的 `.agent/runtime/execution-owner.lock` 迁移到统一项目占用锁仍属于进行中的里程碑,完成前不改变其恢复诊断合同。
## 2026-09-14 新游戏策划到真实美术接入的连续交付
DirectProject 在收到完整游戏策划或游戏制作请求后,必须把视觉素材作为同一交付链路处理:先读取当前项目已登记资源;策划案包含角色、对象、背景、特效、界面或其它视觉实体且现有资源不满足时,Codex 必须在同一游戏实现任务中调用审核的 `agc_tools` 生图或编辑工具,读取返回的资源身份与相对路径,把真实产物接入游戏源码,再构建并验证实际渲染。生成了素材但源码仍使用 emoji、CSS 形状或临时占位图替代策划要求的视觉元素,不能报告游戏完成。只有策划明确不需要视觉素材,或现有已登记素材完全满足需求时,才允许跳过生图;图片生成、处理、登记和接入不因用户没有重复输入“生图”而降级为可选建议。