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patch-notes

Turn game changelogs and Git history into patch notes that explain what players will experience. Organize new content, balance changes, fixes, and known issues in accessible language, while excluding internal maintenance work.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

Player-facing patch notes from git history and changelogs. Translates developer language into player communication.

설치 방법 보기

이럴 때 유용합니다

  • Drafting player-facing notes for a game update
  • Explaining balance changes with before-and-after values
  • Matching patch notes to an existing tone guide
  • Preparing brief notes or detailed developer commentary

포함된 파일(1)

  • SKILL.md9.8 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation

Automation mode: Resolve modes.automation (project.local.yaml → project.yaml → default collaborative). Every AskUserQuestion call and every file write follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

Patch Notes

Provenance check — before reading any history

Confirm the history you are about to read belongs to THIS game. Run this before Phase 2 and stop if it fails.

  1. Sample the recent log: git log --oneline -20. If it is empty or git is unavailable, skip this check — there is nothing to classify, and Phase 2's no-changelog-data branch is the right stop.
  2. Classify every commit in the range, one at a time, into exactly one of:
    • Game — changes the game the player plays: mechanics, content, balance, art, audio, UI, a bug in any of those.
    • Framework / maintenance — changes CCGS itself or the project's tooling: subjects naming skills, hooks, agents, the test plan, CI, the framework's own docs. Excluded from player-facing notes, but not a reason to stop.
    • Unclear — treat as framework. A commit you cannot confidently place is not one to write player copy from.
  3. Then decide from the counts:
    • At least one Game commit → proceed, using only those. Say how many of how many you used, so the reader can see the filter ran.
    • Zero Game commits → stop, using the message below, and give the count (0 of how many) so the reader can see the filter ran.

Filter per commit; do not stop on a repo that merely contains maintenance work. Every project built on this framework accumulates commits touching hooks, CI and skills — the game repo is the framework repo. An earlier version of this check listed "subjects naming the framework, its skills, hooks, agents or test plan" as a hard STOP, which fires on virtually every real project and contradicted its own step 2 whenever a history was mostly the game's. The danger was never that such commits exist; it is that they get rendered as player-facing copy. Excluding them addresses that exactly, and a repo-level stop does not.

Corroborate before you proceed, cheaply: the Game commits should name systems that appear in design/ and the code root (src/, Assets/ or Source/). If they name a product those directories never mention, that is the real wrong-history signal — stop.

If no commit in the range is this game's, say so and stop:

"The git history in this repo does not appear to belong to [game]: 0 of the [N] recent commits are Game commits. The recent commits describe [what they actually describe]. I cannot generate release notes from it — point me at the right history, or supply the change list directly."

Verdict: BLOCKED — stop here without generating notes.

Why this is a hard stop, not a warning. This exact failure is real, not hypothetical: a batch of framework-internal commits produced player-facing copy reading "Fixed an issue where progress from your last session could be lost on launch" — a session-hook timeout rendered as a gameplay fix for a game with no save system. It was fluent, plausible, and entirely false. A reader cannot tell the difference; only this check can.


Phase 1: Parse Arguments

  • version: the release version to generate notes for (e.g., 1.2.0)
  • --style: output style — brief (bullet points), detailed (with context), full (with developer commentary). Default: detailed.

If no version is provided, ask the user before proceeding.


Phase 2: Gather Change Data

  • Read the internal changelog at production/releases/[version]/changelog.md if it exists
  • Also check docs/CHANGELOG.md for the relevant version entry
  • Run git log between the previous release tag and current tag/HEAD as a fallback
  • Read sprint retrospectives in production/sprints/ for context
  • Read any balance change documents in design/balance/
  • Read bug fix records from QA if available

If no changelog data is available (neither production/releases/[version]/changelog.md nor a docs/CHANGELOG.md entry for this version exists, and git log is empty or unavailable):

"No changelog data found for [version]. Run /changelog [version] first to generate the internal changelog, then re-run /patch-notes [version]."

Verdict: BLOCKED — stop here without generating notes.


Phase 2b: Detect Tone Guide and Template

Tone guide detection — before drafting notes, check for writing style guidance:

  1. Check .claude/docs/technical-preferences.md for any "tone", "voice", or "style" fields or sections.
  2. Check docs/PATCH-NOTES-STYLE.md if it exists.
  3. Check design/community/tone-guide.md if it exists.
  4. If any source contains tone/voice/style instructions, extract them and apply them to the language and framing of the generated notes.
  5. If no tone guidance is found anywhere, default to: player-friendly, non-technical language; enthusiastic but not hyperbolic; focus on what the player experiences, not what the developer changed.

Template detection — check whether a patch notes template exists:

  1. Glob for docs/patch-notes-template.md and .claude/docs/templates/patch-notes-template.md.
  2. If found at either location, read it and use it as the output structure for Phase 4 instead of the built-in style templates (Brief / Detailed / Full). Fill in the template's sections with the categorized data, mapping each category to the template section that means the same (New Content → its new-features section, Bug Fixes → its fixes section); a category with no matching section goes under the closest one, never dropped. Keep the template's header and footer text as written. Say in the output which template was used — and, when --style was passed, that the template replaced it.
  3. If not found, use the built-in style templates as defined in Phase 4.

Phase 3: Categorize and Translate

Categorize all changes into player-facing categories:

  • New Content: new features, maps, characters, items, modes
  • Gameplay Changes: balance adjustments, mechanic changes, progression changes
  • Quality of Life: UI improvements, convenience features, accessibility
  • Bug Fixes: grouped by system (combat, UI, networking, etc.)
  • Performance: optimization improvements players might notice
  • Known Issues: transparency about unresolved problems

Translate developer language to player language:

  • "Refactored damage calculation pipeline" → "Improved hit detection accuracy"
  • "Fixed null reference in inventory manager" → "Fixed a crash when opening inventory"
  • "Reduced GC allocations in combat loop" → "Improved combat performance"
  • Remove purely internal changes that don't affect players
  • Preserve specific numbers for balance changes (damage: 50 → 45)

Phase 4: Generate Patch Notes

Brief Style

# Patch [Version] — [Title]

**New**
- [Feature 1]
- [Feature 2]

**Changes**
- [Balance/mechanic change with before → after values]

**Fixes**
- [Bug fix 1]
- [Bug fix 2]

**Known Issues**
- [Issue 1]

Detailed Style

# Patch [Version] — [Title]
*[Date]*

## Highlights
[1-2 sentence summary of the most exciting changes]

## New Content
### [Feature Name]
[2-3 sentences describing the feature and why players should be excited]

## Gameplay Changes
### Balance
| Change | Before | After | Reason |
| ---- | ---- | ---- | ---- |
| [Item/ability] | [old value] | [new value] | [brief rationale] |

### Mechanics
- **[Change]**: [explanation of what changed and why]

## Quality of Life
- [Improvement with context]

## Bug Fixes
### Combat
- Fixed [description of what players experienced]

### UI
- Fixed [description]

### Networking
- Fixed [description]

## Performance
- [Improvement players will notice]

## Known Issues
- [Issue and workaround if available]

Full Style

Includes everything from Detailed, plus:

## Developer Commentary
### [Topic]
> [Developer insight into a major change — why it was made, what was considered,
> what the team learned. Written in first-person team voice.]

Phase 5: Review Output

Check the generated notes for:

  • No internal jargon (replace technical terms with player-friendly language)
  • No references to internal systems, tickets, or sprint numbers
  • Balance changes include before/after values
  • Bug fixes describe the player experience, not the technical cause
  • Tone matches the game's voice (adjust formality based on game style)

Phase 6: Save Patch Notes

Present the completed patch notes to the user along with: a count of changes by category, and any internal changes that were excluded (for review).

Ask: "May I write these patch notes to docs/patch-notes/[version].md, and an archive copy to production/releases/[version]/patch-notes.md?"

If yes, write both files, creating the directories if needed. If no, write nothing.


Phase 7: Next Steps

Verdict: COMPLETE — patch notes generated and saved. (If the write was declined: Verdict: COMPLETE — patch notes generated and shown, not saved.)

  • Run /release-checklist to verify all other release gates are met before publishing.
  • Share the patch notes draft with the community-manager for tone review before posting publicly.

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