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Releases: striderZA/OpenCodeGameStudios

v0.12.0 — Framework Standardization & Command Stubs

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@striderZA striderZA released this 23 Jul 19:20
8de2da6

What's New

Added

  • 24 command stubs — Routing files for skills previously only accessible via the skill system (#82)
  • Expanded onboard skill — Brought to quality bar of peer skills (#82)
  • MCP Integration guidance — Added to Unity, Unreal, SFML 3, and Raylib engine leads (#80)

Changed

  • Standardized agent structure — All 51 agents now use "Key Responsibilities", heading levels normalized (#80)
  • Module count corrected — Fixed 17/19 → 21 across all docs, added engine-sfml3/raylib to table (#80)
  • Validator paths fixed — Changed .opencode/ to .agents/ (Windows symlink compatibility) (#80)
  • Validator enforces name field — Added to REQUIRED_SKILL_FRONTMATTER (#80)

Fixed

  • UE/Unity sub-specialists — Renamed ## Coordination## Delegation Map, added Reports to: + Must NOT sections. All 51 agents now pass validation (#80)
  • Directory structure docs — Rewritten with .agents/ as canonical (#80)
  • Authoring docs — Documented isolation and context frontmatter fields (#80)

Removed

  • Stale review-workflow.md stub (#80)
  • Unused opencode-review workflow (#87)

Validation

  • Agent validator: 206/206 PASS (100%) — 51 agents, 77 skills, 77 commands

Commits

  • 8de2da6 fix: framework documentation and agent standardization (#80) (#90)
  • 980262a Add missing command stubs and expand onboard skill (#82) (#89)
  • 7713bc7 chore: remove opencode-review workflow (#87)

v0.11.0 — SFML 3 & Raylib Engine Reference Docs

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@striderZA striderZA released this 23 Jul 17:30
2748a52

What's New

Added — Engine Reference Documentation

  • SFML 3 — 9 reference docs: VERSION, breaking changes, deprecated APIs, best practices, and module guides (graphics, audio, network, window, system)
  • Raylib — 10 reference docs: VERSION, breaking changes, deprecated APIs, best practices, and module guides (core, rlgl, raudio, raymath, raygui, platforms)
  • Brings SFML 3 and Raylib to full parity with existing Godot, Unity, and Unreal engine reference sets (#78, #85)

Fixed

  • Pi compatibility: Module installer --pi flag, Pi config awareness in drift detector, cross-harness install path resolution (#84)
  • Plugin code quality: Dead code removal, cross-platform notification paths, E2E test improvements (#83)

Dependencies

  • Bumped actions/setup-node from 6 to 7 (#75)
  • Bumped actions/checkout from 6 to 7 (#74)

Full Changelog

v0.10.2...v0.11.0

v0.10.2 — Pi docs and housekeeping

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@striderZA striderZA released this 23 Jun 18:39

Pi documentation

  • README.md, CONTRIBUTING.md, framework quick-start, and setup-requirements now document Pi as a supported harness alongside OpenCode

Housekeeping

  • Added .superpowers/, docs/superpowers/, framework/ to .gitignore
  • Purged superseded design docs from git history

v0.10.1 — Path canonicalization & polish fixes

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@striderZA striderZA released this 22 Jun 18:24

Path canonicalization

Moves framework reference docs from .opencode/docs/ to docs/framework/ — 54 files re-referenced across 145 skill files. Updates AGENTS.md project structure.

Stale path fixes

  • CLAUDE.md → AGENTS.md: 33 skill/agent files updated
  • .opencode/.agents/: 21 files pointed at symlinked paths
  • .claude/docs/framework/: 3 workflow-catalog.yaml copies
  • Pi hub awareness: MCP config sections now document pi.json alongside opencode.json

Question tool improvements

  • maxItems raised from 4 to 10 with scrolling UI, number-key shortcuts (1-9), and aligned rendering
  • Fixed ReferenceError in TUI result rendering

Rename

  • /brainstorm/concept-brainstorm to avoid Superpowers clash

Housekeeping

  • Purged docs/superpowers/ and framework/ from git history (11 design/plan docs, ~352KB)
  • Removed local .superpowers/ directory

v0.10.0 — Pi Agent Support & Multi-Harness Framework

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@striderZA striderZA released this 21 Jun 18:50

Pi Agent Support — Multi-Harness Framework

This release ports OpenCode Game Studios to the Pi coding agent harness, establishing a harness-agnostic canonical content directory (.agents/) alongside OpenCode.

Architecture

  • .agents/ — New canonical content directory for all 51 agents, 77 skills, 54 commands, 11 rules
  • .opencode/ — Now OpenCode-specific plugins, config, and symlinks to .agents/
  • .pi/ — Pi-specific extensions and settings (7 extensions)

Pi Extensions

  • ocgs-core — Barrel extension for .agents/ content discovery
  • ocgs-delegation — Task tool (vertical delegation) + /consult (peer review)
  • ocgs-question — Structured decision capture with TUI picker
  • ocgs-path-guard — Dynamic path-scoped rule injection
  • ocgs-audit — Byte-identical audit logging
  • ocgs-drift-detector — Real-time structural drift detection
  • ocgs-changelog — Conventional-commit changelog generation with TUI modal
  • ocgs-validate — Content validation on startup and post-write

PR #66 Review Fixes

  • Tracked .opencode/{agents,skills,commands,rules} as git symlinks (relative paths)
  • Fixed drift-detector.ts paths (both active and module template copies)
  • Normalized installed.json paths for module system compatibility
  • Fixed opencode.json template reference
  • Lazy-loaded agent names in ocgs-delegation (deferred I/O)
  • Fixed event mutation in ocgs-path-guard (spread ...event)
  • Added proper type guard in ocgs-validate
  • Updated docs: CHANGELOG.md, docs/pi-extensions.md, docs/pi-workflow.md, AGENTS.md

Breaking Changes

  • /changelog command renamed to /generate-changelog (Pi only; avoids built-in conflict)

v0.9.1 — Unity MCP documentation updates

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@striderZA striderZA released this 15 Jun 19:24

v0.9.1 — Unity MCP documentation updates

Small follow-up to v0.9.0. Adds unity-mcp coverage to user-facing docs that PR #63 didn't touch.

What's in this release

Three follow-up commits, all doc-only (no code changes):

  • docs: add unity-mcp sections to setup-requirements and quick-start (9ffbdb8)
    • .opencode/docs/setup-requirements.md — new ### Unity-MCP section parallel to the existing ### Godot-MCP section (prerequisites, install via Unity Package Manager, manual opencode.json config fallback, Editor-running warning, tool list)
    • .opencode/docs/quick-start.md — new step 4b "Enhance with unity-mcp (Unity only)" parallel to the existing godot-mcp step
  • docs(readme): mention unity-mcp in engine-unity module row (88a4719)
    • README.md — adds + unity-mcp to the engine-unity row in the Modular Framework table, matching the existing aseprite MCP mention in the art row
  • feat: integrate unity-mcp (CoplayDev) into OCGS framework (1f1f018, from #63) — included for context as the underlying change

Notes

  • The framework/docs/superpowers/specs/ and .../plans/ files from the planning phase were intentionally NOT included in any release (treated as local-only working artifacts)
  • Pre-existing badge/count inconsistencies in README (76 skills vs actual 77, 183 tests vs actual 182) are unrelated to this release and not addressed here
  • No new validation suite changes; all checks continue to pass (182/182 framework validation, 129/129 plugin scenarios)

For users

No action required. The unity-mcp integration is unchanged from v0.9.0; this release just makes it more discoverable in the docs.


Full diff vs v0.9.0: v0.9.0...v0.9.1

v0.9.0 — Unity MCP Integration

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@striderZA striderZA released this 15 Jun 19:14

v0.9.0 — Unity MCP Integration

Adds the CoplayDev unity-mcp server as the third MCP integration in OCGS, alongside the existing aseprite and godot MCPs. Mirrors the established patterns throughout.

What's new

  • MCP config — New mcp.unity block in opencode.json (HTTP, localhost:8080, disabled by default) — same opt-in shape as mcp.godot
  • Skill docs — New §7.4 in setup-engine/SKILL.md (root + core module copies, byte-identical) covering prerequisites, install, the Editor-running constraint, manual config fallback, and troubleshooting
  • Agent references — All 5 unity specialists (unity-specialist + 4 sub-specialists) gain a ## MCP Integration section with domain-specific tool hints
  • Module versionengine-unity bumped 0.6.0 → 0.7.0
  • Changelog — New v0.4.0 — Unity MCP Integration section in UPGRADING.md (uses the project-specific changelog numbering, which predates the framework-level v0.9.0)

Transport choice

HTTP (http://localhost:8080/mcp), the upstream default. Unity MCP runs as a package inside Unity Editor, not as a standalone CLI, so it differs from the godot/aseprite command: [...] shape — a deliberate, documented divergence.

Test results

  • node tests/agents/validate.mjs182/182 PASS (51 agents, 77 skills, 53 commands, 1 cross-reference)
  • node .opencode/plugins/tests/*.mjs11/11 files, 129/129 scenarios PASS

Notes for users

  • Requires Unity 2021.3 LTS+, Python 3.10+ with uv
  • Install the CoplayDev package in your Unity project: https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main
  • Set mcp.unity.enabled: true in opencode.json after Unity Editor is running
  • See setup-engine §7.4 for full setup instructions
  • An automated smoke-test for Unity is out of scope (Unity in batchmode is finicky); integration is interactive-dev only

Follow-up notes

Two spec-inherited tool-name nits surfaced during final review — fixable in a follow-up:

  • manage_package (singular) → manage_packages (plural) in unity-addressables-specialist.md and §7.4 references
  • list_scenes in §7.4 "Verify" example isn't a documented tool; closest is manage_scene(action="get_active")

PR: #63

v0.8.0 — SFML3 & Raylib engine modules

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@striderZA striderZA released this 19 May 18:44

What's New

Engine Support: SFML 3 & Raylib

  • Two new installable modules: engine-sfml3 and engine-raylib
  • New specialist agents: sfml-specialist and raylib-specialist — each covers library-specific patterns, C++/CMake best practices, and full subsystem documentation
  • /setup-engine now supports SFML 3 and Raylib: engine selection, honest tradeoffs, CLAUDE.md templates, naming conventions, specialist routing, and CMake build scaffolding
  • Section 4.5 scaffolds CMakeLists.txt + src/main.cpp during engine setup

Framework Improvements

  • engine-code.md updated with C++ hot-path examples alongside GDScript ones
  • AGENTS.md updated with new engine options, agent counts (51), and skill counts (77)

v0.7.0 — Modular framework, art pipeline, CI hardening, docs cleanup

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@striderZA striderZA released this 11 May 19:44

Modular framework release with 19 pluggable theme modules, art pipeline, CI hardening, and docs cleanup.

v0.6.0 — Aseprite MCP Workflow

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@striderZA striderZA released this 07 May 18:58

Highlights

  • Aseprite MCP integration — programmatic sprite generation via CLI. Includes submodule at tools/aseprite-mcp, project-scoped MCP config, and the art-generate skill
  • Workflow Selection Gate — Hybrid vs Full OCGS workflow choice at project start via /start Path D/E
  • Art Bible machine exports — palette, typography, AI prompts, and reference catalog in structured formats
  • Workflow integrity test suite — 129+ plugin tests across 11 suites (cross-references, paths, gates, invariants)
  • Skill testing framework — fixed paths, registered missing skills, CI validation pipeline

What Changed

New

  • tools/aseprite-mcp — submodule for Aseprite CLI sprite generation
  • .opencode/skills/art-generate/ — skill for programmatic placeholder art
  • .opencode/skills/project-stage-detect/ — automated project state analysis
  • tests/workflow/ — integrity test suite (references, paths, gates, invariants)
  • .github/ISSUE_TEMPLATE/ — bug-report and feature-request templates

Fixed

  • Hardcoded Windows dev paths → {env:VAR} config (portable across machines)
  • --no-sync removed from Aseprite MCP command (auto-syncs on run)
  • Test runner timeout protection (30s kill timer per suite)
  • CI now inits git submodules recursively
  • Help skill context — replaced dead shell command
  • Moved ISSUE_TEMPLATE to correct .github/ location

Enhanced

  • Art bible exports machine-readable palette + typography + AI prompt specs
  • Workflow integrity validation runs automatically in CI
  • Agent validation: 179/179 checks pass, 100% coverage
  • Plugin hooks: 11 suites, 129+ tests all green

Assets

  • No binary assets — framework-only release