patch-notes
GitHub分析Git提交历史,区分游戏内容与框架维护变更,提取并翻译玩家向补丁说明。
Trigger Scenarios
Install
npx skills add Donchitos/Claude-Code-Game-Studios --skill patch-notes -g -y
SKILL.md
Frontmatter
{
"name": "patch-notes",
"model": "sonnet",
"description": "Player-facing patch notes from git history and changelogs. Translates developer language into player communication.",
"allowed-tools": "Read, Glob, Grep, Write, Bash, Bash(bash \"*\/.claude\/skills\/patch-notes\/..\/..\/hooks\/yaml-helper.sh\" resolve_config *)",
"argument-hint": "[version] [--style brief|detailed|full]",
"user-invocable": true
}
!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).
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.
- Sample the recent log:
git log --oneline -20. - 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.
- 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.
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 src/. 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]. 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."
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.mdif it exists - Also check
docs/CHANGELOG.mdfor the relevant version entry - Run
git logbetween 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:
- Check
.claude/docs/technical-preferences.mdfor any "tone", "voice", or "style" fields or sections. - Check
docs/PATCH-NOTES-STYLE.mdif it exists. - Check
design/community/tone-guide.mdif it exists. - If any source contains tone/voice/style instructions, extract them and apply them to the language and framing of the generated notes.
- 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:
- Glob for
docs/patch-notes-template.mdand.claude/docs/templates/patch-notes-template.md. - 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.
- 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?"
If yes, write the file to docs/patch-notes/[version].md, creating the directory
if needed. Also write to production/releases/[version]/patch-notes.md as the
internal archive copy.
Phase 7: Next Steps
Verdict: COMPLETE — patch notes generated and saved.
- Run
/release-checklistto verify all other release gates are met before publishing. - Share the patch notes draft with the community-manager for tone review before posting publicly.
Version History
-
7ed2c3e
Current 2026-09-28 04:03
重构历史过滤逻辑:从停止整个仓库改为逐Commit分类,仅排除非游戏内容的框架/维护变更,避免误报。
- 984023d 2026-07-25 09:37


