subagent-driven-development
Dispatch parallel subagents for independent Godot tasks — use when a plan has tasks with no shared files or sequential dependency.
Install
mkdir -p .claude/skills/subagent-driven-development-alexcmd && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/16314" && unzip -o skill.zip -d .claude/skills/subagent-driven-development-alexcmd && rm skill.zipInstalls to .claude/skills/subagent-driven-development-alexcmd
Activation
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Dispatch parallel subagents for independent Godot tasks — use when a plan has tasks with no shared files or sequential dependency.About this skill
Godot Subagent-Driven Development
Execute a plan by dispatching a fresh subagent per task, with two-stage review after each: spec compliance first, then code quality.
Core principle: Fresh subagent per task + two-stage review = high quality, fast iteration.
The Process
- Read plan file once — extract all tasks with full text and context
- Create TodoWrite with all tasks
- Per task:
- Dispatch implementer subagent with full task text + Godot context
- Answer any questions before letting them proceed
- After implementation: dispatch spec compliance reviewer
- After spec ✅: dispatch code quality reviewer
- After quality ✅: mark task complete in TodoWrite
- After all tasks: invoke
godot:requesting-code-review
Context to Provide Each Subagent
Every dispatched subagent must receive:
- Full task text from the plan (don't make them read the plan file)
- Scene path(s) and node names they will touch
- AgentBridge command:
bash ${CLAUDE_SKILL_DIR}/../runner/scripts/godot-exec.sh - Skills to use:
godot:coder,godot:verification-before-completion - Success criteria (exact expected state — e.g., "--log shows zero errors, node X exists")
Dispatch Template
Implement Task N from the plan:
<paste full task text here>
Scene: res://scenes/<scene>.tscn
Nodes involved: <NodeName1>, <NodeName2>
AgentBridge: bash ${CLAUDE_SKILL_DIR}/../runner/scripts/godot-exec.sh
--execute / --log / --save-all / --play / --stop
Skills to use: godot:coder, godot:verification-before-completion
Success criteria: <exact expected state>
Handling Implementer Status
DONE: Proceed to spec compliance review.
DONE_WITH_CONCERNS: Read concerns. If about correctness, address before review. If observational, note and proceed.
NEEDS_CONTEXT: Provide missing context and re-dispatch.
BLOCKED: Assess — provide more context, use a more capable model, or break the task into smaller pieces.
Two-Stage Review
Stage 1 — Spec compliance: Does the implementation match the plan task exactly? No missing requirements, no extras.
Stage 2 — Code quality: Is the implementation well-built? Clean GDScript/C++, no magic numbers, proper error handling.
If either reviewer finds issues: implementer fixes → reviewer reviews again → repeat until ✅.
Never start code quality review before spec compliance is ✅.
Independence Check
Tasks are independent when they touch:
- Different
.gd/.cppfiles - Different
.tscnscenes - No autoloads being mutated by both
Tasks are NOT independent when:
- One creates a class the other imports
- Both modify the same scene
- One adds a signal the other connects to
After All Tasks
bash ${CLAUDE_SKILL_DIR}/../runner/scripts/godot-exec.sh --log 200— check for conflicts- Verify each modified scene with
--execute - Invoke
godot:requesting-code-review
Red Flags
- Never dispatch implementation subagents in parallel (conflicts on shared scenes/files)
- Never skip spec compliance review
- Never start code quality review before spec compliance ✅
- Never make subagents read the plan file — provide full task text directly
- Never proceed while a reviewer has open issues