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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.zip

Installs 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.
130 chars✓ has a “when” trigger

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

  1. Read plan file once — extract all tasks with full text and context
  2. Create TodoWrite with all tasks
  3. 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
  4. 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 / .cpp files
  • Different .tscn scenes
  • 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

  1. bash ${CLAUDE_SKILL_DIR}/../runner/scripts/godot-exec.sh --log 200 — check for conflicts
  2. Verify each modified scene with --execute
  3. 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

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