donchitos/claude-code-game-studios

changelog

Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.

First seen Mar 1, 2026

Installation

$ npx skills add donchitos/claude-code-game-studios --skill changelog

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 24.9K
License LICENSE
Default branch main
Open issues 34
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Allowed toolsRead, Glob, Grep, Bash, Write
Declared agents claude-code

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,919 B
  • docs SUMMARY.md 147 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 312 installs

SKILL.md

Phase 1: Parse Arguments

Read the argument for the target version or sprint number. If a version is given, use the corresponding git tag. If a sprint number is given, use the sprint date range.

Verify the repository is initialized: run git rev-parse --is-inside-work-tree to confirm git is available. If not a git repo, inform the user and abort gracefully.


Phase 2: Gather Change Data

Read the git log since the last tag or release:

git log --oneline [last-tag]..HEAD

If no tags exist, read the full log or a reasonable recent range (last 100 commits).

Read sprint reports from production/sprints/ for the relevant period to understand planned work and context behind changes.

Read completed design documents from design/gdd/ for any new features implemented during this period.


Phase 3: Categorize Changes

Categorize every change into one of these categories:

  • New Features: Entirely new gameplay systems, modes, or content
  • Improvements: Enhancements to existing features, UX improvements, performance gains
  • Bug Fixes: Corrections to broken behavior
  • Balance Changes: Tuning of gameplay values, difficulty, economy
  • Known Issues: Issues the team is aware of but have not yet resolved
  • Miscellaneous: Changes that do not fit the above categories, or commits whose messages are too vague to classify confidently

For each commit, check whether the message contains a task ID or story reference (e.g. [STORY-123], TR-, #NNN, or similar). Count commits that lack any task reference and include this count in the Phase 4 Metrics section as: Commits without task reference: [N].


Phase 4: Generate Internal Changelog

# Internal Changelog: [Version]
Date: [Date]
Sprint(s): [Sprint numbers covered]
Commits: [Count] ([first-hash]..[last-hash])

## New Features
- [Feature Name] -- [Technical description, affected systems]
  - Commits: [hash1], [hash2]
  - Owner: [who implemented it]
  - Design doc: [link if applicable]

## Improvements
- [Improvement] -- [What changed technically and why]
  - Commits: [hashes]
  - Owner: [who]

## Bug Fixes
- [BUG-ID] [Description of bug and root cause]
  - Fix: [What was changed]
  - Commits: [hashes]
  - Owner: [who]

## Balance Changes
- [What was tuned] -- [Old value -> New value] -- [Design intent]
  - Owner: [who]

## Technical Debt / Refactoring
- [What was cleaned up and why]
  - Commits: [hashes]

## Miscellaneous
- [Change that didn't fit other categories, or vague commit message]
  - Commits: [hashes]

## Known Issues
- [Issue description] -- [Severity] -- [ETA for fix if known]

## Metrics
- Total commits: [N]
- Files changed: [N]
- Lines added: [N]
- Lines removed: [N]
- Commits without task reference: [N]

Phase 5: Generate Player-Facing Changelog

# What is New in [Version]

## New Features
- **[Feature Name]**: [Player-friendly description of what they can now do
  and why it is exciting. Focus on the experience, not the implementation.]

## Improvements
- **[What improved]**: [How this makes the game better for the player.
  Be specific but avoid jargon.]

## Bug Fixes
- Fixed an issue where [describe what the player experienced, not what was
  wrong in the code]
- Fixed [player-visible symptom]

## Balance Changes
- [What changed in player-understandable terms and the design intent.
  Example: "Healing potions now restore 50 HP (up from 30) -- we felt
  players needed more recovery options in late-game encounters."]

## Known Issues
- We are aware of [issue description in player terms] and are working on a
  fix. [Workaround if one exists.]

---
Thank you for playing! Your feedback helps us make the game better.
Report issues at [link].

Phase 6: Output

Output both changelogs to the user. The internal changelog is the primary working document. The player-facing changelog is ready for community posting after review.


Phase 7: Offer File Write

After presenting the changelogs, ask the user:

"May I write this changelog to docs/CHANGELOG.md?
[A] Yes, append this entry (recommended if the file already exists)
[B] Yes, overwrite the file entirely
[C] No — I'll copy it manually"

  • Check whether docs/CHANGELOG.md exists before asking. If it does, default the

recommendation to [A] append.

  • If the user selects [A]: append the new internal changelog entry to the top of

the existing file (newest entries first).

  • If the user selects [B]: overwrite the file with the new changelog.
  • If the user selects [C]: stop here without writing.

After a successful write: Verdict: CHANGELOG WRITTEN — changelog saved to docs/CHANGELOG.md. If the user declines: Verdict: COMPLETE — changelog generated.


Phase 7: Next Steps

  • Use /patch-notes [version] to generate a styled, saved version for public release.
  • Use /release-checklist before publishing the changelog externally.

Guidelines

  • Never expose internal code references, file paths, or developer names in the player-facing changelog
  • Group related changes together rather than listing individual commits
  • If a commit message is unclear, check the associated files and sprint data for context
  • Balance changes should always include the design reasoning, not just the numbers
  • Known issues should be honest — players appreciate transparency
  • If the git history is messy (merge commits, reverts, fixup commits), clean up the narrative rather than listing every commit literally