pipeline-orchestrator

Use when executing the multi-phase build pipeline. Triggers: 'run build pipeline', 'execute phases', 'build orchestration'.

SKILL.md

GitHub

1. Overview

Executes an 8-phase build pipeline delegating to specialized builder skills via task(). Validates each phase before proceeding.

2. Quick Reference

Phase Status Skills Delegated
0 Resume check —
1 Dependency check —
2 Foundation (MANDATORY) implement-event-bus, implement-ecs-systems, implement-state-machine, implement-save-system, implement-renderer
3 Logic (MANDATORY) implement-behavior-tree, implement-input-handler
4 Asset & Localization (optional) implement-asset-loader, implement-localization
5 Entry Point (MANDATORY) implement-game-loop
6 Screen Management (MANDATORY) implement-screen-manager, implement-scenes

3. Core Pattern

Phase 0: Resume Check

Read .game-dev-config.json for target_folder/specs_dir (abort if missing). Check src/ for artifacts:

  • Phase 2: src/systems/, src/event_bus/, src/state_machine/, src/renderer/
  • Phase 3: src/behavior_tree/, src/input_handler/
  • Phase 4: src/asset_loader/, src/localization/
  • Phase 5: src/main.*, src/game_loop.*
  • Phase 6: src/screens/ Ask to resume from earliest missing phase. On "no" or missing src/: full build.

Phase 1: Dependency Check

Verify required specs exist; prepare source directories.

Phase 2: Foundation (MANDATORY)

Delegate in sequence, validate, max 1 retry:

  1. implement-event-bus from events_spec.md
  2. implement-ecs-systems from ecs_spec.md — validate: src/systems/ not empty, systems as files, factories present
  3. implement-state-machine from state_machine_spec.md
  4. implement-save-system from state_machine_spec.md + ecs_spec.md
  5. implement-renderer from renderer_spec.md + rendering_target.md — validate: src/renderer/ exists

Phase 3: Logic (MANDATORY)

  1. implement-behavior-tree from behavior_tree_spec.md — validate: BT definitions, AI factories, condition/action nodes
  2. implement-input-handler from input_mapping.md Max 1 retry.

Phase 4: Asset & Localization (Non-Critical)

  1. implement-asset-loader from bundle_strategy.md
  2. implement-localization from localization_keys.md Continue regardless of phase outcome.

Phase 5: Entry Point (MANDATORY)

  • implement-game-loop from game_loop.md + all specs — validate: ECS systems registered, BT initialized, factories used, world.update(dt). Max 1 retry.

Phase 6: Screen Management (MANDATORY)

  1. implement-screen-manager from screen_architecture_spec.md + rendering_target.md — validate: src/screens/ exists, screen manager class, base screen class, transition logic
  2. implement-scenes from screen_architecture_spec.md + rendering_target.md + events_spec.md + visual_style.md — validate: src/screens/scenes/ not empty, one file per screen definition Max 1 retry.

3. Interaction Protocol

  • Orchestrate via task() only. Use sub-skill output directly.

4. Final Integrity Audit

  • All mandatory phases (1–3, 5–6) completed with SUCCESS status; no skipped dependencies
  • Each phase output validated before advancing (directories exist, expected artifacts present)
  • Atomic build state maintained — partial failures did not leave orphaned or half-written files
  • Continuous Execution: Auto-advance phases on success. Report progress automatically.
  • Stop only for: critical failures, unexpected dependency gaps, or final phase.

Intercepts

  • Missing Config: "Run /bootstrap-game-project first."
  • Phase Failure: Abort with report.
  • Dependency Missing: "Cannot proceed — [Spec] is missing."

Golden Rules

  • Phase 0: Always check existing progress first.
  • SEQUENTIAL: Advance one phase at a time.
  • MANDATORY PHASES: Foundation (2), Logic (3), Entry Point (5), Screen Management (6) must succeed.
  • Non-Critical: Phase 4 (Asset/Localization) — continue regardless of phase outcome.
  • MUST use task(load_skills=["..."], prompt="...") — delegate to sub-skill logic only.
  • MUST include load_skills in every task() call.

5. Red Flags

Delegating exclusively via task() — never self-implementing sub-skill logic Running resume check first, executing phases in topological order only Honoring mandatory phase success (Foundation, Logic, Entry Point, Screen Management) before advancing Checking all specs exist before cascading; aborting on missing dependencies Including load_skills in every task() call

6. Execution Command

/pipeline-orchestrator