BD game-dev-combat-animation
Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.
Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo…
As a process D 49/100 · Unfinished process — weak spots: result and completion, inputs and preconditions, failures and branches
How to improve
- Your own cases (evals/evals.json, 4–6 real requests with expected answers): the full check would then run those instead of a model-drafted suite.
- A spec.yaml with trigger phrases and assertions — a behaviour contract for CI; `skilltest init` writes a template.
Guard findings · 0
✓ No critical or high findings
Files scanned: 26. Evidence is masked. Grey chips explain why severity was lowered.
Against the Agent Skills spec
✓ No remarks against the Agent Skills spec
Process rating: all ten parameters 49/100
- 0Result and completion. Does not say what the result is
- 0Inputs and preconditions. Does not say what the process needs to start
- 0Failures and branches. Linear process with no failure handling
- 0Progress reporting. Says nothing while it works
- 30Running it twice. 6 mutating operations with no state check
- 60Tools and files. Uses tools (bash) that frontmatter does not declare
- 70When it triggers. States when to use, but not when not to
- 100Steps. 47 steps
- 100Consistency. Name and required fields are in place
- 100Execution cost. Instruction body is 1753 tokens
- medium Safety rules and hard prohibitions inside a skill: they belong in the system prompt, here they protect nothing
Everything here is measured from the skill text rather than judged by a model, so the numbers are checkable. A parameter weighs more when it is a more common reason for the process to stall.
Quality signals
- +5Description has no quoted example phrases that should trigger the skill
- +4Description does not say when NOT to use the skill (false activations)
- +3Description length 866: 120–800 characters recommended
- +3Output format is not stated: the model decides each time
- +4No input/output examples
- -31 of 1 scripts are never mentioned in SKILL.md
- +1No license
- +2Single-language instructions
- +4Structure: 6 headings
- +3Step-by-step instructions: 47 items
- +4Reference files are cited in the instructions (5 of 5)
Quality base 70; lint remarks subtract, signals add up to 100. Result: 78.