--- name: changelog description: "Auto-generate a changelog from git commits and sprint data. Internal and player-facing versions." argument-hint: "[version|sprint-number]" user-invocable: true allowed-tools: Read, Glob, Grep, Bash, Write, Bash(bash "*/.claude/skills/changelog/../../hooks/yaml-helper.sh" resolve_config *) model: sonnet --- !`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation` **Automation mode**: Resolve `modes.automation` (`project.local.yaml` → `project.yaml` → default `collaborative`). Every `AskUserQuestion` call and every file write follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt). # Changelog ## Recent History Recent commits: !`git log --oneline -30 2>/dev/null || true` Recent tags (newest first): !`git tag --list --sort=-v:refname 2>/dev/null | head -5` ## Provenance check — before trusting the history above **The commits above may not belong to this game.** This skill's history blocks are auto-resolved *before* the body runs, so the read has already happened — what this check governs is whether that output is usable, not whether it is fetched. 1. Read the injected commit subjects above. **If there are none — the log is empty or git is unavailable — skip this check**: there is nothing to classify, and Phase 1's no-history branch is the right stop. 2. **Classify each one** as **Game** (mechanics, content, balance, art, audio, UI, or a bug in those), **Framework / maintenance** (subjects naming skills, hooks, agents, the test plan, CI, or the framework's own docs), or **Unclear** — and treat Unclear as Framework. 3. Decide from the counts: - **At least one Game commit** → proceed using only those, and state how many of how many you used. - **Zero Game commits** → stop, using the message below. > **Filter per commit; a repo containing maintenance work is not a wrong repo.** > Every project on this framework accumulates commits touching hooks, CI and > skills — the game repo *is* the framework repo. Listing those as a hard STOP > fires on virtually every real project and contradicts step 2 whenever the > history is mostly the game's. The harm is those commits becoming release copy, > and excluding them prevents that precisely. > > This rule is kept identical to `/patch-notes`' on purpose — the two read the > same history for different audiences, and they must not disagree about whose > history it is. Change both together. The genuine wrong-history signal is different: Game commits naming a product that `design/` and the code root (`src/`, `Assets/` or `Source/`) never mention. If you see that, stop. If **no** commit in the range is this game's, say so and stop: > "The git history in this repo does not appear to belong to [game]: 0 of the [N] > recent commits are Game commits. The recent > commits describe [what they actually describe]. I cannot generate a changelog > from it — point me at the right history, or supply the change list directly." Verdict: **BLOCKED** — stop here without generating a changelog. **Why this is a hard stop, not a warning.** This exact failure is real, not hypothetical: a batch of framework-internal commits produced player-facing copy reading *"Fixed an issue where progress from your last session could be lost on launch"* — a session-hook timeout rendered as a gameplay fix for a game with **no save system**. It was fluent, plausible, and entirely false. A reader cannot tell the difference; only this check can. **Do not treat the preamble's existence as evidence.** Injected output means the command ran, never that its subject is your game. --- Both blocks are resolved before this skill runs. Use them as the starting point for Phase 2 rather than re-running the same commands. --- ## 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. **If there is no history to read** — not a git repository, or no commits yet: > "No git history found. A changelog is built from commits — commit the work > first, or supply the change list directly." Verdict: **BLOCKED** — stop here without generating a changelog. --- ## 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, bound the range explicitly — `git log --oneline -n 100`. Do not fall back to the full log: on an established repo that is thousands of lines for a changelog covering one release, and the oldest of them are the least relevant. If 100 commits does not reach far enough back, say so and ask for a start ref rather than widening blindly. 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 - **Technical Debt / Refactoring**: Refactors and cleanup of the game's code that change nothing the player sees — a commit that says it refactors, cleans up or tidies, and names no fix, feature or tuning. Internal changelog only; never in the player-facing one - **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 ```markdown # 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 ```markdown # 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