SneakKestrel16

patch-notes

"Player-facing patch notes from git history and changelogs. Translates developer language into player communication."

SneakKestrel16 0 Updated 1d ago
GitHub

Install

npx skillscat add sneakkestrel16/mininginc/patch-notes

Install via the SkillsCat registry.

SKILL.md

!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).

Patch Notes

Provenance check — before reading any history

Confirm the history you are about to read belongs to THIS game. Run this
before Phase 2 and stop if it fails.

  1. Sample the recent log: git log --oneline -20. If it is empty or git is
    unavailable, skip this check
    — there is nothing to classify, and Phase 2's
    no-changelog-data branch is the right stop.
  2. Classify every commit in the range, one at a time, into exactly one of:
    • Game — changes the game the player plays: mechanics, content, balance,
      art, audio, UI, a bug in any of those.
    • Framework / maintenance — changes CCGS itself or the project's tooling:
      subjects naming skills, hooks, agents, the test plan, CI, the framework's
      own docs. Excluded from player-facing notes, but not a reason to stop.
    • Unclear — treat as framework. A commit you cannot confidently place is
      not one to write player copy from.
  3. Then decide from the counts:
    • At least one Game commit → proceed, using only those. Say how many
      of how many you used, so the reader can see the filter ran.
    • Zero Game commits → stop, using the message below, and give the count (0 of how many) so the reader can see the filter ran.

Filter per commit; do not stop on a repo that merely contains maintenance
work.
Every project built on this framework accumulates commits touching
hooks, CI and skills — the game repo is the framework repo, so a repo-level
stop fires on virtually every real project. The danger is not that such
commits exist; it is that they get rendered as player-facing copy.
Excluding them addresses that exactly, and a repo-level stop does not.

Corroborate before you proceed, cheaply: the Game commits should name systems
that appear in design/ and the code root (src/, Assets/ or Source/). If
they name a product those directories
never mention, that is the real wrong-history signal — 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 release notes
from it — point me at the right history, or supply the change list directly."

Verdict: BLOCKED — stop here without generating notes.

Why this is a hard stop, not a warning. Framework-internal commits rendered
as player copy read as real changes: a session-hook timeout becomes "Fixed an
issue where progress from your last session could be lost on launch"
in a game
with no save system. That copy is fluent, plausible, and entirely false. A
reader cannot tell the difference; only this check can.


Phase 1: Parse Arguments

  • version: the release version to generate notes for (e.g., 1.2.0)
  • --style: output style — brief (bullet points), detailed (with context), full (with developer commentary). Default: detailed.

If no version is provided, ask the user before proceeding.


Phase 2: Gather Change Data

  • Read the internal changelog at production/releases/[version]/changelog.md if it exists
  • Also check docs/CHANGELOG.md for the relevant version entry
  • Run git log between the previous release tag and current tag/HEAD as a fallback
  • Read sprint retrospectives in production/sprints/ for context
  • Read any balance change documents in design/balance/
  • Read bug fix records from QA if available

If no changelog data is available (neither production/releases/[version]/changelog.md
nor a docs/CHANGELOG.md entry for this version exists, and git log is empty or unavailable):

"No changelog data found for [version]. Run /changelog [version] first to generate the
internal changelog, then re-run /patch-notes [version]."

Verdict: BLOCKED — stop here without generating notes.


Phase 2b: Detect Tone Guide and Template

Tone guide detection — before drafting notes, check for writing style guidance:

  1. Check .claude/docs/technical-preferences.md for any "tone", "voice", or "style"
    fields or sections.
  2. Check docs/PATCH-NOTES-STYLE.md if it exists.
  3. Check design/community/tone-guide.md if it exists.
  4. If any source contains tone/voice/style instructions, extract them and apply
    them to the language and framing of the generated notes.
  5. If no tone guidance is found anywhere, default to:
    player-friendly, non-technical language; enthusiastic but not hyperbolic;
    focus on what the player experiences, not what the developer changed.

Template detection — check whether a patch notes template exists:

  1. Glob for docs/patch-notes-template.md and .claude/docs/templates/patch-notes-template.md.
  2. If found at either location, read it and use it as the output structure for Phase 4
    instead of the built-in style templates (Brief / Detailed / Full). Fill in the
    template's sections with the categorized data, mapping each category to the
    template section that means the same (New Content → its new-features section,
    Bug Fixes → its fixes section); a category with no matching section goes under
    the closest one, never dropped. Keep the template's header and footer text
    as written. Say in the output which template was used — and, when --style
    was passed, that the template replaced it.
  3. If not found, use the built-in style templates as defined in Phase 4.

Phase 3: Categorize and Translate

Categorize all changes into player-facing categories:

  • New Content: new features, maps, characters, items, modes
  • Gameplay Changes: balance adjustments, mechanic changes, progression changes
  • Quality of Life: UI improvements, convenience features, accessibility
  • Bug Fixes: grouped by system (combat, UI, networking, etc.)
  • Performance: optimization improvements players might notice
  • Known Issues: transparency about unresolved problems

Translate developer language to player language:

  • "Refactored damage calculation pipeline" → "Improved hit detection accuracy"
  • "Fixed null reference in inventory manager" → "Fixed a crash when opening inventory"
  • "Reduced GC allocations in combat loop" → "Improved combat performance"
  • Remove purely internal changes that don't affect players
  • Preserve specific numbers for balance changes (damage: 50 → 45)

Phase 4: Generate Patch Notes

Brief Style

# Patch [Version] — [Title]

**New**
- [Feature 1]
- [Feature 2]

**Changes**
- [Balance/mechanic change with before → after values]

**Fixes**
- [Bug fix 1]
- [Bug fix 2]

**Known Issues**
- [Issue 1]

Detailed Style

# Patch [Version] — [Title]
*[Date]*

## Highlights
[1-2 sentence summary of the most exciting changes]

## New Content
### [Feature Name]
[2-3 sentences describing the feature and why players should be excited]

## Gameplay Changes
### Balance
| Change | Before | After | Reason |
| ---- | ---- | ---- | ---- |
| [Item/ability] | [old value] | [new value] | [brief rationale] |

### Mechanics
- **[Change]**: [explanation of what changed and why]

## Quality of Life
- [Improvement with context]

## Bug Fixes
### Combat
- Fixed [description of what players experienced]

### UI
- Fixed [description]

### Networking
- Fixed [description]

## Performance
- [Improvement players will notice]

## Known Issues
- [Issue and workaround if available]

Full Style

Includes everything from Detailed, plus:

## Developer Commentary
### [Topic]
> [Developer insight into a major change — why it was made, what was considered,
> what the team learned. Written in first-person team voice.]

Phase 5: Review Output

Check the generated notes for:

  • No internal jargon (replace technical terms with player-friendly language)
  • No references to internal systems, tickets, or sprint numbers
  • Balance changes include before/after values
  • Bug fixes describe the player experience, not the technical cause
  • Tone matches the game's voice (adjust formality based on game style)

Phase 6: Save Patch Notes

Present the completed patch notes to the user along with: a count of changes by category, and any internal changes that were excluded (for review).

Ask: "May I write these patch notes to docs/patch-notes/[version].md, and an
archive copy to production/releases/[version]/patch-notes.md?"

If yes, write both files, creating the directories if needed.
If no, write nothing.


Phase 7: Next Steps

Verdict: COMPLETE — patch notes generated and saved. (If the write was
declined: Verdict: COMPLETE — patch notes generated and shown, not saved.)

  • Run /release-checklist to verify all other release gates are met before publishing.
  • Share the patch notes draft with the community-manager for tone review before posting publicly.