changelog
從 git commit 和 sprint 資料產生內部版與玩家版 changelog
中文翻譯
---
name: changelog
description: "從 git commit 和 sprint 資料自動產生 changelog,分內部版和玩家版。"
argument-hint: "[version|sprint-number]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/changelog/../../hooks/yaml-helper.sh" resolve_config *), Bash(git log *), Bash(git tag --list*), Bash(git rev-parse *)
model: sonnet
---
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation`
**Automation mode**:解析 `modes.automation`(`project.local.yaml` →
`project.yaml` → 預設 `collaborative`)。每一次 `AskUserQuestion` 呼叫和
每一次檔案寫入都要遵守 `.claude/docs/automation-modes.md`
(collaborative 一律詢問 · guided 只問重大事項 · autonomous 記錄後直接往下走;
屬於 `automation_always_ask` 的類別一律要問)。
# Changelog
## Recent History
最近的 commit:
!`git log --oneline -30 2>/dev/null || true`
最近的 tag(由新到舊):
!`git tag --list --sort=-v:refname 2>/dev/null | head -5`
## 來源檢查:信任上面的歷史之前先做
**上面的 commit 可能不屬於這款遊戲。** 這個 skill 的歷史區塊是在內文執行*之前*
自動解析的,所以讀取已經發生了,這個檢查管的是那份輸出能不能用,不是有沒有去抓。
1. 讀上面注入的 commit 標題。**如果一個都沒有(log 是空的,或 git 不能用),就跳過這個檢查**:
沒有東西可以分類,Phase 1 的沒有歷史分支就是正確的停法。
2. **逐一分類**:**Game**(機制、內容、平衡、美術、音訊、
UI,或這些東西的 bug)、**Framework / maintenance**(標題提到 skill、
hook、agent、測試計畫、CI,或框架自己的文件),或是 **Unclear**,
而 Unclear 一律當成 Framework。
3. 依數量決定:
- **至少有一個 Game commit** → 只用那些繼續,並說明用了
幾個、總共幾個。
- **零個 Game commit** → 停下來,用下面的訊息。
> **逐個 commit 過濾;repo 裡有維護工作,不代表它是錯的 repo。**
> 用這個框架的每個專案都會累積動到 hook、CI 和
> skill 的 commit,遊戲 repo *就是*框架 repo,所以遇到它們就停,
> 幾乎每個真實專案都會觸發。真正的傷害是這些 commit 變成發行文案,
> 把它們排除就能精準防止這件事。
>
> 這條規則刻意跟 `/patch-notes` 的保持一致,兩者讀
> 同一份歷史、給不同的讀者,不能對「這是誰的歷史」有不同判斷。要改就兩邊一起改。
真正的錯誤歷史訊號是另一種:Game commit 提到的產品,
`design/` 和 code root(`src/`、`Assets/` 或 `Source/`)從來沒提過。
如果看到這種情況,就停。
如果範圍內**沒有任何** commit 是這款遊戲的,就直說並停下:
> "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.
**為什麼這是硬性停止,不是警告。** 框架內部的 commit 被當成玩家文案
來寫,讀起來就像真的變更:一個 session-hook 的 timeout 會變成 *"Fixed an
issue where progress from your last session could be lost on launch"*,
而那款遊戲**根本沒有存檔系統**。那段文案流暢、可信,而且完全是假的。
讀的人分不出差別;只有這個檢查分得出來。
**不要把前言存在當成證據。** 有注入輸出,只代表指令跑了,
絕對不代表它的主題是你的遊戲。
---
這兩個區塊都是在這個 skill 執行前解析好的。把它們當作 Phase 2 的起點,
不要重跑同樣的指令。
---
## Phase 1: 解析參數
從參數讀目標版本或 sprint 編號。有給版本的話,用對應的 git tag。有給 sprint 編號的話,用 sprint 的日期範圍。
確認 repository 已初始化:跑 `git rev-parse --is-inside-work-tree` 確認 git 可用。如果不是 git repo,告知使用者並優雅地中止。
**如果沒有歷史可讀**(不是 git repository,或還沒有任何 commit):
> "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: 蒐集變更資料
讀上一個 tag 或 release 之後的 git log:
```
git log --oneline [last-tag]..HEAD
```
如果沒有 tag,要明確限定範圍:`git log --oneline -n 100`。不要
退回去讀完整的 log:在成熟的 repo 上,為了涵蓋一次 release 的 changelog,那是幾千行,
而且最舊的那些最不相關。
如果 100 個 commit 追溯得不夠遠,就說出來,並要求使用者給起始 ref,
不要盲目擴大範圍。
讀 `production/sprints/` 裡相關期間的 sprint 報告,了解計畫中的工作和變更背後的 context。
讀 `design/gdd/` 裡已完成的設計文件,找這段期間實作的新功能。按章節讀:用 Grep 工具(pattern `^#`、content mode)找出需要的標題,再用 offset 和 limit 讀那幾段範圍。
---
## Phase 3: 分類變更
把每個變更歸到下列其中一個類別:
- **New Features**:全新的遊戲系統、模式或內容
- **Improvements**:既有功能的強化、UX 改善、效能提升
- **Bug Fixes**:修正壞掉的行為
- **Balance Changes**:遊戲數值、難度、經濟的調校
- **Technical Debt / Refactoring**:遊戲程式碼的重構和清理,而且不改變玩家看到的任何東西,也就是 commit 說的是重構、清理或整理,沒有提到任何修正、功能或調校。只放內部 changelog;絕對不放玩家版
- **Known Issues**:團隊知道但還沒解決的問題
- **Miscellaneous**:不符合上面類別的變更,或是訊息太模糊、無法有把握分類的 commit
每個 commit 都要檢查訊息裡有沒有 task ID 或 story 參照
(例如 `[STORY-123]`、`TR-`、`#NNN` 或類似的東西)。數出沒有任何 task 參照的 commit,
並把這個數字放進 Phase 4 的 Metrics 章節:`Commits without task reference: [N]`。
---
## Phase 4: 產生內部 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: 產生玩家版 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: 輸出
把兩份 changelog 都輸出給使用者。內部 changelog 是主要的工作文件。玩家版 changelog 在審閱後就可以貼到社群上。
---
## Phase 7: 提議寫入檔案
呈現完 changelog 之後,問使用者:
> "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"
- 問之前先檢查 `docs/CHANGELOG.md` 是否存在。如果存在,預設推薦
**[A] append**。
- 使用者選 [A]:把新的內部 changelog 條目附加到現有檔案的最上面
(最新的條目在最前面)。
- 使用者選 [B]:用新的 changelog 覆寫整個檔案。
- 使用者選 [C]:停在這裡,不寫入。
寫入成功後:Verdict: **CHANGELOG WRITTEN** — changelog saved to `docs/CHANGELOG.md`.
使用者拒絕的話:Verdict: **COMPLETE** — changelog generated.
---
## Phase 7: 下一步
- 用 `/patch-notes [version]` 產生一份有排版、可存檔的公開發行版本。
- 對外發布 changelog 之前,先用 `/release-checklist`。
### 準則
- 絕對不要在玩家版 changelog 裡洩漏內部程式碼參照、檔案路徑或開發者名字
- 把相關的變更歸在一起,不要一個一個列 commit
- 如果 commit 訊息不清楚,去看相關的檔案和 sprint 資料找 context
- 平衡變更一定要附上設計理由,不能只放數字
- Known issues 要誠實,玩家會欣賞透明
- 如果 git 歷史很亂(merge commit、revert、fixup commit),就整理成通順的敘述,不要一個 commit 一個 commit 照字面列英文原文
---
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, Write, Bash(bash "*/.claude/skills/changelog/../../hooks/yaml-helper.sh" resolve_config *), Bash(git log *), Bash(git tag --list*), Bash(git rev-parse *)
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, so stopping on them would fire
> on virtually every real project. 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.** 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.
**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. Read them by section: find the headings you need with the Grep tool (pattern `^#`, content mode) and Read those ranges with offset and limit.
---
## 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