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From summer
Sets up the Summer Engine skill ecosystem: how to load skills and use MCP tools. Must be loaded at conversation start in any Summer Engine project.
npx claudepluginhub summerengine/summer-engine-agent --plugin summerHow this skill is triggered — by the user, by Claude, or both
Slash command
/summer:using-summerThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
<SUBAGENT-STOP>
Captures game-development session learnings into a durable skill library so future sessions start smarter. Invoke at session end to turn ad-hoc fixes into reusable expertise.
Guides video game development: brainstorm ideas, plan gameplay loops, choose engines like Unity/Godot/Three.js/Phaser, scaffold projects, add features, fix bugs, create assets.
Orchestrates game development projects by providing core principles (game loop, patterns, input abstraction, performance budgeting) and routing to platform-specific sub-skills for web, mobile, PC, VR/AR, 2D/3D, game design, multiplayer, art, and audio.
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IF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.
This is not negotiable. This is not optional. You cannot rationalize your way out of this.
Summer skills override default model behavior, but user instructions always win:
If CLAUDE.md says "skip the brainstorm, just build it" and a skill says "always brainstorm first" — follow the user. The user is in control.
Summer Engine is an AI-native game engine — editor, scene graph, asset pipeline, and runtime are all instrumented for programmatic control by AI agents. Summer (this skill set + MCP server) is how your coding agent talks to it.
Two layers:
summer_* tools that talk to the running Summer Engine on localhost:6550. Scene mutation (summer_add_node, summer_set_prop), inspection (summer_get_scene_tree, summer_inspect_node), play/diagnostics (summer_play, summer_get_diagnostics), asset import/generation (summer_import_from_url, summer_generate_3d), and 30+ more.Scripting language: Summer Engine is compatible with Godot 4.5. You can write game code in either:
.gd) — the default. Best supported by Summer skills (see summer:gdscript-patterns). Use this unless the user has explicitly chosen C#..cs) — fully supported by the engine. There is no summer:csharp-patterns skill yet — when writing C#, use the Godot 4.5 C# API from first principles. The patterns are different (different lifecycle method names, different signal API, different export attributes), so don't blindly translate GDScript idioms. Confirm with the user that they want C# before producing it; switching languages mid-project is painful.Scenes are always .tscn/.scn. Resources are always .tres/.res. Drive the engine through summer_* tools — do not hand-edit .tscn files; the editor holds in-memory state that diverges from disk.
The engine must be running for MCP tools that touch scenes or diagnostics. If it isn't, the tool returns an error pointing the user at summer run.
.summer/ is the project's durable memory. summer_get_project_context surfaces a lightweight projectMemory summary; use it to read only the relevant Markdown before creative, audio, dialogue, level, or character work. Facts marked priority: locked are stable project decisions and require explicit user confirmation before changing.
Claude Code / Cursor / Codex / Copilot CLI: Use the Skill tool. When you invoke a skill, its content loads — follow it directly. Never use Read on a skill file.
Gemini CLI: Use activate_skill.
OpenCode: Skills are auto-discovered from the registered directory; load via OpenCode's native skill mechanism.
Invoke the relevant skill BEFORE any response or action. Even a 1% chance a skill might apply means you check. If the loaded skill turns out not to fit, you don't have to follow it — but you do have to load it first to know.
User message arrives.
│
├── Does any Summer skill match? ── No ──▶ Respond directly.
│ │
│ Yes
│ │
├── Invoke the Skill tool.
├── Announce: "Using summer:<skill> to <purpose>."
├── If the skill has a checklist, create a todo per item.
└── Follow the skill exactly.
These thoughts mean STOP. Check skills first.
| Thought | Reality |
|---|---|
| "This is just a quick fix" | Quick fixes break games. Check the skill. |
| "I know how to add a node, I'll just call the MCP" | The skill encodes the order of operations. Check it. |
| "The user just wants me to start" | Most "just build it" requests still benefit from the brainstorm-game skill. Offer it. |
| "I can read the .tscn file directly" | summer_get_scene_tree and summer_inspect_node are authoritative. Files lag the editor's in-memory state. |
| "I'll skip the soul file" | .summer/GameSoul.md is what every other skill reads. Honor it. |
| "This voice or canon fact is probably fine to change" | Check .summer/memory first. priority: locked facts require explicit user confirmation. |
| "I don't need to brainstorm — they said FPS" | Even with the genre named, brainstorm-game scopes mechanics, art direction, and the cut list. Skip only if explicitly told to. |
| "I'll write the GDScript myself, no skill" | gdscript-patterns encodes idioms that Claude/Codex/Cursor regularly get wrong (signal connection, type hints, _ready vs _process). |
| "The engine isn't running, I'll just edit files" | Editing scene files directly while the engine is running silently overwrites in-memory state. Check the skill. |
| "I remember this skill" | Skills evolve. Re-read the current version. |
When multiple Summer skills could apply, run them in this order:
brainstorm-game, debug, play. These determine HOW to approach the task.gdscript-patterns, scene-composition, art-direction, audio-direction. These shape the content.fps-controller, design-mechanic, design-level, setup-multiplayer. These produce the artifacts."I want to make a game" →
brainstorm-gamefirst, then build skills. "Fix this crash" →debugfirst, then domain skills. "Add an FPS controller" → checkscene-compositionfirst, thenfps-controller.
debug, gdscript-patterns): follow exactly. Don't adapt away the discipline.art-direction, design-mechanic): adapt the principles to the project.The skill itself tells you which. Default to rigid when unsure.
If an MCP tool returns "Summer Engine is not running":
summer run to start it (or open Summer Engine and load the project).Do NOT fall back to editing .tscn files directly. The engine reads them on disk but holds in-memory state that diverges, and saving from the editor will overwrite your file edits.
If skills aren't found or the MCP server fails to start:
summer is on PATH: which summer / where summer.npx -y summer-engine@latest setup <agent> --yes --force.summer doctor is available, run it: summer doctor reports auth, engine, port, project memory, and skill state.A direct user instruction ("skip the brainstorm", "just write the code", "don't use the MCP, edit files") overrides this skill. Surface the trade-off in one sentence ("Skipping brainstorm — heads up, scope creep is the most common reason game projects die.") and proceed as instructed.