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team-live-ops团队实时操作

Agent Skill

team-live-ops 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

466

周安装

20

GitHub Stars

16,629

下载量

163
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:team-live-ops(团队实时操作)
来源仓库:https://github.com/donchitos/claude-code-game-studios
仓库路径:skills/team-live-ops
安装命令:
npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-live-ops
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-live-ops

简介

用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。

  • 可结合来源仓库、安装命令和原始 README 继续核验具体用法。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 适用于实时运维、紧急响应或现场管理等场景。
  • 支持多宿主环境,便于在不同 AI 工具间迁移使用。

SKILL.md

Argument check: If no season name or event description is provided, output:

"Usage: /team-live-ops [season name or event description] — Provide the name or description of the season or live event to plan." Then stop immediately without spawning any subagents or reading any files.

When this skill is invoked with a valid argument, orchestrate the live-ops team through a structured planning pipeline.

Decision Points: At each phase transition, use AskUserQuestion to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next phase.

Team Composition

  • live-ops-designer — Season structure, event cadence, retention mechanics, battle pass
  • economy-designer — Live economy balance, store rotation, currency pricing, pity timers
  • analytics-engineer — Success metrics, A/B test design, event tracking, dashboard specs
  • community-manager — Player-facing announcements, event descriptions, seasonal messaging
  • narrative-director — Seasonal narrative theme, story arc, world event framing
  • writer — Event descriptions, reward item names, seasonal flavor text, announcement copy

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: live-ops-designer — Season/event structure and retention mechanics
  • subagent_type: economy-designer — Live economy balance and reward pricing
  • subagent_type: analytics-engineer — Success metrics, A/B tests, event instrumentation
  • subagent_type: community-manager — Player-facing communication and messaging
  • subagent_type: narrative-director — Seasonal theme and narrative framing
  • subagent_type: writer — All player-facing text: event descriptions, item names, copy

Always provide full context in each agent's prompt (game concept path, existing season docs, ethics policy path, current economy state). Launch independent agents in parallel where the pipeline allows it (Phases 3 and 4 can run simultaneously).

Pipeline

Phase 1: Season/Event Scoping

Delegate to live-ops-designer:

  • Define the season or event: type (seasonal, limited-time event, challenge), duration, theme direction
  • Outline the content list: what's new (modes, items, challenges, story beats)
  • Define the retention hook: what brings players back daily/weekly during this season
  • Identify resource budget: how much new content needs to be created vs. reused
  • Output: season brief with scope, content list, and retention mechanic overview

Phase 2: Narrative Theme

Delegate to narrative-director:

  • Read the season brief from Phase 1
  • Design the seasonal narrative theme: how does this event connect to the game world?
  • Define the central story hook players will discover during the event
  • Identify which existing lore threads this season can advance
  • Output: narrative framing document (theme, story hook, lore connections)

Phase 3: Economy Design (parallel with Phase 2 if theme is clear)

Delegate to economy-designer:

  • Read the season brief and existing economy rules from design/live-ops/economy-rules.md
  • Design the reward track: free tier progression, premium tier value proposition
  • Plan the in-season economy: seasonal currency, store rotation, pricing
  • Define pity timer mechanics and bad-luck protection for any random elements
  • Verify no pay-to-win items in premium track
  • Output: economy design doc with reward tables, pricing, and currency flow

Phase 4: Analytics and Success Metrics (parallel with Phase 3)

Delegate to analytics-engineer:

  • Read the season brief
  • Define success metrics: participation rate target, retention lift target, battle pass completion rate
  • Design any A/B tests to run during the season (e.g., different reward cadences)
  • Specify new telemetry events needed for this season's content
  • Output: analytics plan with success criteria and instrumentation requirements

Phase 5: Content Writing (parallel)

Delegate in parallel:

  • narrative-director (if needed): Write any in-game narrative text (cutscene scripts, NPC dialogue, world event descriptions) for the season
  • writer: Write all player-facing text — event names, reward item descriptions, challenge objective text, seasonal flavor text
  • Both should read the narrative framing doc from Phase 2

Phase 6: Player Communication Plan

Delegate to community-manager:

  • Read the season brief, economy design, and narrative framing
  • Draft the season launch announcement (tone, key highlights, platform-specific versions)
  • Plan the communication cadence: pre-launch teaser, launch day post, mid-season reminder, final week FOMO push
  • Draft known-issues section placeholder for day-1 patch notes
  • Output: communication calendar with draft copy for each touchpoint

Phase 7: Review and Sign-off

Collect outputs from all phases and present a consolidated season plan:

  • Season brief (Phase 1)
  • Narrative framing (Phase 2)
  • Economy design and reward tables (Phase 3)
  • Analytics plan and success metrics (Phase 4)
  • Written content inventory (Phase 5)
  • Communication calendar (Phase 6)

Present a summary to the user with:

  • Content scope: what is being created
  • Economy health check: does the reward track feel fair and non-predatory?
  • Analytics readiness: are success criteria defined and instrumented?
  • Ethics review: check the Phase 3 economy design against design/live-ops/ethics-policy.md

- If the file does not exist: flag "ETHICS REVIEW SKIPPED: design/live-ops/ethics-policy.md not found. Economy design was not reviewed against an ethics policy. Recommend creating one before production begins." Include this flag in the season design output document. Add to next steps: create design/live-ops/ethics-policy.md. - If the file exists and a violation is found: flag "ETHICS FLAG: [element] in Phase 3 economy design violates [policy rule]. Approval is blocked until this is resolved." Do NOT issue a COMPLETE verdict or write output documents. Use AskUserQuestion with options: revise economy design / override with documented rationale / cancel. If user chooses to revise: re-spawn economy-designer to produce a corrected design, then return to Phase 7 review.

  • Open questions: decisions still needed before production begins

Ask the user to approve the season plan before delegating to production teams. Issue the COMPLETE verdict only after the user approves and no unresolved ethics violations remain. If an ethics violation is unresolved, end with Verdict: BLOCKED.

Output Documents

All documents save to design/live-ops/:

  • seasons/S[N]_[name].md — Season design document (from Phase 1-3)
  • seasons/S[N]_[name]_analytics.md — Analytics plan (from Phase 4)
  • seasons/S[N]_[name]_comms.md — Communication calendar (from Phase 6)

Error Recovery Protocol

If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:

  1. Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
  2. Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
  3. Offer options via AskUserQuestion with choices:

- Skip this agent and note the gap in the final report - Retry with narrower scope - Stop here and resolve the blocker first

  1. Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.

If a BLOCKED state is unresolvable, end with Verdict: BLOCKED instead of COMPLETE.

File Write Protocol

All file writes (season design docs, analytics plans, communication calendars) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.

Output

A summary covering: season theme and scope, economy design highlights, success metrics, content list, communication plan, and any open decisions needing user input before production.

Verdict: COMPLETE — season plan produced and handed off for production.

Next Steps

  • Run /design-review on the season design document for consistency validation.
  • Run /sprint-plan to schedule content creation work for the season.
  • Run /team-release when the season content is ready to deploy.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

32.68%
按下载量换算53

Claude

29.8%
按下载量换算49

Cursor

20.65%
按下载量换算34

Gemini CLI

8.35%
按下载量换算14

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-live-ops 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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