--- name: changelog description: "Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions." argument-hint: "[version|sprint-number]" user-invocable: true allowed-tools: Read, Glob, Grep, Bash, Write context: | !git log --oneline -30 2>/dev/null !git tag --list --sort=-v:refname 2>/dev/null | head -5 model: haiku --- ## 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. --- ## 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, read the full log or a reasonable recent range (last 100 commits). 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 - **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