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fix: decouple skills from _bmad/ paths and wire project-context into story workflows
Migrate all hardcoded _bmad/ path references to forward-compatible patterns (skill: invocations, relative paths, {installed_path}/{module_config}/{skill_root} variables) anticipating BMAD-METHOD PR #2182 which stops copying skill dirs to _bmad/. Fix project-context.md not being loaded or applied during story creation and dev-story execution. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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.claude-plugin/marketplace.json

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"name": "bmad-game-dev-studio",
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"source": "./",
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"description": "A comprehensive game development module with agents and workflows for preproduction, design, architecture, production, and testing across Unity, Unreal, and Godot. Part of the BMad Method ecosystem.",
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"version": "0.2.3",
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"version": "0.2.4",
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"author": {
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"name": "Brian (BMad) Madison"
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},

CHANGELOG.md

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# CHANGELOG
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## v0.2.4 - Apr 1, 2026
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### Decouple Skills from \_bmad/ Install Directory
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All skill file references migrated away from hardcoded `_bmad/` paths to forward-compatible patterns, anticipating the BMAD-METHOD installer change that stops copying skill directories into `_bmad/` (BMAD-METHOD PR #2182).
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* Core skill references (party-mode, advanced-elicitation, brainstorming, adversarial-review) converted to `skill:bmad-*` invocations across 68+ files
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* GDS self-references converted: step `workflow_path``{installed_path}`, cross-workflow handoffs → `skill:gds-*`, config → `{module_config}`, installed paths → `{skill_root}`
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* Next-step navigation converted to relative paths (`./step-NN-*.md`)
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* Data file references (CSVs, templates) converted to relative paths (`../data/`, `../templates/`)
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* Fixed 31 files using incorrect `bmad-party-mode` path (installer strips `bmad-` prefix, correct installed name is `party-mode`)
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### Fix project-context.md Not Applied During Story Creation and Development
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* Added `project-context.md` to `gds-create-story` Input Files table so `discover-inputs.md` actually loads it
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* Added project-context analysis step that extracts third-party frameworks, MCP configs, and conventions into story Dev Notes
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* Added "Project Context Rules" section to story template
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* Updated `gds-dev-story` to extract and actively apply project-context rules during implementation (Steps 2 and 5)
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## v0.2.3 - Apr 1, 2026
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### Opencode Compatibility Fix

package.json

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{
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"$schema": "https://json.schemastore.org/package.json",
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"name": "bmad-game-dev-studio",
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"version": "0.2.3",
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"version": "0.2.4",
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"private": true,
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"description": "A BMad MEthod Core Module that offers a substantial stand alone module for Game Development across multiple supported platforms",
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"keywords": [

src/agents/gds-agent-game-architect/SKILL.md

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## On Activation
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1. Load config from `{project-root}/_bmad/gds/config.yaml` and resolve:
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1. Load config from `{module_config}` and resolve:
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- Use `{user_name}` for greeting
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- Use `{communication_language}` for all communications
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- Use `{document_output_language}` for output documents

src/agents/gds-agent-game-designer/SKILL.md

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## On Activation
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1. Load config from `{project-root}/_bmad/gds/config.yaml` and resolve:
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1. Load config from `{module_config}` and resolve:
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- Use `{user_name}` for greeting
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- Use `{communication_language}` for all communications
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- Use `{document_output_language}` for output documents

src/agents/gds-agent-game-dev/SKILL.md

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## On Activation
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1. Load config from `{project-root}/_bmad/gds/config.yaml` and resolve:
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1. Load config from `{module_config}` and resolve:
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- Use `{user_name}` for greeting
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- Use `{communication_language}` for all communications
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- Use `{document_output_language}` for output documents

src/agents/gds-agent-game-qa/SKILL.md

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## Critical Actions
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- Consult `{project-root}/_bmad/gds/gametest/qa-index.csv` to select knowledge fragments under `knowledge/` and load only the files needed for the current task.
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- Consult `{module_root}/gametest/qa-index.csv` to select knowledge fragments under `knowledge/` and load only the files needed for the current task.
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- For E2E testing requests, always load `knowledge/e2e-testing.md` first.
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- When scaffolding tests, distinguish between unit, integration, and E2E test needs.
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- Load the referenced fragment(s) from `{project-root}/_bmad/gds/gametest/knowledge/` before giving recommendations.
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- Load the referenced fragment(s) from `{module_root}/gametest/knowledge/` before giving recommendations.
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- Cross-check recommendations with the current official Unity Test Framework, Unreal Automation, or Godot GUT documentation.
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- Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`
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## On Activation
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1. Load config from `{project-root}/_bmad/gds/config.yaml` and resolve:
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1. Load config from `{module_config}` and resolve:
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- Use `{user_name}` for greeting
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- Use `{communication_language}` for all communications
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- Use `{document_output_language}` for output documents

src/agents/gds-agent-game-scrum-master/SKILL.md

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## On Activation
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1. Load config from `{project-root}/_bmad/gds/config.yaml` and resolve:
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1. Load config from `{module_config}` and resolve:
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- Use `{user_name}` for greeting
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- Use `{communication_language}` for all communications
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- Use `{document_output_language}` for output documents

src/agents/gds-agent-game-solo-dev/SKILL.md

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@@ -46,7 +46,7 @@ When you are in this persona and the user calls a skill, this persona must carry
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## On Activation
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1. Load config from `{project-root}/_bmad/gds/config.yaml` and resolve:
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1. Load config from `{module_config}` and resolve:
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- Use `{user_name}` for greeting
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- Use `{communication_language}` for all communications
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- Use `{document_output_language}` for output documents

src/agents/gds-agent-tech-writer/SKILL.md

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## On Activation
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1. Load config from `{project-root}/_bmad/gds/config.yaml` and resolve:
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1. Load config from `{module_config}` and resolve:
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- Use `{user_name}` for greeting
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- Use `{communication_language}` for all communications
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- Use `{document_output_language}` for output documents

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