generating-game-changelogs

Generates player-facing game changelogs from implementation plans and git history. Covers thematic intros, system-grouped sections, and concise flavor descriptions. Use when generating a game changelog, writing game release notes, or preparing an update post for itch.io or Steam

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Install skill "generating-game-changelogs" with this command: npx skills add riccardogrin/skills/riccardogrin-skills-generating-game-changelogs

Generating Game Changelogs

Generate a player-facing game changelog from a completed implementation plan and git history.

Reference Files

FileRead When
references/changelog-format.mdWriting the changelog entry — contains the format template, emoji mapping, tone rules, approved sample, and non-game adaptation guidance

Workflow

Copy this checklist and work through it:

- [ ] Phase 1: Gather sources
- [ ] Phase 2: Extract & classify changes
- [ ] Phase 3: Version & theme
- [ ] Phase 4: Group into sections
- [ ] Phase 5: Write the entry
- [ ] Phase 6: Save & verify

Phase 1: Gather Sources

Collect all inputs before synthesizing anything.

  1. Read IMPLEMENTATION_PLAN.md (or equivalent plan file) in the project root. This is the primary source — it has richer descriptions than git commits.
  2. Read git log since the last release tag or the previous changelog entry. Use git log --oneline to get a quick summary; dig into individual commits when the plan doesn't cover something.
  3. Read existing CHANGELOG.md if it exists. Note the previous version number and format so the new entry stays consistent.

If no implementation plan exists, fall back to git history as the sole source.

Phase 2: Extract & Classify Changes

Walk the plan section by section:

  • Completed tasks only — items marked [x], , or with status ✅ Done become changelog candidates. Skip anything marked [ ], , or 🔄.
  • Cross-reference git — check if any commits introduce changes not captured in the plan. Add those as additional entries.
  • Filter non-user-facing items — exclude:
    • Internal refactors with no visible effect
    • Build/tooling changes (CI, linting, dev dependencies)
    • Code comments, documentation-only changes
    • Sprite/asset pipeline details (describe the feature, not how it was made)
  • Classify each item as one of:
    • New — entirely new feature, system, or content
    • Changed — existing feature modified, improved, or rebalanced
    • Fixed — bug fix or correction

Phase 3: Version & Theme

Version number:

  1. Check package.json for a version field
  2. Check git tags (git tag --sort=-v:refname | head -5)
  3. Check the previous entry in CHANGELOG.md

Subtitle:

Come up with a short, evocative subtitle that captures the update's theme (e.g., "Dissolution Expands", "The Deeper Dark", "The Final Frontier"). This becomes the quoted string after the version: v0.2.0 "Dissolution Expands".

Thematic summary:

Draft 1–2 sentences that capture the feel of the update. Focus on what players will experience, not what was implemented. Write in present tense, active voice.

Phase 4: Group into Sections

Group changes by game system or project area — whatever feels natural for what players/users care about. For games, think in terms of world, combat, crafting, farming, creatures, abilities, etc. For non-game projects, see the adaptation guidance in references/changelog-format.md.

Grouping rules:

  1. Group by the system or area where the user experiences the change.
  2. Minimum 2 items per section — merge small sections into the closest related one.
  3. Maximum ~7 sections — combine if you have too many.
  4. Fixes & Improvements is always the last section.
  5. Order sections by impact — most exciting changes first.
  6. Each item appears in exactly one section.

Spotlight intros:

For major sections (3+ items, significant new content), write a one-sentence intro line below the section header. Keep it flavorful and user-facing. Skip intros for small sections or Fixes & Improvements.

Phase 5: Write the Entry

Read references/changelog-format.md for the full format template.

Key rules (inline for speed):

  • Player-facing tone — describe what the player sees, does, or encounters. Not: "Added BiomeManager class with config-driven spawning." But: "Four new regions beyond the void ring, each with unique wildlife and resources."
  • No stats — don't include HP, damage numbers, cooldowns, or growth times. Not: "Shadow King has 500 HP and deals 25 damage per bolt." But: "A multi-phase boss lurking in the dark forest."
  • No implementation details — don't mention file names, class names, config changes, or asset pipelines.
  • No empty sections — if a section has no items after grouping, omit it entirely.
  • Bold item names — each bullet starts with a bolded feature name, then a dash, then the description.
  • Sub-items use italics — for lists within a feature (e.g., biome names), use *italic* names with a dash and brief description.
  • One emoji per section header — placed before the section title, not on individual items.

Format structure:

**{ProjectName} — v{Version} "{Subtitle}"**

_{Thematic summary}_

### {Emoji} {Section Title}
{Optional spotlight intro}

- **{Feature Name}** — {Player-facing description}
  - *{Sub-item}* — {Brief description}

### 🔧 Fixes & Improvements
- {Fix description}

Phase 6: Save & Verify

  1. If CHANGELOG.md exists, prepend the new entry above existing content (keep a blank line separator).
  2. If CHANGELOG.md doesn't exist, create it with the entry.
  3. Read the file back to verify it was written correctly.

Anti-Patterns

AvoidDo Instead
Including HP, damage, cooldown numbersDescribe the experience: "tough multi-phase boss"
Mentioning file paths or class namesDescribe the feature players interact with
"Added ShadowKingBoss.js with 3 phases""A new boss lurks in the dark forest"
Empty sections with "None this update"Omit sections that have no items
Listing every commit messageSynthesize related commits into cohesive feature descriptions
Mentioning sprite generation or AI toolsDescribe the visual result: "new hand-crafted item sprites"
Dev diary tone ("We worked hard on...")Direct, present-tense descriptions of what's new
Repeating the same change in multiple sectionsEach item appears in exactly one section

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