Trog Too — agentic AI game studio, rebuilt on a resident vLLM brain. Open source.
- Python 63.6%
- JavaScript 28%
- HTML 3%
- Shell 2.8%
- Dockerfile 2.6%
Phaser ships 28 SKILL.md files and a docs set in its npm package, in exactly the format Claude Code and OpenCode read. They were installed with the fixture yesterday and never looked at, while the Phaser API was guessed at instead — including generateFrameNames, whose skill states plainly that the explicit-array option is `frames`. `numbers` does not exist, which is the defect found in the brain's output and diagnosed by hand. scripts/sync-phaser-skills copies them into .claude/skills/ rather than leaving them in node_modules, which is gitignored and vanishes on a clean install. They are namespaced phaser-* so they cannot collide with the project's own skills, and the 75 cross-references between them are rewritten to match. Two referenced docs come along — Rendering Concepts, and the Pixel Art Guide, which bears directly on the open art question. The 1.5 MB Internal Space Guide does not; it is unreferenced. MIT requires the copyright notice to travel with the copies, so LICENSE.md is vendored beside them with a provenance note recording the version. That is the same obligation scripts/license-gate exists to enforce, and it now applies to this repository rather than only to games it produces. The script has a --check mode so the vendored copy can be shown to be in sync, and re-running after a Phaser upgrade is the refresh path. Phaser was also missing from deploy/components.yaml entirely, despite being the engine every produced game uses. Added as MIT, verified from the LICENSE.md inside the installed package. The inventory is now 12 components, 11 verified. PLAN.md claimed v1's in-repo Phaser skills would carry over on review. Checked: v1 contains no Phaser files at all. The carry-over table now records that, and names Phaser's own skills as what actually carries. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Signed-off-by: Chris Moriarty <cmoriarty@gmail.com> |
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| .claude | ||
| .forgejo/workflows | ||
| .opencode | ||
| bench | ||
| deploy | ||
| docs | ||
| experiments/asset-library | ||
| openspec | ||
| scripts | ||
| tests | ||
| .gitignore | ||
| CONTRIBUTING.md | ||
| LICENSE | ||
| PLAN.md | ||
| pyproject.toml | ||
| README.md | ||
| requirements-dev.txt | ||
Trog Too
An open-source, self-hosted agentic AI game studio, rebuilt from scratch on a
resident vLLM brain (Qwen3.8-27B). See PLAN.md for the plan and
openspec/ for the specs that govern every capability.
Spec-driven from commit one: every behavior change starts as an OpenSpec
change (openspec/changes/), is verified, then archived into
openspec/specs/. openspec validate --all --strict runs in CI.
Contributing
See CONTRIBUTING.md for the OpenSpec workflow and the DCO
sign-off every commit needs (git commit -s).
License
MIT. Games produced by the studio carry their own open-source licenses, chosen at ideation and enforced by the legal gate.