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Integration: Muse Game Workshop runner and evidence cockpit #35

Description

@wikieden

Background

Muse Game Workshop is moving toward an mgw init product entry: it initializes a game production workspace with shared workflow rules, skills, templates, review gates, evidence records, and optional engine/tool adapters.

RoboCode is a strong fit as the local execution cockpit for Muse tasks: it can supervise agent work, show/approve workspace mutations, run checks, and keep evidence close to the project.

Muse should remain the game-production workflow core. RoboCode should be an optional runner/cockpit that executes reviewed Muse tasks inside the user's game project.

Goal

Add first-class or documented support for running Muse Game Workshop tasks through RoboCode after the Muse review gate has passed.

Proposed user flow

Muse-side initialization:

mgw init my-game --lang zh-CN --tool generic --engine godot --genre tactics --profile godot-prototype
cd my-game

RoboCode-side execution:

robocode workflow run muse.review
robocode workflow run muse.task --task docs/production/review-gate.md
robocode workflow run muse.checks

Future Muse command shape could generate RoboCode wiring without making RoboCode mandatory:

mgw init my-game --runner robocode
mgw run --runner robocode prototype-core-loop

Integration requirements

  • Detect or validate a Muse project through muse.project.yaml.
  • Read Muse project context before execution: language, target audience, production stage, genre, engine, active profile, evidence directory, and review-gate requirement.
  • Expose Muse-oriented workflow entries such as concept review, core loop, mechanic spec, vertical slice planning, Godot/Unreal task planning, playtest report, and checks.
  • Enforce the Muse review gate before any code, asset, project-structure, or editor mutation.
  • The gate must require: design summary, execution plan, impact scope, files/directories to touch, decisions for review, validation plan, and Review Status: Approved.
  • Provide a dry-run or plan-only mode that shows intended file changes, commands, and evidence outputs before execution.
  • Use RoboCode's permission-aware edit/execution model for workspace mutations.
  • Capture evidence into the Muse evidence structure, for example docs/evidence/<version-or-task>/, including commands run, check results, screenshots/logs when available, and follow-up decisions.
  • Run or surface Muse checks such as doc-link checks, doc-pair checks, template metadata checks, and version-specific workflow checks.
  • Treat editor MCP / Godot / Unreal automation as explicit opt-in. If MCP-backed mutation is experimental, keep it behind a separate gate and rollback plan.

Non-goals

  • RoboCode should not become the Muse workflow source of truth.
  • Do not make Muse projects require RoboCode; Codex, Claude Code, Kiro CLI, opencode, and generic tools must remain viable.
  • Do not bypass Muse's game-production language, templates, review gate, or evidence contract.
  • Do not generate game code, binary assets, or editor content from this integration alone.
  • Do not enable Godot/Unreal editor automation by default.

Acceptance criteria

  • A RoboCode session can recognize a Muse project and summarize its current production context from muse.project.yaml.
  • A Muse task can be run in plan-only mode before mutation.
  • Mutation attempts are blocked until the Muse review gate is marked Approved.
  • Approved tasks can run through RoboCode with visible command execution, file-diff review, and evidence capture.
  • The docs clearly describe the division of responsibility: Muse = game production workflow core; RoboCode = optional local execution cockpit / runner.

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