@musashishao/agent-kit 1.0.0
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- package/.agent/.shared/ui-ux-pro-max/data/charts.csv +26 -0
- package/.agent/.shared/ui-ux-pro-max/data/colors.csv +97 -0
- package/.agent/.shared/ui-ux-pro-max/data/icons.csv +101 -0
- package/.agent/.shared/ui-ux-pro-max/data/landing.csv +31 -0
- package/.agent/.shared/ui-ux-pro-max/data/products.csv +97 -0
- package/.agent/.shared/ui-ux-pro-max/data/prompts.csv +24 -0
- package/.agent/.shared/ui-ux-pro-max/data/react-performance.csv +45 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/flutter.csv +53 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/html-tailwind.csv +56 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/jetpack-compose.csv +53 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/nextjs.csv +53 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/nuxt-ui.csv +51 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/nuxtjs.csv +59 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/react-native.csv +52 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/react.csv +54 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/shadcn.csv +61 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/svelte.csv +54 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/swiftui.csv +51 -0
- package/.agent/.shared/ui-ux-pro-max/data/stacks/vue.csv +50 -0
- package/.agent/.shared/ui-ux-pro-max/data/styles.csv +59 -0
- package/.agent/.shared/ui-ux-pro-max/data/typography.csv +58 -0
- package/.agent/.shared/ui-ux-pro-max/data/ui-reasoning.csv +101 -0
- package/.agent/.shared/ui-ux-pro-max/data/ux-guidelines.csv +100 -0
- package/.agent/.shared/ui-ux-pro-max/data/web-interface.csv +31 -0
- package/.agent/.shared/ui-ux-pro-max/scripts/core.py +258 -0
- package/.agent/.shared/ui-ux-pro-max/scripts/design_system.py +487 -0
- package/.agent/.shared/ui-ux-pro-max/scripts/search.py +76 -0
- package/.agent/ARCHITECTURE.md +225 -0
- package/.agent/CONTEXT.md +229 -0
- package/.agent/FEATURE_ROADMAP.md +435 -0
- package/.agent/PROMPT_TEMPLATES.md +261 -0
- package/.agent/agents/backend-specialist.md +263 -0
- package/.agent/agents/database-architect.md +226 -0
- package/.agent/agents/debugger.md +225 -0
- package/.agent/agents/devops-engineer.md +242 -0
- package/.agent/agents/documentation-writer.md +104 -0
- package/.agent/agents/explorer-agent.md +73 -0
- package/.agent/agents/frontend-specialist.md +556 -0
- package/.agent/agents/game-developer.md +162 -0
- package/.agent/agents/mobile-developer.md +377 -0
- package/.agent/agents/orchestrator.md +416 -0
- package/.agent/agents/penetration-tester.md +188 -0
- package/.agent/agents/performance-optimizer.md +187 -0
- package/.agent/agents/project-planner.md +403 -0
- package/.agent/agents/security-auditor.md +170 -0
- package/.agent/agents/seo-specialist.md +111 -0
- package/.agent/agents/test-engineer.md +158 -0
- package/.agent/rules/GEMINI.md +251 -0
- package/.agent/skills/api-patterns/SKILL.md +81 -0
- package/.agent/skills/api-patterns/api-style.md +42 -0
- package/.agent/skills/api-patterns/auth.md +24 -0
- package/.agent/skills/api-patterns/documentation.md +26 -0
- package/.agent/skills/api-patterns/graphql.md +41 -0
- package/.agent/skills/api-patterns/rate-limiting.md +31 -0
- package/.agent/skills/api-patterns/response.md +37 -0
- package/.agent/skills/api-patterns/rest.md +40 -0
- package/.agent/skills/api-patterns/scripts/api_validator.py +211 -0
- package/.agent/skills/api-patterns/security-testing.md +122 -0
- package/.agent/skills/api-patterns/trpc.md +41 -0
- package/.agent/skills/api-patterns/versioning.md +22 -0
- package/.agent/skills/app-builder/SKILL.md +75 -0
- package/.agent/skills/app-builder/agent-coordination.md +71 -0
- package/.agent/skills/app-builder/feature-building.md +53 -0
- package/.agent/skills/app-builder/project-detection.md +34 -0
- package/.agent/skills/app-builder/scaffolding.md +118 -0
- package/.agent/skills/app-builder/tech-stack.md +40 -0
- package/.agent/skills/app-builder/templates/SKILL.md +39 -0
- package/.agent/skills/app-builder/templates/astro-static/TEMPLATE.md +76 -0
- package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +92 -0
- package/.agent/skills/app-builder/templates/cli-tool/TEMPLATE.md +88 -0
- package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +88 -0
- package/.agent/skills/app-builder/templates/express-api/TEMPLATE.md +83 -0
- package/.agent/skills/app-builder/templates/flutter-app/TEMPLATE.md +90 -0
- package/.agent/skills/app-builder/templates/monorepo-turborepo/TEMPLATE.md +90 -0
- package/.agent/skills/app-builder/templates/nextjs-fullstack/TEMPLATE.md +82 -0
- package/.agent/skills/app-builder/templates/nextjs-saas/TEMPLATE.md +100 -0
- package/.agent/skills/app-builder/templates/nextjs-static/TEMPLATE.md +106 -0
- package/.agent/skills/app-builder/templates/nuxt-app/TEMPLATE.md +101 -0
- package/.agent/skills/app-builder/templates/python-fastapi/TEMPLATE.md +83 -0
- package/.agent/skills/app-builder/templates/react-native-app/TEMPLATE.md +93 -0
- package/.agent/skills/architecture/SKILL.md +55 -0
- package/.agent/skills/architecture/context-discovery.md +43 -0
- package/.agent/skills/architecture/examples.md +94 -0
- package/.agent/skills/architecture/pattern-selection.md +68 -0
- package/.agent/skills/architecture/patterns-reference.md +50 -0
- package/.agent/skills/architecture/trade-off-analysis.md +77 -0
- package/.agent/skills/bash-linux/SKILL.md +199 -0
- package/.agent/skills/behavioral-modes/SKILL.md +242 -0
- package/.agent/skills/brainstorming/SKILL.md +163 -0
- package/.agent/skills/brainstorming/dynamic-questioning.md +350 -0
- package/.agent/skills/clean-code/SKILL.md +201 -0
- package/.agent/skills/code-review-checklist/SKILL.md +109 -0
- package/.agent/skills/database-design/SKILL.md +52 -0
- package/.agent/skills/database-design/database-selection.md +43 -0
- package/.agent/skills/database-design/indexing.md +39 -0
- package/.agent/skills/database-design/migrations.md +48 -0
- package/.agent/skills/database-design/optimization.md +36 -0
- package/.agent/skills/database-design/orm-selection.md +30 -0
- package/.agent/skills/database-design/schema-design.md +56 -0
- package/.agent/skills/database-design/scripts/schema_validator.py +172 -0
- package/.agent/skills/deployment-procedures/SKILL.md +241 -0
- package/.agent/skills/doc.md +177 -0
- package/.agent/skills/docker-expert/SKILL.md +409 -0
- package/.agent/skills/documentation-templates/SKILL.md +194 -0
- package/.agent/skills/frontend-design/SKILL.md +396 -0
- package/.agent/skills/frontend-design/animation-guide.md +331 -0
- package/.agent/skills/frontend-design/color-system.md +311 -0
- package/.agent/skills/frontend-design/decision-trees.md +418 -0
- package/.agent/skills/frontend-design/motion-graphics.md +306 -0
- package/.agent/skills/frontend-design/scripts/accessibility_checker.py +183 -0
- package/.agent/skills/frontend-design/scripts/ux_audit.py +722 -0
- package/.agent/skills/frontend-design/typography-system.md +345 -0
- package/.agent/skills/frontend-design/ux-psychology.md +541 -0
- package/.agent/skills/frontend-design/visual-effects.md +383 -0
- package/.agent/skills/game-development/2d-games/SKILL.md +119 -0
- package/.agent/skills/game-development/3d-games/SKILL.md +135 -0
- package/.agent/skills/game-development/SKILL.md +167 -0
- package/.agent/skills/game-development/game-art/SKILL.md +185 -0
- package/.agent/skills/game-development/game-audio/SKILL.md +190 -0
- package/.agent/skills/game-development/game-design/SKILL.md +129 -0
- package/.agent/skills/game-development/mobile-games/SKILL.md +108 -0
- package/.agent/skills/game-development/multiplayer/SKILL.md +132 -0
- package/.agent/skills/game-development/pc-games/SKILL.md +144 -0
- package/.agent/skills/game-development/vr-ar/SKILL.md +123 -0
- package/.agent/skills/game-development/web-games/SKILL.md +150 -0
- package/.agent/skills/geo-fundamentals/SKILL.md +156 -0
- package/.agent/skills/geo-fundamentals/scripts/geo_checker.py +289 -0
- package/.agent/skills/i18n-localization/SKILL.md +154 -0
- package/.agent/skills/i18n-localization/scripts/i18n_checker.py +241 -0
- package/.agent/skills/lint-and-validate/SKILL.md +45 -0
- package/.agent/skills/lint-and-validate/scripts/lint_runner.py +172 -0
- package/.agent/skills/lint-and-validate/scripts/type_coverage.py +173 -0
- package/.agent/skills/mcp-builder/SKILL.md +176 -0
- package/.agent/skills/mobile-design/SKILL.md +394 -0
- package/.agent/skills/mobile-design/decision-trees.md +516 -0
- package/.agent/skills/mobile-design/mobile-backend.md +491 -0
- package/.agent/skills/mobile-design/mobile-color-system.md +420 -0
- package/.agent/skills/mobile-design/mobile-debugging.md +122 -0
- package/.agent/skills/mobile-design/mobile-design-thinking.md +357 -0
- package/.agent/skills/mobile-design/mobile-navigation.md +458 -0
- package/.agent/skills/mobile-design/mobile-performance.md +767 -0
- package/.agent/skills/mobile-design/mobile-testing.md +356 -0
- package/.agent/skills/mobile-design/mobile-typography.md +433 -0
- package/.agent/skills/mobile-design/platform-android.md +666 -0
- package/.agent/skills/mobile-design/platform-ios.md +561 -0
- package/.agent/skills/mobile-design/scripts/mobile_audit.py +670 -0
- package/.agent/skills/mobile-design/touch-psychology.md +537 -0
- package/.agent/skills/nestjs-expert/SKILL.md +552 -0
- package/.agent/skills/nextjs-best-practices/SKILL.md +203 -0
- package/.agent/skills/nodejs-best-practices/SKILL.md +333 -0
- package/.agent/skills/parallel-agents/SKILL.md +175 -0
- package/.agent/skills/performance-profiling/SKILL.md +143 -0
- package/.agent/skills/performance-profiling/scripts/lighthouse_audit.py +76 -0
- package/.agent/skills/plan-writing/SKILL.md +152 -0
- package/.agent/skills/powershell-windows/SKILL.md +167 -0
- package/.agent/skills/prisma-expert/SKILL.md +355 -0
- package/.agent/skills/python-patterns/SKILL.md +441 -0
- package/.agent/skills/react-patterns/SKILL.md +198 -0
- package/.agent/skills/red-team-tactics/SKILL.md +199 -0
- package/.agent/skills/seo-fundamentals/SKILL.md +129 -0
- package/.agent/skills/seo-fundamentals/scripts/seo_checker.py +219 -0
- package/.agent/skills/server-management/SKILL.md +161 -0
- package/.agent/skills/systematic-debugging/SKILL.md +109 -0
- package/.agent/skills/tailwind-patterns/SKILL.md +269 -0
- package/.agent/skills/tdd-workflow/SKILL.md +149 -0
- package/.agent/skills/testing-patterns/SKILL.md +178 -0
- package/.agent/skills/testing-patterns/scripts/test_runner.py +219 -0
- package/.agent/skills/typescript-expert/SKILL.md +429 -0
- package/.agent/skills/typescript-expert/references/tsconfig-strict.json +92 -0
- package/.agent/skills/typescript-expert/references/typescript-cheatsheet.md +383 -0
- package/.agent/skills/typescript-expert/references/utility-types.ts +335 -0
- package/.agent/skills/typescript-expert/scripts/ts_diagnostic.py +203 -0
- package/.agent/skills/ui-ux-pro-max/SKILL.md +351 -0
- package/.agent/skills/ui-ux-pro-max/data/charts.csv +26 -0
- package/.agent/skills/ui-ux-pro-max/data/colors.csv +97 -0
- package/.agent/skills/ui-ux-pro-max/data/icons.csv +101 -0
- package/.agent/skills/ui-ux-pro-max/data/landing.csv +31 -0
- package/.agent/skills/ui-ux-pro-max/data/products.csv +97 -0
- package/.agent/skills/ui-ux-pro-max/data/prompts.csv +24 -0
- package/.agent/skills/ui-ux-pro-max/data/react-performance.csv +45 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/flutter.csv +53 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/html-tailwind.csv +56 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/nextjs.csv +53 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/nuxt-ui.csv +51 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/nuxtjs.csv +59 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/react-native.csv +52 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/react.csv +54 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/shadcn.csv +61 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/svelte.csv +54 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/swiftui.csv +51 -0
- package/.agent/skills/ui-ux-pro-max/data/stacks/vue.csv +50 -0
- package/.agent/skills/ui-ux-pro-max/data/styles.csv +59 -0
- package/.agent/skills/ui-ux-pro-max/data/typography.csv +58 -0
- package/.agent/skills/ui-ux-pro-max/data/ui-reasoning.csv +101 -0
- package/.agent/skills/ui-ux-pro-max/data/ux-guidelines.csv +100 -0
- package/.agent/skills/ui-ux-pro-max/data/web-interface.csv +31 -0
- package/.agent/skills/ui-ux-pro-max/scripts/core.py +257 -0
- package/.agent/skills/ui-ux-pro-max/scripts/design_system.py +487 -0
- package/.agent/skills/ui-ux-pro-max/scripts/search.py +76 -0
- package/.agent/skills/vulnerability-scanner/SKILL.md +276 -0
- package/.agent/skills/vulnerability-scanner/checklists.md +121 -0
- package/.agent/skills/vulnerability-scanner/scripts/security_scan.py +458 -0
- package/.agent/skills/webapp-testing/SKILL.md +187 -0
- package/.agent/skills/webapp-testing/scripts/playwright_runner.py +173 -0
- package/.agent/workflows/brainstorm.md +113 -0
- package/.agent/workflows/create.md +59 -0
- package/.agent/workflows/debug.md +103 -0
- package/.agent/workflows/deploy.md +176 -0
- package/.agent/workflows/enhance.md +63 -0
- package/.agent/workflows/orchestrate.md +237 -0
- package/.agent/workflows/plan.md +89 -0
- package/.agent/workflows/preview.md +80 -0
- package/.agent/workflows/status.md +86 -0
- package/.agent/workflows/test.md +144 -0
- package/.agent/workflows/ui-ux-pro-max.md +231 -0
- package/LICENSE +21 -0
- package/README.md +101 -0
- package/bin/cli.js +235 -0
- package/index.js +1 -0
- package/package.json +43 -0
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---
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name: game-development
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description: Game development orchestrator. Routes to platform-specific skills based on project needs.
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allowed-tools: Read, Write, Edit, Glob, Grep, Bash
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---
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# Game Development
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> **Orchestrator skill** that provides core principles and routes to specialized sub-skills.
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---
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## When to Use This Skill
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You are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context.
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---
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## Sub-Skill Routing
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### Platform Selection
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| If the game targets... | Use Sub-Skill |
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|------------------------|---------------|
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| Web browsers (HTML5, WebGL) | `game-development/web-games` |
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| Mobile (iOS, Android) | `game-development/mobile-games` |
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| PC (Steam, Desktop) | `game-development/pc-games` |
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| VR/AR headsets | `game-development/vr-ar` |
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### Dimension Selection
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| If the game is... | Use Sub-Skill |
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|-------------------|---------------|
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| 2D (sprites, tilemaps) | `game-development/2d-games` |
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| 3D (meshes, shaders) | `game-development/3d-games` |
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### Specialty Areas
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| If you need... | Use Sub-Skill |
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|----------------|---------------|
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| GDD, balancing, player psychology | `game-development/game-design` |
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| Multiplayer, networking | `game-development/multiplayer` |
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| Visual style, asset pipeline, animation | `game-development/game-art` |
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| Sound design, music, adaptive audio | `game-development/game-audio` |
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---
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## Core Principles (All Platforms)
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### 1. The Game Loop
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```
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INPUT → Read player actions
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UPDATE → Process game logic (fixed timestep)
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RENDER → Draw the frame (interpolated)
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```
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**Fixed Timestep Rule:**
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- Physics/logic: Fixed rate (e.g., 50Hz)
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- Rendering: As fast as possible
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- Interpolate between states for smooth visuals
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---
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### 2. Pattern Selection Matrix
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| Pattern | Use When | Example |
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|---------|----------|---------|
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| **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump |
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| **Object Pooling** | Frequent spawn/destroy | Bullets, particles |
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| **Observer/Events** | Cross-system communication | Health→UI updates |
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| **ECS** | Thousands of similar entities | RTS units, particles |
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| **Command** | Undo, replay, networking | Input recording |
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| **Behavior Tree** | Complex AI decisions | Enemy AI |
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**Decision Rule:** Start with State Machine. Add ECS only when performance demands.
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---
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### 3. Input Abstraction
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Abstract input into ACTIONS, not raw keys:
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```
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"jump" → Space, Gamepad A, Touch tap
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"move" → WASD, Left stick, Virtual joystick
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```
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**Why:** Enables multi-platform, rebindable controls.
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---
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### 4. Performance Budget (60 FPS = 16.67ms)
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| System | Budget |
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|--------|--------|
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| Input | 1ms |
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| Physics | 3ms |
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| AI | 2ms |
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| Game Logic | 4ms |
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| Rendering | 5ms |
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| Buffer | 1.67ms |
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**Optimization Priority:**
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1. Algorithm (O(n²) → O(n log n))
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2. Batching (reduce draw calls)
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3. Pooling (avoid GC spikes)
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4. LOD (detail by distance)
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5. Culling (skip invisible)
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---
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### 5. AI Selection by Complexity
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| AI Type | Complexity | Use When |
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|---------|------------|----------|
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| **FSM** | Simple | 3-5 states, predictable behavior |
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| **Behavior Tree** | Medium | Modular, designer-friendly |
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| **GOAP** | High | Emergent, planning-based |
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| **Utility AI** | High | Scoring-based decisions |
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+
---
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### 6. Collision Strategy
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| Type | Best For |
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|------|----------|
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| **AABB** | Rectangles, fast checks |
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| **Circle** | Round objects, cheap |
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| **Spatial Hash** | Many similar-sized objects |
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| **Quadtree** | Large worlds, varying sizes |
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---
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## Anti-Patterns (Universal)
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| Don't | Do |
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|-------|-----|
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| Update everything every frame | Use events, dirty flags |
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| Create objects in hot loops | Object pooling |
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| Cache nothing | Cache references |
|
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| Optimize without profiling | Profile first |
|
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| Mix input with logic | Abstract input layer |
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+
---
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+
|
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## Routing Examples
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### Example 1: "I want to make a browser-based 2D platformer"
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→ Start with `game-development/web-games` for framework selection
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→ Then `game-development/2d-games` for sprite/tilemap patterns
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→ Reference `game-development/game-design` for level design
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### Example 2: "Mobile puzzle game for iOS and Android"
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→ Start with `game-development/mobile-games` for touch input and stores
|
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→ Use `game-development/game-design` for puzzle balancing
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### Example 3: "Multiplayer VR shooter"
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→ `game-development/vr-ar` for comfort and immersion
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→ `game-development/3d-games` for rendering
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→ `game-development/multiplayer` for networking
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|
|
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+
---
|
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+
|
|
167
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> **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.
|
|
@@ -0,0 +1,185 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: game-art
|
|
3
|
+
description: Game art principles. Visual style selection, asset pipeline, animation workflow.
|
|
4
|
+
allowed-tools: Read, Glob, Grep
|
|
5
|
+
---
|
|
6
|
+
|
|
7
|
+
# Game Art Principles
|
|
8
|
+
|
|
9
|
+
> Visual design thinking for games - style selection, asset pipelines, and art direction.
|
|
10
|
+
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
## 1. Art Style Selection
|
|
14
|
+
|
|
15
|
+
### Decision Tree
|
|
16
|
+
|
|
17
|
+
```
|
|
18
|
+
What feeling should the game evoke?
|
|
19
|
+
│
|
|
20
|
+
├── Nostalgic / Retro
|
|
21
|
+
│ ├── Limited palette? → Pixel Art
|
|
22
|
+
│ └── Hand-drawn feel? → Vector / Flash style
|
|
23
|
+
│
|
|
24
|
+
├── Realistic / Immersive
|
|
25
|
+
│ ├── High budget? → PBR 3D
|
|
26
|
+
│ └── Stylized realism? → Hand-painted textures
|
|
27
|
+
│
|
|
28
|
+
├── Approachable / Casual
|
|
29
|
+
│ ├── Clean shapes? → Flat / Minimalist
|
|
30
|
+
│ └── Soft feel? → Gradient / Soft shadows
|
|
31
|
+
│
|
|
32
|
+
└── Unique / Experimental
|
|
33
|
+
└── Define custom style guide
|
|
34
|
+
```
|
|
35
|
+
|
|
36
|
+
### Style Comparison Matrix
|
|
37
|
+
|
|
38
|
+
| Style | Production Speed | Skill Floor | Scalability | Best For |
|
|
39
|
+
|-------|------------------|-------------|-------------|----------|
|
|
40
|
+
| **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |
|
|
41
|
+
| **Vector/Flat** | Fast | Low | Easy | Mobile, casual |
|
|
42
|
+
| **Hand-painted** | Slow | High | Medium | Fantasy, stylized |
|
|
43
|
+
| **PBR 3D** | Slow | High | AAA pipeline | Realistic games |
|
|
44
|
+
| **Low-poly** | Fast | Medium | Easy | Indie 3D |
|
|
45
|
+
| **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |
|
|
46
|
+
|
|
47
|
+
---
|
|
48
|
+
|
|
49
|
+
## 2. Asset Pipeline Decisions
|
|
50
|
+
|
|
51
|
+
### 2D Pipeline
|
|
52
|
+
|
|
53
|
+
| Phase | Tool Options | Output |
|
|
54
|
+
|-------|--------------|--------|
|
|
55
|
+
| **Concept** | Paper, Procreate, Photoshop | Reference sheet |
|
|
56
|
+
| **Creation** | Aseprite, Photoshop, Krita | Individual sprites |
|
|
57
|
+
| **Atlas** | TexturePacker, Aseprite | Spritesheet |
|
|
58
|
+
| **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |
|
|
59
|
+
| **Integration** | Engine import | Game-ready assets |
|
|
60
|
+
|
|
61
|
+
### 3D Pipeline
|
|
62
|
+
|
|
63
|
+
| Phase | Tool Options | Output |
|
|
64
|
+
|-------|--------------|--------|
|
|
65
|
+
| **Concept** | 2D art, Blockout | Reference |
|
|
66
|
+
| **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |
|
|
67
|
+
| **Retopology** | Blender, ZBrush | Game-ready mesh |
|
|
68
|
+
| **UV/Texturing** | Substance Painter, Blender | Texture maps |
|
|
69
|
+
| **Rigging** | Blender, Maya | Skeletal rig |
|
|
70
|
+
| **Animation** | Blender, Maya, Mixamo | Animation clips |
|
|
71
|
+
| **Export** | FBX, glTF | Engine-ready |
|
|
72
|
+
|
|
73
|
+
---
|
|
74
|
+
|
|
75
|
+
## 3. Color Theory Decisions
|
|
76
|
+
|
|
77
|
+
### Palette Selection
|
|
78
|
+
|
|
79
|
+
| Goal | Strategy | Example |
|
|
80
|
+
|------|----------|---------|
|
|
81
|
+
| **Harmony** | Complementary or analogous | Nature games |
|
|
82
|
+
| **Contrast** | High saturation differences | Action games |
|
|
83
|
+
| **Mood** | Warm/cool temperature | Horror, cozy |
|
|
84
|
+
| **Readability** | Value contrast over hue | Gameplay clarity |
|
|
85
|
+
|
|
86
|
+
### Color Principles
|
|
87
|
+
|
|
88
|
+
- **Hierarchy:** Important elements should pop
|
|
89
|
+
- **Consistency:** Same object = same color family
|
|
90
|
+
- **Context:** Colors read differently on backgrounds
|
|
91
|
+
- **Accessibility:** Don't rely only on color
|
|
92
|
+
|
|
93
|
+
---
|
|
94
|
+
|
|
95
|
+
## 4. Animation Principles
|
|
96
|
+
|
|
97
|
+
### The 12 Principles (Applied to Games)
|
|
98
|
+
|
|
99
|
+
| Principle | Game Application |
|
|
100
|
+
|-----------|------------------|
|
|
101
|
+
| **Squash & Stretch** | Jump arcs, impacts |
|
|
102
|
+
| **Anticipation** | Wind-up before attack |
|
|
103
|
+
| **Staging** | Clear silhouettes |
|
|
104
|
+
| **Follow-through** | Hair, capes after movement |
|
|
105
|
+
| **Slow in/out** | Easing on transitions |
|
|
106
|
+
| **Arcs** | Natural movement paths |
|
|
107
|
+
| **Secondary Action** | Breathing, blinking |
|
|
108
|
+
| **Timing** | Frame count = weight/speed |
|
|
109
|
+
| **Exaggeration** | Readable from distance |
|
|
110
|
+
| **Appeal** | Memorable design |
|
|
111
|
+
|
|
112
|
+
### Frame Count Guidelines
|
|
113
|
+
|
|
114
|
+
| Action Type | Typical Frames | Feel |
|
|
115
|
+
|-------------|----------------|------|
|
|
116
|
+
| Idle breathing | 4-8 | Subtle |
|
|
117
|
+
| Walk cycle | 6-12 | Smooth |
|
|
118
|
+
| Run cycle | 4-8 | Energetic |
|
|
119
|
+
| Attack | 3-6 | Snappy |
|
|
120
|
+
| Death | 8-16 | Dramatic |
|
|
121
|
+
|
|
122
|
+
---
|
|
123
|
+
|
|
124
|
+
## 5. Resolution & Scale Decisions
|
|
125
|
+
|
|
126
|
+
### 2D Resolution by Platform
|
|
127
|
+
|
|
128
|
+
| Platform | Base Resolution | Sprite Scale |
|
|
129
|
+
|----------|-----------------|--------------|
|
|
130
|
+
| Mobile | 1080p | 64-128px characters |
|
|
131
|
+
| Desktop | 1080p-4K | 128-256px characters |
|
|
132
|
+
| Pixel art | 320x180 to 640x360 | 16-32px characters |
|
|
133
|
+
|
|
134
|
+
### Consistency Rule
|
|
135
|
+
|
|
136
|
+
Choose a base unit and stick to it:
|
|
137
|
+
- Pixel art: Work at 1x, scale up (never down)
|
|
138
|
+
- HD art: Define DPI, maintain ratio
|
|
139
|
+
- 3D: 1 unit = 1 meter (industry standard)
|
|
140
|
+
|
|
141
|
+
---
|
|
142
|
+
|
|
143
|
+
## 6. Asset Organization
|
|
144
|
+
|
|
145
|
+
### Naming Convention
|
|
146
|
+
|
|
147
|
+
```
|
|
148
|
+
[type]_[object]_[variant]_[state].[ext]
|
|
149
|
+
|
|
150
|
+
Examples:
|
|
151
|
+
spr_player_idle_01.png
|
|
152
|
+
tex_stone_wall_normal.png
|
|
153
|
+
mesh_tree_oak_lod2.fbx
|
|
154
|
+
```
|
|
155
|
+
|
|
156
|
+
### Folder Structure Principle
|
|
157
|
+
|
|
158
|
+
```
|
|
159
|
+
assets/
|
|
160
|
+
├── characters/
|
|
161
|
+
│ ├── player/
|
|
162
|
+
│ └── enemies/
|
|
163
|
+
├── environment/
|
|
164
|
+
│ ├── props/
|
|
165
|
+
│ └── tiles/
|
|
166
|
+
├── ui/
|
|
167
|
+
├── effects/
|
|
168
|
+
└── audio/
|
|
169
|
+
```
|
|
170
|
+
|
|
171
|
+
---
|
|
172
|
+
|
|
173
|
+
## 7. Anti-Patterns
|
|
174
|
+
|
|
175
|
+
| Don't | Do |
|
|
176
|
+
|-------|-----|
|
|
177
|
+
| Mix art styles randomly | Define and follow style guide |
|
|
178
|
+
| Work at final resolution only | Create at source resolution |
|
|
179
|
+
| Ignore silhouette readability | Test at gameplay distance |
|
|
180
|
+
| Over-detail background | Focus detail on player area |
|
|
181
|
+
| Skip color testing | Test on target display |
|
|
182
|
+
|
|
183
|
+
---
|
|
184
|
+
|
|
185
|
+
> **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.
|
|
@@ -0,0 +1,190 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: game-audio
|
|
3
|
+
description: Game audio principles. Sound design, music integration, adaptive audio systems.
|
|
4
|
+
allowed-tools: Read, Glob, Grep
|
|
5
|
+
---
|
|
6
|
+
|
|
7
|
+
# Game Audio Principles
|
|
8
|
+
|
|
9
|
+
> Sound design and music integration for immersive game experiences.
|
|
10
|
+
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
## 1. Audio Category System
|
|
14
|
+
|
|
15
|
+
### Category Definitions
|
|
16
|
+
|
|
17
|
+
| Category | Behavior | Examples |
|
|
18
|
+
|----------|----------|----------|
|
|
19
|
+
| **Music** | Looping, crossfade, ducking | BGM, combat music |
|
|
20
|
+
| **SFX** | One-shot, 3D positioned | Footsteps, impacts |
|
|
21
|
+
| **Ambient** | Looping, background layer | Wind, crowd, forest |
|
|
22
|
+
| **UI** | Immediate, non-3D | Button clicks, notifications |
|
|
23
|
+
| **Voice** | Priority, ducking trigger | Dialogue, announcer |
|
|
24
|
+
|
|
25
|
+
### Priority Hierarchy
|
|
26
|
+
|
|
27
|
+
```
|
|
28
|
+
When sounds compete for channels:
|
|
29
|
+
|
|
30
|
+
1. Voice (highest - always audible)
|
|
31
|
+
2. Player SFX (feedback critical)
|
|
32
|
+
3. Enemy SFX (gameplay important)
|
|
33
|
+
4. Music (mood, but duckable)
|
|
34
|
+
5. Ambient (lowest - can drop)
|
|
35
|
+
```
|
|
36
|
+
|
|
37
|
+
---
|
|
38
|
+
|
|
39
|
+
## 2. Sound Design Decisions
|
|
40
|
+
|
|
41
|
+
### SFX Creation Approach
|
|
42
|
+
|
|
43
|
+
| Approach | When to Use | Trade-offs |
|
|
44
|
+
|----------|-------------|------------|
|
|
45
|
+
| **Recording** | Realistic needs | High quality, time intensive |
|
|
46
|
+
| **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |
|
|
47
|
+
| **Library samples** | Fast production | Common sounds, licensing |
|
|
48
|
+
| **Layering** | Complex sounds | Best results, more work |
|
|
49
|
+
|
|
50
|
+
### Layering Structure
|
|
51
|
+
|
|
52
|
+
| Layer | Purpose | Example: Gunshot |
|
|
53
|
+
|-------|---------|------------------|
|
|
54
|
+
| **Attack** | Initial transient | Click, snap |
|
|
55
|
+
| **Body** | Main character | Boom, blast |
|
|
56
|
+
| **Tail** | Decay, room | Reverb, echo |
|
|
57
|
+
| **Sweetener** | Special sauce | Shell casing, mechanical |
|
|
58
|
+
|
|
59
|
+
---
|
|
60
|
+
|
|
61
|
+
## 3. Music Integration
|
|
62
|
+
|
|
63
|
+
### Music State System
|
|
64
|
+
|
|
65
|
+
```
|
|
66
|
+
Game State → Music Response
|
|
67
|
+
│
|
|
68
|
+
├── Menu → Calm, loopable theme
|
|
69
|
+
├── Exploration → Ambient, atmospheric
|
|
70
|
+
├── Combat detected → Transition to tension
|
|
71
|
+
├── Combat engaged → Full battle music
|
|
72
|
+
├── Victory → Stinger + calm transition
|
|
73
|
+
├── Defeat → Somber stinger
|
|
74
|
+
└── Boss → Unique, multi-phase track
|
|
75
|
+
```
|
|
76
|
+
|
|
77
|
+
### Transition Techniques
|
|
78
|
+
|
|
79
|
+
| Technique | Use When | Feel |
|
|
80
|
+
|-----------|----------|------|
|
|
81
|
+
| **Crossfade** | Smooth mood shift | Gradual |
|
|
82
|
+
| **Stinger** | Immediate event | Dramatic |
|
|
83
|
+
| **Stem mixing** | Dynamic intensity | Seamless |
|
|
84
|
+
| **Beat-synced** | Rhythmic gameplay | Musical |
|
|
85
|
+
| **Queue point** | Next natural break | Clean |
|
|
86
|
+
|
|
87
|
+
---
|
|
88
|
+
|
|
89
|
+
## 4. Adaptive Audio Decisions
|
|
90
|
+
|
|
91
|
+
### Intensity Parameters
|
|
92
|
+
|
|
93
|
+
| Parameter | Affects | Example |
|
|
94
|
+
|-----------|---------|---------|
|
|
95
|
+
| **Threat level** | Music intensity | Enemy count |
|
|
96
|
+
| **Health** | Filter, reverb | Low health = muffled |
|
|
97
|
+
| **Speed** | Tempo, energy | Racing speed |
|
|
98
|
+
| **Environment** | Reverb, EQ | Cave vs outdoor |
|
|
99
|
+
| **Time of day** | Mood, volume | Night = quieter |
|
|
100
|
+
|
|
101
|
+
### Vertical vs Horizontal
|
|
102
|
+
|
|
103
|
+
| System | What Changes | Best For |
|
|
104
|
+
|--------|--------------|----------|
|
|
105
|
+
| **Vertical (layers)** | Add/remove instrument layers | Intensity scaling |
|
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| **Horizontal (segments)** | Different music sections | State changes |
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| **Combined** | Both | AAA adaptive scores |
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---
|
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## 5. 3D Audio Decisions
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### Spatialization
|
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| Element | 3D Positioned? | Reason |
|
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|---------|----------------|--------|
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| Player footsteps | No (or subtle) | Always audible |
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| Enemy footsteps | Yes | Directional awareness |
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| Gunfire | Yes | Combat awareness |
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| Music | No | Mood, non-diegetic |
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| Ambient zone | Yes (area) | Environmental |
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| UI sounds | No | Interface feedback |
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|
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### Distance Behavior
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| Distance | Sound Behavior |
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|----------|----------------|
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| **Near** | Full volume, full frequency |
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| **Medium** | Volume falloff, high-freq rolloff |
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| **Far** | Low volume, low-pass filter |
|
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| **Max** | Silent or ambient hint |
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---
|
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|
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## 6. Platform Considerations
|
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### Format Selection
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| Platform | Recommended Format | Reason |
|
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|----------|-------------------|--------|
|
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| PC | OGG Vorbis, WAV | Quality, no licensing |
|
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| Console | Platform-specific | Certification |
|
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| Mobile | MP3, AAC | Size, compatibility |
|
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| Web | WebM/Opus, MP3 fallback | Browser support |
|
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|
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|
|
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|
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### Memory Budget
|
|
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|
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|
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| Game Type | Audio Budget | Strategy |
|
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|-----------|--------------|----------|
|
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| Mobile casual | 10-50 MB | Compressed, fewer variants |
|
|
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| PC indie | 100-500 MB | Quality focus |
|
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|
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| AAA | 1+ GB | Full quality, many variants |
|
|
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|
|
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|
+
---
|
|
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|
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|
|
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|
+
## 7. Mix Hierarchy
|
|
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|
+
|
|
158
|
+
### Volume Balance Reference
|
|
159
|
+
|
|
160
|
+
| Category | Relative Level | Notes |
|
|
161
|
+
|----------|----------------|-------|
|
|
162
|
+
| **Voice** | 0 dB (reference) | Always clear |
|
|
163
|
+
| **Player SFX** | -3 to -6 dB | Prominent but not harsh |
|
|
164
|
+
| **Music** | -6 to -12 dB | Foundation, ducks for voice |
|
|
165
|
+
| **Enemy SFX** | -6 to -9 dB | Important but not dominant |
|
|
166
|
+
| **Ambient** | -12 to -18 dB | Subtle background |
|
|
167
|
+
|
|
168
|
+
### Ducking Rules
|
|
169
|
+
|
|
170
|
+
| When | Duck What | Amount |
|
|
171
|
+
|------|-----------|--------|
|
|
172
|
+
| Voice plays | Music, Ambient | -6 to -9 dB |
|
|
173
|
+
| Explosion | All except explosion | Brief duck |
|
|
174
|
+
| Menu open | Gameplay audio | -3 to -6 dB |
|
|
175
|
+
|
|
176
|
+
---
|
|
177
|
+
|
|
178
|
+
## 8. Anti-Patterns
|
|
179
|
+
|
|
180
|
+
| Don't | Do |
|
|
181
|
+
|-------|-----|
|
|
182
|
+
| Play same sound repeatedly | Use variations (3-5 per sound) |
|
|
183
|
+
| Max volume everything | Use proper mix hierarchy |
|
|
184
|
+
| Ignore silence | Silence creates contrast |
|
|
185
|
+
| One music track loops forever | Provide variety, transitions |
|
|
186
|
+
| Skip audio in prototype | Placeholder audio matters |
|
|
187
|
+
|
|
188
|
+
---
|
|
189
|
+
|
|
190
|
+
> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.
|
|
@@ -0,0 +1,129 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: game-design
|
|
3
|
+
description: Game design principles. GDD structure, balancing, player psychology, progression.
|
|
4
|
+
allowed-tools: Read, Glob, Grep
|
|
5
|
+
---
|
|
6
|
+
|
|
7
|
+
# Game Design Principles
|
|
8
|
+
|
|
9
|
+
> Design thinking for engaging games.
|
|
10
|
+
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
## 1. Core Loop Design
|
|
14
|
+
|
|
15
|
+
### The 30-Second Test
|
|
16
|
+
|
|
17
|
+
```
|
|
18
|
+
Every game needs a fun 30-second loop:
|
|
19
|
+
1. ACTION → Player does something
|
|
20
|
+
2. FEEDBACK → Game responds
|
|
21
|
+
3. REWARD → Player feels good
|
|
22
|
+
4. REPEAT
|
|
23
|
+
```
|
|
24
|
+
|
|
25
|
+
### Loop Examples
|
|
26
|
+
|
|
27
|
+
| Genre | Core Loop |
|
|
28
|
+
|-------|-----------|
|
|
29
|
+
| Platformer | Run → Jump → Land → Collect |
|
|
30
|
+
| Shooter | Aim → Shoot → Kill → Loot |
|
|
31
|
+
| Puzzle | Observe → Think → Solve → Advance |
|
|
32
|
+
| RPG | Explore → Fight → Level → Gear |
|
|
33
|
+
|
|
34
|
+
---
|
|
35
|
+
|
|
36
|
+
## 2. Game Design Document (GDD)
|
|
37
|
+
|
|
38
|
+
### Essential Sections
|
|
39
|
+
|
|
40
|
+
| Section | Content |
|
|
41
|
+
|---------|---------|
|
|
42
|
+
| **Pitch** | One-sentence description |
|
|
43
|
+
| **Core Loop** | 30-second gameplay |
|
|
44
|
+
| **Mechanics** | How systems work |
|
|
45
|
+
| **Progression** | How player advances |
|
|
46
|
+
| **Art Style** | Visual direction |
|
|
47
|
+
| **Audio** | Sound direction |
|
|
48
|
+
|
|
49
|
+
### Principles
|
|
50
|
+
|
|
51
|
+
- Keep it living (update regularly)
|
|
52
|
+
- Visuals help communicate
|
|
53
|
+
- Less is more (start small)
|
|
54
|
+
|
|
55
|
+
---
|
|
56
|
+
|
|
57
|
+
## 3. Player Psychology
|
|
58
|
+
|
|
59
|
+
### Motivation Types
|
|
60
|
+
|
|
61
|
+
| Type | Driven By |
|
|
62
|
+
|------|-----------|
|
|
63
|
+
| **Achiever** | Goals, completion |
|
|
64
|
+
| **Explorer** | Discovery, secrets |
|
|
65
|
+
| **Socializer** | Interaction, community |
|
|
66
|
+
| **Killer** | Competition, dominance |
|
|
67
|
+
|
|
68
|
+
### Reward Schedules
|
|
69
|
+
|
|
70
|
+
| Schedule | Effect | Use |
|
|
71
|
+
|----------|--------|-----|
|
|
72
|
+
| **Fixed** | Predictable | Milestone rewards |
|
|
73
|
+
| **Variable** | Addictive | Loot drops |
|
|
74
|
+
| **Ratio** | Effort-based | Grind games |
|
|
75
|
+
|
|
76
|
+
---
|
|
77
|
+
|
|
78
|
+
## 4. Difficulty Balancing
|
|
79
|
+
|
|
80
|
+
### Flow State
|
|
81
|
+
|
|
82
|
+
```
|
|
83
|
+
Too Hard → Frustration → Quit
|
|
84
|
+
Too Easy → Boredom → Quit
|
|
85
|
+
Just Right → Flow → Engagement
|
|
86
|
+
```
|
|
87
|
+
|
|
88
|
+
### Balancing Strategies
|
|
89
|
+
|
|
90
|
+
| Strategy | How |
|
|
91
|
+
|----------|-----|
|
|
92
|
+
| **Dynamic** | Adjust to player skill |
|
|
93
|
+
| **Selection** | Let player choose |
|
|
94
|
+
| **Accessibility** | Options for all |
|
|
95
|
+
|
|
96
|
+
---
|
|
97
|
+
|
|
98
|
+
## 5. Progression Design
|
|
99
|
+
|
|
100
|
+
### Progression Types
|
|
101
|
+
|
|
102
|
+
| Type | Example |
|
|
103
|
+
|------|---------|
|
|
104
|
+
| **Skill** | Player gets better |
|
|
105
|
+
| **Power** | Character gets stronger |
|
|
106
|
+
| **Content** | New areas unlock |
|
|
107
|
+
| **Story** | Narrative advances |
|
|
108
|
+
|
|
109
|
+
### Pacing Principles
|
|
110
|
+
|
|
111
|
+
- Early wins (hook quickly)
|
|
112
|
+
- Gradually increase challenge
|
|
113
|
+
- Rest beats between intensity
|
|
114
|
+
- Meaningful choices
|
|
115
|
+
|
|
116
|
+
---
|
|
117
|
+
|
|
118
|
+
## 6. Anti-Patterns
|
|
119
|
+
|
|
120
|
+
| ❌ Don't | ✅ Do |
|
|
121
|
+
|----------|-------|
|
|
122
|
+
| Design in isolation | Playtest constantly |
|
|
123
|
+
| Polish before fun | Prototype first |
|
|
124
|
+
| Force one way to play | Allow player expression |
|
|
125
|
+
| Punish excessively | Reward progress |
|
|
126
|
+
|
|
127
|
+
---
|
|
128
|
+
|
|
129
|
+
> **Remember:** Fun is discovered through iteration, not designed on paper.
|