thachvd-kit 1.0.28 → 1.0.30

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (396) hide show
  1. package/README.md +50 -148
  2. package/bin/cli.js +439 -293
  3. package/package.json +1 -9
  4. package/.agent/agents/backend-specialist.md +0 -263
  5. package/.agent/agents/code-archaeologist.md +0 -106
  6. package/.agent/agents/database-architect.md +0 -226
  7. package/.agent/agents/debugger.md +0 -225
  8. package/.agent/agents/devops-engineer.md +0 -242
  9. package/.agent/agents/documentation-writer.md +0 -104
  10. package/.agent/agents/explorer-agent.md +0 -73
  11. package/.agent/agents/frontend-specialist.md +0 -593
  12. package/.agent/agents/game-developer.md +0 -162
  13. package/.agent/agents/mobile-developer.md +0 -377
  14. package/.agent/agents/orchestrator.md +0 -416
  15. package/.agent/agents/penetration-tester.md +0 -188
  16. package/.agent/agents/performance-optimizer.md +0 -187
  17. package/.agent/agents/product-manager.md +0 -112
  18. package/.agent/agents/product-owner.md +0 -95
  19. package/.agent/agents/project-planner.md +0 -406
  20. package/.agent/agents/qa-automation-engineer.md +0 -103
  21. package/.agent/agents/security-auditor.md +0 -170
  22. package/.agent/agents/seo-specialist.md +0 -111
  23. package/.agent/agents/test-engineer.md +0 -158
  24. package/.agent/docs/architecture.md +0 -15
  25. package/.agent/docs/conventions.md +0 -16
  26. package/.agent/docs/getting-started.md +0 -92
  27. package/.agent/docs/project.md +0 -59
  28. package/.agent/docs/tooling.md +0 -136
  29. package/.agent/docs/workflow.md +0 -78
  30. package/.agent/rules/GEMINI.md +0 -61
  31. package/.agent/skills/api-design/SKILL.md +0 -156
  32. package/.agent/skills/api-patterns/SKILL.md +0 -81
  33. package/.agent/skills/api-patterns/api-style.md +0 -42
  34. package/.agent/skills/api-patterns/auth.md +0 -24
  35. package/.agent/skills/api-patterns/documentation.md +0 -26
  36. package/.agent/skills/api-patterns/graphql.md +0 -41
  37. package/.agent/skills/api-patterns/rate-limiting.md +0 -31
  38. package/.agent/skills/api-patterns/response.md +0 -37
  39. package/.agent/skills/api-patterns/rest.md +0 -40
  40. package/.agent/skills/api-patterns/scripts/api_validator.py +0 -211
  41. package/.agent/skills/api-patterns/security-testing.md +0 -122
  42. package/.agent/skills/api-patterns/trpc.md +0 -41
  43. package/.agent/skills/api-patterns/versioning.md +0 -22
  44. package/.agent/skills/app-builder/SKILL.md +0 -75
  45. package/.agent/skills/app-builder/agent-coordination.md +0 -71
  46. package/.agent/skills/app-builder/feature-building.md +0 -53
  47. package/.agent/skills/app-builder/project-detection.md +0 -34
  48. package/.agent/skills/app-builder/scaffolding.md +0 -118
  49. package/.agent/skills/app-builder/tech-stack.md +0 -40
  50. package/.agent/skills/app-builder/templates/SKILL.md +0 -39
  51. package/.agent/skills/app-builder/templates/astro-static/TEMPLATE.md +0 -76
  52. package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +0 -92
  53. package/.agent/skills/app-builder/templates/cli-tool/TEMPLATE.md +0 -88
  54. package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +0 -88
  55. package/.agent/skills/app-builder/templates/express-api/TEMPLATE.md +0 -83
  56. package/.agent/skills/app-builder/templates/flutter-app/TEMPLATE.md +0 -90
  57. package/.agent/skills/app-builder/templates/monorepo-turborepo/TEMPLATE.md +0 -90
  58. package/.agent/skills/app-builder/templates/nextjs-fullstack/TEMPLATE.md +0 -122
  59. package/.agent/skills/app-builder/templates/nextjs-saas/TEMPLATE.md +0 -122
  60. package/.agent/skills/app-builder/templates/nextjs-static/TEMPLATE.md +0 -169
  61. package/.agent/skills/app-builder/templates/nuxt-app/TEMPLATE.md +0 -134
  62. package/.agent/skills/app-builder/templates/python-fastapi/TEMPLATE.md +0 -83
  63. package/.agent/skills/app-builder/templates/react-native-app/TEMPLATE.md +0 -119
  64. package/.agent/skills/architecture/SKILL.md +0 -55
  65. package/.agent/skills/architecture/context-discovery.md +0 -43
  66. package/.agent/skills/architecture/examples.md +0 -94
  67. package/.agent/skills/architecture/pattern-selection.md +0 -68
  68. package/.agent/skills/architecture/patterns-reference.md +0 -50
  69. package/.agent/skills/architecture/trade-off-analysis.md +0 -77
  70. package/.agent/skills/bash-linux/SKILL.md +0 -199
  71. package/.agent/skills/behavioral-modes/SKILL.md +0 -242
  72. package/.agent/skills/brainstorming/SKILL.md +0 -163
  73. package/.agent/skills/brainstorming/dynamic-questioning.md +0 -350
  74. package/.agent/skills/clean-code/SKILL.md +0 -201
  75. package/.agent/skills/code-review-checklist/SKILL.md +0 -109
  76. package/.agent/skills/database-design/SKILL.md +0 -52
  77. package/.agent/skills/database-design/database-selection.md +0 -43
  78. package/.agent/skills/database-design/indexing.md +0 -39
  79. package/.agent/skills/database-design/migrations.md +0 -48
  80. package/.agent/skills/database-design/optimization.md +0 -36
  81. package/.agent/skills/database-design/orm-selection.md +0 -30
  82. package/.agent/skills/database-design/schema-design.md +0 -56
  83. package/.agent/skills/database-design/scripts/schema_validator.py +0 -172
  84. package/.agent/skills/deployment-procedures/SKILL.md +0 -241
  85. package/.agent/skills/desktop-design/SKILL.md +0 -25
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  93. package/.agent/skills/frontend-design/animation-guide.md +0 -331
  94. package/.agent/skills/frontend-design/color-system.md +0 -311
  95. package/.agent/skills/frontend-design/decision-trees.md +0 -418
  96. package/.agent/skills/frontend-design/motion-graphics.md +0 -306
  97. package/.agent/skills/frontend-design/scripts/accessibility_checker.py +0 -183
  98. package/.agent/skills/frontend-design/scripts/ux_audit.py +0 -722
  99. package/.agent/skills/frontend-design/typography-system.md +0 -345
  100. package/.agent/skills/frontend-design/ux-psychology.md +0 -1116
  101. package/.agent/skills/frontend-design/visual-effects.md +0 -383
  102. package/.agent/skills/game-development/2d-games/SKILL.md +0 -119
  103. package/.agent/skills/game-development/3d-games/SKILL.md +0 -135
  104. package/.agent/skills/game-development/SKILL.md +0 -167
  105. package/.agent/skills/game-development/game-art/SKILL.md +0 -185
  106. package/.agent/skills/game-development/game-audio/SKILL.md +0 -190
  107. package/.agent/skills/game-development/game-design/SKILL.md +0 -129
  108. package/.agent/skills/game-development/mobile-games/SKILL.md +0 -108
  109. package/.agent/skills/game-development/multiplayer/SKILL.md +0 -132
  110. package/.agent/skills/game-development/pc-games/SKILL.md +0 -144
  111. package/.agent/skills/game-development/vr-ar/SKILL.md +0 -123
  112. package/.agent/skills/game-development/web-games/SKILL.md +0 -150
  113. package/.agent/skills/geo-fundamentals/SKILL.md +0 -156
  114. package/.agent/skills/geo-fundamentals/scripts/geo_checker.py +0 -289
  115. package/.agent/skills/golang-patterns/SKILL.md +0 -226
  116. package/.agent/skills/golang-testing/SKILL.md +0 -182
  117. package/.agent/skills/i18n-localization/SKILL.md +0 -154
  118. package/.agent/skills/i18n-localization/scripts/i18n_checker.py +0 -241
  119. package/.agent/skills/intelligent-routing/SKILL.md +0 -335
  120. package/.agent/skills/laravel-patterns/SKILL.md +0 -224
  121. package/.agent/skills/laravel-security/SKILL.md +0 -171
  122. package/.agent/skills/laravel-tdd/SKILL.md +0 -149
  123. package/.agent/skills/lint-and-validate/SKILL.md +0 -45
  124. package/.agent/skills/lint-and-validate/scripts/lint_runner.py +0 -184
  125. package/.agent/skills/lint-and-validate/scripts/type_coverage.py +0 -173
  126. package/.agent/skills/mcp-builder/SKILL.md +0 -176
  127. package/.agent/skills/mobile-design/SKILL.md +0 -394
  128. package/.agent/skills/mobile-design/decision-trees.md +0 -516
  129. package/.agent/skills/mobile-design/mobile-backend.md +0 -491
  130. package/.agent/skills/mobile-design/mobile-color-system.md +0 -420
  131. package/.agent/skills/mobile-design/mobile-debugging.md +0 -122
  132. package/.agent/skills/mobile-design/mobile-design-thinking.md +0 -357
  133. package/.agent/skills/mobile-design/mobile-navigation.md +0 -458
  134. package/.agent/skills/mobile-design/mobile-performance.md +0 -767
  135. package/.agent/skills/mobile-design/mobile-testing.md +0 -356
  136. package/.agent/skills/mobile-design/mobile-typography.md +0 -433
  137. package/.agent/skills/mobile-design/platform-android.md +0 -666
  138. package/.agent/skills/mobile-design/platform-ios.md +0 -561
  139. package/.agent/skills/mobile-design/scripts/mobile_audit.py +0 -670
  140. package/.agent/skills/mobile-design/touch-psychology.md +0 -537
  141. package/.agent/skills/nextjs-react-expert/1-async-eliminating-waterfalls.md +0 -312
  142. package/.agent/skills/nextjs-react-expert/2-bundle-bundle-size-optimization.md +0 -240
  143. package/.agent/skills/nextjs-react-expert/3-server-server-side-performance.md +0 -490
  144. package/.agent/skills/nextjs-react-expert/4-client-client-side-data-fetching.md +0 -264
  145. package/.agent/skills/nextjs-react-expert/5-rerender-re-render-optimization.md +0 -581
  146. package/.agent/skills/nextjs-react-expert/6-rendering-rendering-performance.md +0 -432
  147. package/.agent/skills/nextjs-react-expert/7-js-javascript-performance.md +0 -684
  148. package/.agent/skills/nextjs-react-expert/8-advanced-advanced-patterns.md +0 -150
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  152. package/.agent/skills/nodejs-best-practices/SKILL.md +0 -333
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  160. package/.agent/skills/react-frontend/SKILL.md +0 -25
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  187. package/.agent/workflows/enhance.md +0 -63
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  189. package/.agent/workflows/plan.md +0 -89
  190. package/.agent/workflows/preview.md +0 -81
  191. package/.agent/workflows/release.md +0 -42
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  199. package/agents/backend-specialist.md +0 -263
  200. package/agents/code-archaeologist.md +0 -106
  201. package/agents/database-architect.md +0 -226
  202. package/agents/debugger.md +0 -225
  203. package/agents/devops-engineer.md +0 -242
  204. package/agents/documentation-writer.md +0 -104
  205. package/agents/explorer-agent.md +0 -73
  206. package/agents/frontend-specialist.md +0 -593
  207. package/agents/game-developer.md +0 -162
  208. package/agents/mobile-developer.md +0 -377
  209. package/agents/orchestrator.md +0 -416
  210. package/agents/penetration-tester.md +0 -188
  211. package/agents/performance-optimizer.md +0 -187
  212. package/agents/product-manager.md +0 -112
  213. package/agents/product-owner.md +0 -95
  214. package/agents/project-planner.md +0 -406
  215. package/agents/qa-automation-engineer.md +0 -103
  216. package/agents/security-auditor.md +0 -170
  217. package/agents/seo-specialist.md +0 -111
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  219. package/kit/PROMPT_RECIPE.md +0 -30
  220. package/kit/README.md +0 -30
  221. package/prompts/debug.md +0 -11
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  226. package/rules/GEMINI.md +0 -45
  227. package/scripts/auto_preview.py +0 -148
  228. package/scripts/checklist.py +0 -217
  229. package/scripts/session_manager.py +0 -120
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  231. package/skills/api-design/SKILL.md +0 -156
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  241. package/skills/api-patterns/security-testing.md +0 -122
  242. package/skills/api-patterns/trpc.md +0 -41
  243. package/skills/api-patterns/versioning.md +0 -22
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@@ -1,167 +0,0 @@
1
- ---
2
- name: game-development
3
- description: Game development orchestrator. Routes to platform-specific skills based on project needs.
4
- allowed-tools: Read, Write, Edit, Glob, Grep, Bash
5
- ---
6
-
7
- # Game Development
8
-
9
- > **Orchestrator skill** that provides core principles and routes to specialized sub-skills.
10
-
11
- ---
12
-
13
- ## When to Use This Skill
14
-
15
- 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.
16
-
17
- ---
18
-
19
- ## Sub-Skill Routing
20
-
21
- ### Platform Selection
22
-
23
- | If the game targets... | Use Sub-Skill |
24
- |------------------------|---------------|
25
- | Web browsers (HTML5, WebGL) | `game-development/web-games` |
26
- | Mobile (iOS, Android) | `game-development/mobile-games` |
27
- | PC (Steam, Desktop) | `game-development/pc-games` |
28
- | VR/AR headsets | `game-development/vr-ar` |
29
-
30
- ### Dimension Selection
31
-
32
- | If the game is... | Use Sub-Skill |
33
- |-------------------|---------------|
34
- | 2D (sprites, tilemaps) | `game-development/2d-games` |
35
- | 3D (meshes, shaders) | `game-development/3d-games` |
36
-
37
- ### Specialty Areas
38
-
39
- | If you need... | Use Sub-Skill |
40
- |----------------|---------------|
41
- | GDD, balancing, player psychology | `game-development/game-design` |
42
- | Multiplayer, networking | `game-development/multiplayer` |
43
- | Visual style, asset pipeline, animation | `game-development/game-art` |
44
- | Sound design, music, adaptive audio | `game-development/game-audio` |
45
-
46
- ---
47
-
48
- ## Core Principles (All Platforms)
49
-
50
- ### 1. The Game Loop
51
-
52
- Every game, regardless of platform, follows this pattern:
53
-
54
- ```
55
- INPUT → Read player actions
56
- UPDATE → Process game logic (fixed timestep)
57
- RENDER → Draw the frame (interpolated)
58
- ```
59
-
60
- **Fixed Timestep Rule:**
61
- - Physics/logic: Fixed rate (e.g., 50Hz)
62
- - Rendering: As fast as possible
63
- - Interpolate between states for smooth visuals
64
-
65
- ---
66
-
67
- ### 2. Pattern Selection Matrix
68
-
69
- | Pattern | Use When | Example |
70
- |---------|----------|---------|
71
- | **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump |
72
- | **Object Pooling** | Frequent spawn/destroy | Bullets, particles |
73
- | **Observer/Events** | Cross-system communication | Health→UI updates |
74
- | **ECS** | Thousands of similar entities | RTS units, particles |
75
- | **Command** | Undo, replay, networking | Input recording |
76
- | **Behavior Tree** | Complex AI decisions | Enemy AI |
77
-
78
- **Decision Rule:** Start with State Machine. Add ECS only when performance demands.
79
-
80
- ---
81
-
82
- ### 3. Input Abstraction
83
-
84
- Abstract input into ACTIONS, not raw keys:
85
-
86
- ```
87
- "jump" → Space, Gamepad A, Touch tap
88
- "move" → WASD, Left stick, Virtual joystick
89
- ```
90
-
91
- **Why:** Enables multi-platform, rebindable controls.
92
-
93
- ---
94
-
95
- ### 4. Performance Budget (60 FPS = 16.67ms)
96
-
97
- | System | Budget |
98
- |--------|--------|
99
- | Input | 1ms |
100
- | Physics | 3ms |
101
- | AI | 2ms |
102
- | Game Logic | 4ms |
103
- | Rendering | 5ms |
104
- | Buffer | 1.67ms |
105
-
106
- **Optimization Priority:**
107
- 1. Algorithm (O(n²) → O(n log n))
108
- 2. Batching (reduce draw calls)
109
- 3. Pooling (avoid GC spikes)
110
- 4. LOD (detail by distance)
111
- 5. Culling (skip invisible)
112
-
113
- ---
114
-
115
- ### 5. AI Selection by Complexity
116
-
117
- | AI Type | Complexity | Use When |
118
- |---------|------------|----------|
119
- | **FSM** | Simple | 3-5 states, predictable behavior |
120
- | **Behavior Tree** | Medium | Modular, designer-friendly |
121
- | **GOAP** | High | Emergent, planning-based |
122
- | **Utility AI** | High | Scoring-based decisions |
123
-
124
- ---
125
-
126
- ### 6. Collision Strategy
127
-
128
- | Type | Best For |
129
- |------|----------|
130
- | **AABB** | Rectangles, fast checks |
131
- | **Circle** | Round objects, cheap |
132
- | **Spatial Hash** | Many similar-sized objects |
133
- | **Quadtree** | Large worlds, varying sizes |
134
-
135
- ---
136
-
137
- ## Anti-Patterns (Universal)
138
-
139
- | Don't | Do |
140
- |-------|-----|
141
- | Update everything every frame | Use events, dirty flags |
142
- | Create objects in hot loops | Object pooling |
143
- | Cache nothing | Cache references |
144
- | Optimize without profiling | Profile first |
145
- | Mix input with logic | Abstract input layer |
146
-
147
- ---
148
-
149
- ## Routing Examples
150
-
151
- ### Example 1: "I want to make a browser-based 2D platformer"
152
- → Start with `game-development/web-games` for framework selection
153
- → Then `game-development/2d-games` for sprite/tilemap patterns
154
- → Reference `game-development/game-design` for level design
155
-
156
- ### Example 2: "Mobile puzzle game for iOS and Android"
157
- → Start with `game-development/mobile-games` for touch input and stores
158
- → Use `game-development/game-design` for puzzle balancing
159
-
160
- ### Example 3: "Multiplayer VR shooter"
161
- → `game-development/vr-ar` for comfort and immersion
162
- → `game-development/3d-games` for rendering
163
- → `game-development/multiplayer` for networking
164
-
165
- ---
166
-
167
- > **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.
@@ -1,185 +0,0 @@
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.
@@ -1,190 +0,0 @@
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 |
106
- | **Horizontal (segments)** | Different music sections | State changes |
107
- | **Combined** | Both | AAA adaptive scores |
108
-
109
- ---
110
-
111
- ## 5. 3D Audio Decisions
112
-
113
- ### Spatialization
114
-
115
- | Element | 3D Positioned? | Reason |
116
- |---------|----------------|--------|
117
- | Player footsteps | No (or subtle) | Always audible |
118
- | Enemy footsteps | Yes | Directional awareness |
119
- | Gunfire | Yes | Combat awareness |
120
- | Music | No | Mood, non-diegetic |
121
- | Ambient zone | Yes (area) | Environmental |
122
- | UI sounds | No | Interface feedback |
123
-
124
- ### Distance Behavior
125
-
126
- | Distance | Sound Behavior |
127
- |----------|----------------|
128
- | **Near** | Full volume, full frequency |
129
- | **Medium** | Volume falloff, high-freq rolloff |
130
- | **Far** | Low volume, low-pass filter |
131
- | **Max** | Silent or ambient hint |
132
-
133
- ---
134
-
135
- ## 6. Platform Considerations
136
-
137
- ### Format Selection
138
-
139
- | Platform | Recommended Format | Reason |
140
- |----------|-------------------|--------|
141
- | 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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- ### Memory Budget
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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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- | AAA | 1+ GB | Full quality, many variants |
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-
154
- ---
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-
156
- ## 7. Mix Hierarchy
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-
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- ### Volume Balance Reference
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-
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- | Category | Relative Level | Notes |
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- |----------|----------------|-------|
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- | **Voice** | 0 dB (reference) | Always clear |
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- | **Player SFX** | -3 to -6 dB | Prominent but not harsh |
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- | **Music** | -6 to -12 dB | Foundation, ducks for voice |
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- | **Enemy SFX** | -6 to -9 dB | Important but not dominant |
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- | **Ambient** | -12 to -18 dB | Subtle background |
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-
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- ### Ducking Rules
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-
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- | When | Duck What | Amount |
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- |------|-----------|--------|
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- | Voice plays | Music, Ambient | -6 to -9 dB |
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- | Explosion | All except explosion | Brief duck |
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- | Menu open | Gameplay audio | -3 to -6 dB |
175
-
176
- ---
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-
178
- ## 8. Anti-Patterns
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-
180
- | Don't | Do |
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- |-------|-----|
182
- | Play same sound repeatedly | Use variations (3-5 per sound) |
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- | Max volume everything | Use proper mix hierarchy |
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- | Ignore silence | Silence creates contrast |
185
- | One music track loops forever | Provide variety, transitions |
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- | Skip audio in prototype | Placeholder audio matters |
187
-
188
- ---
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-
190
- > **Remember:** 50% of the game experience is audio. A muted game loses half its soul.
@@ -1,129 +0,0 @@
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
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-
17
- ```
18
- Every game needs a fun 30-second loop:
19
- 1. ACTION → Player does something
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- 2. FEEDBACK → Game responds
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- 3. REWARD → Player feels good
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- 4. REPEAT
23
- ```
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-
25
- ### Loop Examples
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-
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- | Genre | Core Loop |
28
- |-------|-----------|
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- | Platformer | Run → Jump → Land → Collect |
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- | Shooter | Aim → Shoot → Kill → Loot |
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- | Puzzle | Observe → Think → Solve → Advance |
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- | 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 |
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- | **Core Loop** | 30-second gameplay |
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- | **Mechanics** | How systems work |
45
- | **Progression** | How player advances |
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- | **Art Style** | Visual direction |
47
- | **Audio** | Sound direction |
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-
49
- ### Principles
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-
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
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-
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.