tribunal-kit 2.4.5 → 3.0.0
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.
- package/.agent/agents/accessibility-reviewer.md +220 -134
- package/.agent/agents/ai-code-reviewer.md +233 -129
- package/.agent/agents/backend-specialist.md +238 -178
- package/.agent/agents/code-archaeologist.md +181 -119
- package/.agent/agents/database-architect.md +207 -164
- package/.agent/agents/debugger.md +218 -151
- package/.agent/agents/dependency-reviewer.md +136 -55
- package/.agent/agents/devops-engineer.md +238 -175
- package/.agent/agents/documentation-writer.md +221 -137
- package/.agent/agents/explorer-agent.md +180 -142
- package/.agent/agents/frontend-reviewer.md +194 -80
- package/.agent/agents/frontend-specialist.md +237 -188
- package/.agent/agents/game-developer.md +52 -184
- package/.agent/agents/logic-reviewer.md +149 -78
- package/.agent/agents/mobile-developer.md +223 -152
- package/.agent/agents/mobile-reviewer.md +195 -79
- package/.agent/agents/orchestrator.md +211 -170
- package/.agent/agents/penetration-tester.md +174 -131
- package/.agent/agents/performance-optimizer.md +203 -139
- package/.agent/agents/performance-reviewer.md +211 -108
- package/.agent/agents/product-manager.md +162 -108
- package/.agent/agents/project-planner.md +162 -142
- package/.agent/agents/qa-automation-engineer.md +242 -138
- package/.agent/agents/security-auditor.md +194 -170
- package/.agent/agents/seo-specialist.md +213 -132
- package/.agent/agents/sql-reviewer.md +194 -73
- package/.agent/agents/supervisor-agent.md +203 -156
- package/.agent/agents/test-coverage-reviewer.md +193 -81
- package/.agent/agents/type-safety-reviewer.md +208 -65
- package/.agent/scripts/__pycache__/auto_preview.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/bundle_analyzer.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/checklist.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/dependency_analyzer.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/security_scan.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/session_manager.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/skill_integrator.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/swarm_dispatcher.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/test_runner.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/verify_all.cpython-311.pyc +0 -0
- package/.agent/skills/agent-organizer/SKILL.md +126 -132
- package/.agent/skills/ai-prompt-injection-defense/SKILL.md +160 -0
- package/.agent/skills/api-patterns/SKILL.md +289 -257
- package/.agent/skills/api-security-auditor/SKILL.md +177 -0
- package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +1 -1
- package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +1 -1
- package/.agent/skills/appflow-wireframe/SKILL.md +107 -58
- package/.agent/skills/architecture/SKILL.md +331 -200
- package/.agent/skills/authentication-best-practices/SKILL.md +173 -0
- package/.agent/skills/bash-linux/SKILL.md +154 -215
- package/.agent/skills/brainstorming/SKILL.md +104 -210
- package/.agent/skills/building-native-ui/SKILL.md +174 -0
- package/.agent/skills/clean-code/SKILL.md +360 -206
- package/.agent/skills/config-validator/SKILL.md +141 -165
- package/.agent/skills/csharp-developer/SKILL.md +528 -107
- package/.agent/skills/database-design/SKILL.md +455 -275
- package/.agent/skills/deployment-procedures/SKILL.md +145 -188
- package/.agent/skills/devops-engineer/SKILL.md +332 -134
- package/.agent/skills/devops-incident-responder/SKILL.md +113 -98
- package/.agent/skills/edge-computing/SKILL.md +157 -213
- package/.agent/skills/extract-design-system/SKILL.md +134 -0
- package/.agent/skills/framer-motion-expert/SKILL.md +939 -0
- package/.agent/skills/game-design-expert/SKILL.md +105 -0
- package/.agent/skills/game-engineering-expert/SKILL.md +122 -0
- package/.agent/skills/geo-fundamentals/SKILL.md +124 -215
- package/.agent/skills/github-operations/SKILL.md +314 -354
- package/.agent/skills/gsap-expert/SKILL.md +901 -0
- package/.agent/skills/i18n-localization/SKILL.md +138 -216
- package/.agent/skills/intelligent-routing/SKILL.md +127 -139
- package/.agent/skills/llm-engineering/SKILL.md +357 -258
- package/.agent/skills/local-first/SKILL.md +154 -203
- package/.agent/skills/mcp-builder/SKILL.md +118 -224
- package/.agent/skills/nextjs-react-expert/SKILL.md +783 -203
- package/.agent/skills/nodejs-best-practices/SKILL.md +559 -280
- package/.agent/skills/observability/SKILL.md +330 -285
- package/.agent/skills/parallel-agents/SKILL.md +122 -181
- package/.agent/skills/performance-profiling/SKILL.md +254 -197
- package/.agent/skills/plan-writing/SKILL.md +118 -188
- package/.agent/skills/platform-engineer/SKILL.md +123 -135
- package/.agent/skills/playwright-best-practices/SKILL.md +162 -0
- package/.agent/skills/powershell-windows/SKILL.md +146 -230
- package/.agent/skills/python-pro/SKILL.md +879 -114
- package/.agent/skills/react-specialist/SKILL.md +931 -108
- package/.agent/skills/readme-builder/SKILL.md +42 -0
- package/.agent/skills/realtime-patterns/SKILL.md +304 -296
- package/.agent/skills/rust-pro/SKILL.md +701 -240
- package/.agent/skills/seo-fundamentals/SKILL.md +154 -181
- package/.agent/skills/server-management/SKILL.md +190 -212
- package/.agent/skills/shadcn-ui-expert/SKILL.md +206 -0
- package/.agent/skills/skill-creator/SKILL.md +68 -0
- package/.agent/skills/sql-pro/SKILL.md +633 -104
- package/.agent/skills/supabase-postgres-best-practices/SKILL.md +78 -0
- package/.agent/skills/swiftui-expert/SKILL.md +176 -0
- package/.agent/skills/systematic-debugging/SKILL.md +118 -186
- package/.agent/skills/tailwind-patterns/SKILL.md +576 -232
- package/.agent/skills/tdd-workflow/SKILL.md +137 -209
- package/.agent/skills/testing-patterns/SKILL.md +573 -205
- package/.agent/skills/vue-expert/SKILL.md +964 -119
- package/.agent/skills/vulnerability-scanner/SKILL.md +269 -316
- package/.agent/skills/web-accessibility-auditor/SKILL.md +193 -0
- package/.agent/skills/webapp-testing/SKILL.md +145 -236
- package/.agent/workflows/api-tester.md +151 -279
- package/.agent/workflows/audit.md +138 -168
- package/.agent/workflows/brainstorm.md +110 -146
- package/.agent/workflows/changelog.md +112 -144
- package/.agent/workflows/create.md +124 -139
- package/.agent/workflows/debug.md +189 -196
- package/.agent/workflows/deploy.md +189 -153
- package/.agent/workflows/enhance.md +151 -139
- package/.agent/workflows/fix.md +135 -143
- package/.agent/workflows/generate.md +157 -164
- package/.agent/workflows/migrate.md +160 -163
- package/.agent/workflows/orchestrate.md +168 -151
- package/.agent/workflows/performance-benchmarker.md +123 -305
- package/.agent/workflows/plan.md +173 -151
- package/.agent/workflows/preview.md +80 -137
- package/.agent/workflows/refactor.md +183 -153
- package/.agent/workflows/review-ai.md +129 -140
- package/.agent/workflows/review.md +116 -155
- package/.agent/workflows/session.md +94 -154
- package/.agent/workflows/status.md +79 -125
- package/.agent/workflows/strengthen-skills.md +139 -99
- package/.agent/workflows/swarm.md +179 -194
- package/.agent/workflows/test.md +211 -166
- package/.agent/workflows/tribunal-backend.md +113 -111
- package/.agent/workflows/tribunal-database.md +115 -132
- package/.agent/workflows/tribunal-frontend.md +118 -115
- package/.agent/workflows/tribunal-full.md +133 -136
- package/.agent/workflows/tribunal-mobile.md +119 -123
- package/.agent/workflows/tribunal-performance.md +133 -152
- package/.agent/workflows/ui-ux-pro-max.md +143 -171
- package/README.md +11 -15
- package/package.json +1 -1
- package/.agent/skills/dotnet-core-expert/SKILL.md +0 -103
- package/.agent/skills/game-development/2d-games/SKILL.md +0 -119
- package/.agent/skills/game-development/3d-games/SKILL.md +0 -135
- package/.agent/skills/game-development/SKILL.md +0 -236
- package/.agent/skills/game-development/game-art/SKILL.md +0 -185
- package/.agent/skills/game-development/game-audio/SKILL.md +0 -190
- package/.agent/skills/game-development/game-design/SKILL.md +0 -129
- package/.agent/skills/game-development/mobile-games/SKILL.md +0 -108
- package/.agent/skills/game-development/multiplayer/SKILL.md +0 -132
- package/.agent/skills/game-development/pc-games/SKILL.md +0 -144
- package/.agent/skills/game-development/vr-ar/SKILL.md +0 -123
- package/.agent/skills/game-development/web-games/SKILL.md +0 -150
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name: game-art
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description: Game art principles. Visual style selection, asset pipeline, animation workflow.
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allowed-tools: Read, Glob, Grep
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---
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# Game Art Principles
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> Visual design thinking for games - style selection, asset pipelines, and art direction.
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---
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## 1. Art Style Selection
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### Decision Tree
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```
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What feeling should the game evoke?
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│
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├── Nostalgic / Retro
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│ ├── Limited palette? → Pixel Art
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│ └── Hand-drawn feel? → Vector / Flash style
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│
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├── Realistic / Immersive
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│ ├── High budget? → PBR 3D
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│ └── Stylized realism? → Hand-painted textures
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│
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├── Approachable / Casual
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│ ├── Clean shapes? → Flat / Minimalist
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│ └── Soft feel? → Gradient / Soft shadows
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│
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└── Unique / Experimental
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└── Define custom style guide
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```
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### Style Comparison Matrix
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| Style | Production Speed | Skill Floor | Scalability | Best For |
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|-------|------------------|-------------|-------------|----------|
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| **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |
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| **Vector/Flat** | Fast | Low | Easy | Mobile, casual |
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| **Hand-painted** | Slow | High | Medium | Fantasy, stylized |
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| **PBR 3D** | Slow | High | AAA pipeline | Realistic games |
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| **Low-poly** | Fast | Medium | Easy | Indie 3D |
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| **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |
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---
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## 2. Asset Pipeline Decisions
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### 2D Pipeline
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| Phase | Tool Options | Output |
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|-------|--------------|--------|
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| **Concept** | Paper, Procreate, Photoshop | Reference sheet |
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| **Creation** | Aseprite, Photoshop, Krita | Individual sprites |
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| **Atlas** | TexturePacker, Aseprite | Spritesheet |
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| **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |
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| **Integration** | Engine import | Game-ready assets |
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### 3D Pipeline
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| Phase | Tool Options | Output |
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|-------|--------------|--------|
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| **Concept** | 2D art, Blockout | Reference |
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| **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |
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| **Retopology** | Blender, ZBrush | Game-ready mesh |
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| **UV/Texturing** | Substance Painter, Blender | Texture maps |
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| **Rigging** | Blender, Maya | Skeletal rig |
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| **Animation** | Blender, Maya, Mixamo | Animation clips |
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| **Export** | FBX, glTF | Engine-ready |
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---
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## 3. Color Theory Decisions
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### Palette Selection
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| Goal | Strategy | Example |
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|------|----------|---------|
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| **Harmony** | Complementary or analogous | Nature games |
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| **Contrast** | High saturation differences | Action games |
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| **Mood** | Warm/cool temperature | Horror, cozy |
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| **Readability** | Value contrast over hue | Gameplay clarity |
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### Color Principles
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- **Hierarchy:** Important elements should pop
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- **Consistency:** Same object = same color family
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- **Context:** Colors read differently on backgrounds
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- **Accessibility:** Don't rely only on color
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## 4. Animation Principles
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### The 12 Principles (Applied to Games)
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| Principle | Game Application |
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| **Squash & Stretch** | Jump arcs, impacts |
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| **Anticipation** | Wind-up before attack |
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| **Staging** | Clear silhouettes |
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| **Follow-through** | Hair, capes after movement |
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| **Slow in/out** | Easing on transitions |
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| **Arcs** | Natural movement paths |
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| **Secondary Action** | Breathing, blinking |
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| **Timing** | Frame count = weight/speed |
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| **Exaggeration** | Readable from distance |
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| **Appeal** | Memorable design |
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### Frame Count Guidelines
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| Action Type | Typical Frames | Feel |
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| Idle breathing | 4-8 | Subtle |
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| Walk cycle | 6-12 | Smooth |
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| Run cycle | 4-8 | Energetic |
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| Attack | 3-6 | Snappy |
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| Death | 8-16 | Dramatic |
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## 5. Resolution & Scale Decisions
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### 2D Resolution by Platform
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| Platform | Base Resolution | Sprite Scale |
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| Mobile | 1080p | 64-128px characters |
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| Desktop | 1080p-4K | 128-256px characters |
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| Pixel art | 320x180 to 640x360 | 16-32px characters |
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### Consistency Rule
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Choose a base unit and stick to it:
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- Pixel art: Work at 1x, scale up (never down)
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- HD art: Define DPI, maintain ratio
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- 3D: 1 unit = 1 meter (industry standard)
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## 6. Asset Organization
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### Naming Convention
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```
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[type]_[object]_[variant]_[state].[ext]
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Examples:
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```
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### Folder Structure Principle
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```
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assets/
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├── characters/
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│ ├── player/
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│ └── enemies/
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└── audio/
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```
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| Ignore silhouette readability | Test at gameplay distance |
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> **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.
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---
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name: game-audio
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description: Game audio principles. Sound design, music integration, adaptive audio systems.
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allowed-tools: Read, Glob, Grep
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# Game Audio Principles
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> Sound design and music integration for immersive game experiences.
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| **Music** | Looping, crossfade, ducking | BGM, combat music |
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| **SFX** | One-shot, 3D positioned | Footsteps, impacts |
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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 |
|
|
142
|
-
| Console | Platform-specific | Certification |
|
|
143
|
-
| Mobile | MP3, AAC | Size, compatibility |
|
|
144
|
-
| Web | WebM/Opus, MP3 fallback | Browser support |
|
|
145
|
-
|
|
146
|
-
### Memory Budget
|
|
147
|
-
|
|
148
|
-
| Game Type | Audio Budget | Strategy |
|
|
149
|
-
|-----------|--------------|----------|
|
|
150
|
-
| Mobile casual | 10-50 MB | Compressed, fewer variants |
|
|
151
|
-
| PC indie | 100-500 MB | Quality focus |
|
|
152
|
-
| AAA | 1+ GB | Full quality, many variants |
|
|
153
|
-
|
|
154
|
-
---
|
|
155
|
-
|
|
156
|
-
## 7. Mix Hierarchy
|
|
157
|
-
|
|
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.
|
|
@@ -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
|
|
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.
|
|
@@ -1,108 +0,0 @@
|
|
|
1
|
-
---
|
|
2
|
-
name: mobile-games
|
|
3
|
-
description: Mobile game development principles. Touch input, battery, performance, app stores.
|
|
4
|
-
allowed-tools: Read, Write, Edit, Glob, Grep
|
|
5
|
-
---
|
|
6
|
-
|
|
7
|
-
# Mobile Game Development
|
|
8
|
-
|
|
9
|
-
> Platform constraints and optimization principles.
|
|
10
|
-
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
## 1. Platform Considerations
|
|
14
|
-
|
|
15
|
-
### Key Constraints
|
|
16
|
-
|
|
17
|
-
| Constraint | Strategy |
|
|
18
|
-
|------------|----------|
|
|
19
|
-
| **Touch input** | Large hit areas, gestures |
|
|
20
|
-
| **Battery** | Limit CPU/GPU usage |
|
|
21
|
-
| **Thermal** | Throttle when hot |
|
|
22
|
-
| **Screen size** | Responsive UI |
|
|
23
|
-
| **Interruptions** | Pause on background |
|
|
24
|
-
|
|
25
|
-
---
|
|
26
|
-
|
|
27
|
-
## 2. Touch Input Principles
|
|
28
|
-
|
|
29
|
-
### Touch vs Controller
|
|
30
|
-
|
|
31
|
-
| Touch | Desktop/Console |
|
|
32
|
-
|-------|-----------------|
|
|
33
|
-
| Imprecise | Precise |
|
|
34
|
-
| Occludes screen | No occlusion |
|
|
35
|
-
| Limited buttons | Many buttons |
|
|
36
|
-
| Gestures available | Buttons/sticks |
|
|
37
|
-
|
|
38
|
-
### Best Practices
|
|
39
|
-
|
|
40
|
-
- Minimum touch target: 44x44 points
|
|
41
|
-
- Visual feedback on touch
|
|
42
|
-
- Avoid precise timing requirements
|
|
43
|
-
- Support both portrait and landscape
|
|
44
|
-
|
|
45
|
-
---
|
|
46
|
-
|
|
47
|
-
## 3. Performance Targets
|
|
48
|
-
|
|
49
|
-
### Thermal Management
|
|
50
|
-
|
|
51
|
-
| Action | Trigger |
|
|
52
|
-
|--------|---------|
|
|
53
|
-
| Reduce quality | Device warm |
|
|
54
|
-
| Limit FPS | Device hot |
|
|
55
|
-
| Pause effects | Critical temp |
|
|
56
|
-
|
|
57
|
-
### Battery Optimization
|
|
58
|
-
|
|
59
|
-
- 30 FPS often sufficient
|
|
60
|
-
- Sleep when paused
|
|
61
|
-
- Minimize GPS/network
|
|
62
|
-
- Dark mode saves OLED battery
|
|
63
|
-
|
|
64
|
-
---
|
|
65
|
-
|
|
66
|
-
## 4. App Store Requirements
|
|
67
|
-
|
|
68
|
-
### iOS (App Store)
|
|
69
|
-
|
|
70
|
-
| Requirement | Note |
|
|
71
|
-
|-------------|------|
|
|
72
|
-
| Privacy labels | Required |
|
|
73
|
-
| Account deletion | If account creation exists |
|
|
74
|
-
| Screenshots | For all device sizes |
|
|
75
|
-
|
|
76
|
-
### Android (Google Play)
|
|
77
|
-
|
|
78
|
-
| Requirement | Note |
|
|
79
|
-
|-------------|------|
|
|
80
|
-
| Target API | Current year's SDK |
|
|
81
|
-
| 64-bit | Required |
|
|
82
|
-
| App bundles | Recommended |
|
|
83
|
-
|
|
84
|
-
---
|
|
85
|
-
|
|
86
|
-
## 5. Monetization Models
|
|
87
|
-
|
|
88
|
-
| Model | Best For |
|
|
89
|
-
|-------|----------|
|
|
90
|
-
| **Premium** | Quality games, loyal audience |
|
|
91
|
-
| **Free + IAP** | Casual, progression-based |
|
|
92
|
-
| **Ads** | Hyper-casual, high volume |
|
|
93
|
-
| **Subscription** | Content updates, multiplayer |
|
|
94
|
-
|
|
95
|
-
---
|
|
96
|
-
|
|
97
|
-
## 6. Anti-Patterns
|
|
98
|
-
|
|
99
|
-
| ❌ Don't | ✅ Do |
|
|
100
|
-
|----------|-------|
|
|
101
|
-
| Desktop controls on mobile | Design for touch |
|
|
102
|
-
| Ignore battery drain | Monitor thermals |
|
|
103
|
-
| Force landscape | Support player preference |
|
|
104
|
-
| Always-on network | Cache and sync |
|
|
105
|
-
|
|
106
|
-
---
|
|
107
|
-
|
|
108
|
-
> **Remember:** Mobile is the most constrained platform. Respect battery and attention.
|