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.
Files changed (144) hide show
  1. package/.agent/agents/accessibility-reviewer.md +220 -134
  2. package/.agent/agents/ai-code-reviewer.md +233 -129
  3. package/.agent/agents/backend-specialist.md +238 -178
  4. package/.agent/agents/code-archaeologist.md +181 -119
  5. package/.agent/agents/database-architect.md +207 -164
  6. package/.agent/agents/debugger.md +218 -151
  7. package/.agent/agents/dependency-reviewer.md +136 -55
  8. package/.agent/agents/devops-engineer.md +238 -175
  9. package/.agent/agents/documentation-writer.md +221 -137
  10. package/.agent/agents/explorer-agent.md +180 -142
  11. package/.agent/agents/frontend-reviewer.md +194 -80
  12. package/.agent/agents/frontend-specialist.md +237 -188
  13. package/.agent/agents/game-developer.md +52 -184
  14. package/.agent/agents/logic-reviewer.md +149 -78
  15. package/.agent/agents/mobile-developer.md +223 -152
  16. package/.agent/agents/mobile-reviewer.md +195 -79
  17. package/.agent/agents/orchestrator.md +211 -170
  18. package/.agent/agents/penetration-tester.md +174 -131
  19. package/.agent/agents/performance-optimizer.md +203 -139
  20. package/.agent/agents/performance-reviewer.md +211 -108
  21. package/.agent/agents/product-manager.md +162 -108
  22. package/.agent/agents/project-planner.md +162 -142
  23. package/.agent/agents/qa-automation-engineer.md +242 -138
  24. package/.agent/agents/security-auditor.md +194 -170
  25. package/.agent/agents/seo-specialist.md +213 -132
  26. package/.agent/agents/sql-reviewer.md +194 -73
  27. package/.agent/agents/supervisor-agent.md +203 -156
  28. package/.agent/agents/test-coverage-reviewer.md +193 -81
  29. package/.agent/agents/type-safety-reviewer.md +208 -65
  30. package/.agent/scripts/__pycache__/auto_preview.cpython-311.pyc +0 -0
  31. package/.agent/scripts/__pycache__/bundle_analyzer.cpython-311.pyc +0 -0
  32. package/.agent/scripts/__pycache__/checklist.cpython-311.pyc +0 -0
  33. package/.agent/scripts/__pycache__/dependency_analyzer.cpython-311.pyc +0 -0
  34. package/.agent/scripts/__pycache__/security_scan.cpython-311.pyc +0 -0
  35. package/.agent/scripts/__pycache__/session_manager.cpython-311.pyc +0 -0
  36. package/.agent/scripts/__pycache__/skill_integrator.cpython-311.pyc +0 -0
  37. package/.agent/scripts/__pycache__/swarm_dispatcher.cpython-311.pyc +0 -0
  38. package/.agent/scripts/__pycache__/test_runner.cpython-311.pyc +0 -0
  39. package/.agent/scripts/__pycache__/verify_all.cpython-311.pyc +0 -0
  40. package/.agent/skills/agent-organizer/SKILL.md +126 -132
  41. package/.agent/skills/ai-prompt-injection-defense/SKILL.md +160 -0
  42. package/.agent/skills/api-patterns/SKILL.md +289 -257
  43. package/.agent/skills/api-security-auditor/SKILL.md +177 -0
  44. package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +1 -1
  45. package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +1 -1
  46. package/.agent/skills/appflow-wireframe/SKILL.md +107 -58
  47. package/.agent/skills/architecture/SKILL.md +331 -200
  48. package/.agent/skills/authentication-best-practices/SKILL.md +173 -0
  49. package/.agent/skills/bash-linux/SKILL.md +154 -215
  50. package/.agent/skills/brainstorming/SKILL.md +104 -210
  51. package/.agent/skills/building-native-ui/SKILL.md +174 -0
  52. package/.agent/skills/clean-code/SKILL.md +360 -206
  53. package/.agent/skills/config-validator/SKILL.md +141 -165
  54. package/.agent/skills/csharp-developer/SKILL.md +528 -107
  55. package/.agent/skills/database-design/SKILL.md +455 -275
  56. package/.agent/skills/deployment-procedures/SKILL.md +145 -188
  57. package/.agent/skills/devops-engineer/SKILL.md +332 -134
  58. package/.agent/skills/devops-incident-responder/SKILL.md +113 -98
  59. package/.agent/skills/edge-computing/SKILL.md +157 -213
  60. package/.agent/skills/extract-design-system/SKILL.md +134 -0
  61. package/.agent/skills/framer-motion-expert/SKILL.md +939 -0
  62. package/.agent/skills/game-design-expert/SKILL.md +105 -0
  63. package/.agent/skills/game-engineering-expert/SKILL.md +122 -0
  64. package/.agent/skills/geo-fundamentals/SKILL.md +124 -215
  65. package/.agent/skills/github-operations/SKILL.md +314 -354
  66. package/.agent/skills/gsap-expert/SKILL.md +901 -0
  67. package/.agent/skills/i18n-localization/SKILL.md +138 -216
  68. package/.agent/skills/intelligent-routing/SKILL.md +127 -139
  69. package/.agent/skills/llm-engineering/SKILL.md +357 -258
  70. package/.agent/skills/local-first/SKILL.md +154 -203
  71. package/.agent/skills/mcp-builder/SKILL.md +118 -224
  72. package/.agent/skills/nextjs-react-expert/SKILL.md +783 -203
  73. package/.agent/skills/nodejs-best-practices/SKILL.md +559 -280
  74. package/.agent/skills/observability/SKILL.md +330 -285
  75. package/.agent/skills/parallel-agents/SKILL.md +122 -181
  76. package/.agent/skills/performance-profiling/SKILL.md +254 -197
  77. package/.agent/skills/plan-writing/SKILL.md +118 -188
  78. package/.agent/skills/platform-engineer/SKILL.md +123 -135
  79. package/.agent/skills/playwright-best-practices/SKILL.md +162 -0
  80. package/.agent/skills/powershell-windows/SKILL.md +146 -230
  81. package/.agent/skills/python-pro/SKILL.md +879 -114
  82. package/.agent/skills/react-specialist/SKILL.md +931 -108
  83. package/.agent/skills/readme-builder/SKILL.md +42 -0
  84. package/.agent/skills/realtime-patterns/SKILL.md +304 -296
  85. package/.agent/skills/rust-pro/SKILL.md +701 -240
  86. package/.agent/skills/seo-fundamentals/SKILL.md +154 -181
  87. package/.agent/skills/server-management/SKILL.md +190 -212
  88. package/.agent/skills/shadcn-ui-expert/SKILL.md +206 -0
  89. package/.agent/skills/skill-creator/SKILL.md +68 -0
  90. package/.agent/skills/sql-pro/SKILL.md +633 -104
  91. package/.agent/skills/supabase-postgres-best-practices/SKILL.md +78 -0
  92. package/.agent/skills/swiftui-expert/SKILL.md +176 -0
  93. package/.agent/skills/systematic-debugging/SKILL.md +118 -186
  94. package/.agent/skills/tailwind-patterns/SKILL.md +576 -232
  95. package/.agent/skills/tdd-workflow/SKILL.md +137 -209
  96. package/.agent/skills/testing-patterns/SKILL.md +573 -205
  97. package/.agent/skills/vue-expert/SKILL.md +964 -119
  98. package/.agent/skills/vulnerability-scanner/SKILL.md +269 -316
  99. package/.agent/skills/web-accessibility-auditor/SKILL.md +193 -0
  100. package/.agent/skills/webapp-testing/SKILL.md +145 -236
  101. package/.agent/workflows/api-tester.md +151 -279
  102. package/.agent/workflows/audit.md +138 -168
  103. package/.agent/workflows/brainstorm.md +110 -146
  104. package/.agent/workflows/changelog.md +112 -144
  105. package/.agent/workflows/create.md +124 -139
  106. package/.agent/workflows/debug.md +189 -196
  107. package/.agent/workflows/deploy.md +189 -153
  108. package/.agent/workflows/enhance.md +151 -139
  109. package/.agent/workflows/fix.md +135 -143
  110. package/.agent/workflows/generate.md +157 -164
  111. package/.agent/workflows/migrate.md +160 -163
  112. package/.agent/workflows/orchestrate.md +168 -151
  113. package/.agent/workflows/performance-benchmarker.md +123 -305
  114. package/.agent/workflows/plan.md +173 -151
  115. package/.agent/workflows/preview.md +80 -137
  116. package/.agent/workflows/refactor.md +183 -153
  117. package/.agent/workflows/review-ai.md +129 -140
  118. package/.agent/workflows/review.md +116 -155
  119. package/.agent/workflows/session.md +94 -154
  120. package/.agent/workflows/status.md +79 -125
  121. package/.agent/workflows/strengthen-skills.md +139 -99
  122. package/.agent/workflows/swarm.md +179 -194
  123. package/.agent/workflows/test.md +211 -166
  124. package/.agent/workflows/tribunal-backend.md +113 -111
  125. package/.agent/workflows/tribunal-database.md +115 -132
  126. package/.agent/workflows/tribunal-frontend.md +118 -115
  127. package/.agent/workflows/tribunal-full.md +133 -136
  128. package/.agent/workflows/tribunal-mobile.md +119 -123
  129. package/.agent/workflows/tribunal-performance.md +133 -152
  130. package/.agent/workflows/ui-ux-pro-max.md +143 -171
  131. package/README.md +11 -15
  132. package/package.json +1 -1
  133. package/.agent/skills/dotnet-core-expert/SKILL.md +0 -103
  134. package/.agent/skills/game-development/2d-games/SKILL.md +0 -119
  135. package/.agent/skills/game-development/3d-games/SKILL.md +0 -135
  136. package/.agent/skills/game-development/SKILL.md +0 -236
  137. package/.agent/skills/game-development/game-art/SKILL.md +0 -185
  138. package/.agent/skills/game-development/game-audio/SKILL.md +0 -190
  139. package/.agent/skills/game-development/game-design/SKILL.md +0 -129
  140. package/.agent/skills/game-development/mobile-games/SKILL.md +0 -108
  141. package/.agent/skills/game-development/multiplayer/SKILL.md +0 -132
  142. package/.agent/skills/game-development/pc-games/SKILL.md +0 -144
  143. package/.agent/skills/game-development/vr-ar/SKILL.md +0 -123
  144. package/.agent/skills/game-development/web-games/SKILL.md +0 -150
@@ -1,185 +0,0 @@
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- ---
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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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-
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- # Game Art Principles
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-
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- > Visual design thinking for games - style selection, asset pipelines, and art direction.
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-
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- ---
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-
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- ## 1. Art Style Selection
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-
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- ### Decision Tree
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-
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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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-
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- ### Style Comparison Matrix
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-
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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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- ---
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-
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- ## 2. Asset Pipeline Decisions
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-
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- ### 2D Pipeline
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-
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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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-
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- ### 3D Pipeline
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-
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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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- ---
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-
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- ## 3. Color Theory Decisions
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-
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- ### Palette Selection
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-
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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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-
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- ### Color Principles
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-
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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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-
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- ---
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-
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- ## 4. Animation Principles
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-
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- ### The 12 Principles (Applied to Games)
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-
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- | Principle | Game Application |
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- |-----------|------------------|
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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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-
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- ### Frame Count Guidelines
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-
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- | Action Type | Typical Frames | Feel |
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- |-------------|----------------|------|
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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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-
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- ---
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-
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- ## 5. Resolution & Scale Decisions
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-
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- ### 2D Resolution by Platform
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-
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- | Platform | Base Resolution | Sprite Scale |
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- |----------|-----------------|--------------|
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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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-
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- ### Consistency Rule
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-
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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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-
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- ---
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-
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- ## 6. Asset Organization
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-
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- ### Naming Convention
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-
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- ```
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- [type]_[object]_[variant]_[state].[ext]
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-
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- Examples:
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- spr_player_idle_01.png
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- tex_stone_wall_normal.png
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- mesh_tree_oak_lod2.fbx
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- ```
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-
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- ### Folder Structure Principle
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-
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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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- ├── environment/
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- │ ├── props/
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- │ └── tiles/
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- ├── ui/
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- ├── effects/
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- └── audio/
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- ```
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-
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- ---
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-
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- ## 7. Anti-Patterns
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-
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- | Don't | Do |
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- |-------|-----|
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- | Mix art styles randomly | Define and follow style guide |
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- | Work at final resolution only | Create at source resolution |
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- | Ignore silhouette readability | Test at gameplay distance |
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- | Over-detail background | Focus detail on player area |
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- | Skip color testing | Test on target display |
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-
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- ---
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-
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- > **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.
@@ -1,190 +0,0 @@
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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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- ---
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-
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- # Game Audio Principles
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-
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- > Sound design and music integration for immersive game experiences.
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-
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- ---
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-
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- ## 1. Audio Category System
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-
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- ### Category Definitions
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-
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- | Category | Behavior | Examples |
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- |----------|----------|----------|
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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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- | **Ambient** | Looping, background layer | Wind, crowd, forest |
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- | **UI** | Immediate, non-3D | Button clicks, notifications |
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- | **Voice** | Priority, ducking trigger | Dialogue, announcer |
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-
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- ### Priority Hierarchy
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-
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- ```
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- When sounds compete for channels:
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-
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- 1. Voice (highest - always audible)
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- 2. Player SFX (feedback critical)
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- 3. Enemy SFX (gameplay important)
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- 4. Music (mood, but duckable)
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- 5. Ambient (lowest - can drop)
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- ```
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-
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- ---
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-
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- ## 2. Sound Design Decisions
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-
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- ### SFX Creation Approach
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-
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- | Approach | When to Use | Trade-offs |
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- |----------|-------------|------------|
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- | **Recording** | Realistic needs | High quality, time intensive |
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- | **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |
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- | **Library samples** | Fast production | Common sounds, licensing |
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- | **Layering** | Complex sounds | Best results, more work |
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-
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- ### Layering Structure
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-
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- | Layer | Purpose | Example: Gunshot |
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- |-------|---------|------------------|
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- | **Attack** | Initial transient | Click, snap |
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- | **Body** | Main character | Boom, blast |
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- | **Tail** | Decay, room | Reverb, echo |
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- | **Sweetener** | Special sauce | Shell casing, mechanical |
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-
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- ---
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-
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- ## 3. Music Integration
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-
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- ### Music State System
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-
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- ```
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- Game State → Music Response
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-
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- ├── Menu → Calm, loopable theme
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- ├── Exploration → Ambient, atmospheric
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- ├── Combat detected → Transition to tension
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- ├── Combat engaged → Full battle music
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- ├── Victory → Stinger + calm transition
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- ├── Defeat → Somber stinger
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- └── Boss → Unique, multi-phase track
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- ```
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-
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- ### Transition Techniques
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-
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- | Technique | Use When | Feel |
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- |-----------|----------|------|
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- | **Crossfade** | Smooth mood shift | Gradual |
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- | **Stinger** | Immediate event | Dramatic |
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- | **Stem mixing** | Dynamic intensity | Seamless |
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- | **Beat-synced** | Rhythmic gameplay | Musical |
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- | **Queue point** | Next natural break | Clean |
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-
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- ---
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-
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- ## 4. Adaptive Audio Decisions
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-
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- ### Intensity Parameters
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-
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- | Parameter | Affects | Example |
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- |-----------|---------|---------|
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- | **Threat level** | Music intensity | Enemy count |
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- | **Health** | Filter, reverb | Low health = muffled |
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- | **Speed** | Tempo, energy | Racing speed |
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- | **Environment** | Reverb, EQ | Cave vs outdoor |
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- | **Time of day** | Mood, volume | Night = quieter |
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-
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- ### Vertical vs Horizontal
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-
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- | System | What Changes | Best For |
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- |--------|--------------|----------|
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- | **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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- ---
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-
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- ## 5. 3D Audio Decisions
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-
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- ### Spatialization
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-
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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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-
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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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-
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- ## 6. Platform Considerations
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-
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- ### Format Selection
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-
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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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- ### 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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-
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- ---
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-
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- ## 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 |
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.