game-design
Visual target generation, risk-first game decomposition, and verification criteria. Load at pipeline start before architecture.
适合你,如果需要在架构前进行游戏风险分解和验证标准设定
npx oh-my-skill add dragoscirjan/opencode-config/game-designcurl -fsSL https://oh-my-skill.com/install.sh | bash -s -- dragoscirjan/opencode-config/game-designnpx oh-my-skill verify dragoscirjan/opencode-config/game-design怎么用
商店整理自技能原文 · 版本 f561928 · 表述以原文为准Claude 会先生成一张游戏参考截图,然后分析游戏风险并制定验证标准,最后输出一份游戏计划规范。
在开始编写代码之前,当需要设计游戏时触发。
技能原文 SKILL.md
Game Design — Visual Target & Decomposition
Overview
Two-phase design process that precedes all implementation:
- Visual Target — generate a reference screenshot that anchors art direction
- Decomposition — analyze risks, define verification criteria, produce a game plan spec (via
spec-create)
Phase 1: Visual Target
Generate a reference image of what the finished game looks like. Anchors art direction for scaffold, asset planner, and task agents.
Generate
Use the godot-asset-gen tool:
godot-asset-gen image --model gemini --prompt "{prompt}" --size 1K --aspect-ratio 16:9 -o reference.png
Prompt Rules
The reference must look like an in-game screenshot, not concept art. Every distinct object visible becomes an asset requirement downstream.
- Enumerate every game object — player, each enemy type, obstacles, collectibles, projectiles, platforms, props. Name each with position and approximate size. Objects absent from the reference get forgotten downstream.
- Reflect real technical constraints — tiling backgrounds should prompt tiling-friendly composition. Separate sprite layers should show distinct objects, not composited photorealism.
- Do NOT prompt downgraded quality ("lowpoly", "pixel art", "retro") — produces worse output. Prompt clean, sharp rendering with the actual composition needed.
- Focus on the most important gameplay moment — the frame showing spatial layout, core mechanic, and the camera perspective the player sees most.
- Exclude what you will NOT build — volumetric lighting, motion blur, depth of field, atmospheric fog, complex reflections, lens flares, detailed cast shadows. They create asset requirements nobody can fulfill.
- Show HUD/UI elements — health bar, score counter, minimap, inventory slots with screen positions. These are implementation requirements too.
Prompt Template
Screenshot of a {2D/3D} video game. {Camera: angle, distance, perspective}.
Game objects: {player — appearance, position, size vs screen}. {enemies/NPCs — each type, position}. {obstacles}. {collectibles/pickups}. {projectiles if any}.
Environment: {background layers — sky, distant, mid}. {playfield surface — material, tiling}. {foreground elements}. {boundaries/edges}.
HUD: {each UI element — type and screen position}.
{Art style, color palette}. Clean sharp digital rendering, game engine output.
Output
reference.png— 1K 16:9 image- Write art direction into a draft (via
draft-create):
# Assets **Art direction:** <the art style description>
Phase 2: Decomposition
Analyze the game for implementation risks and define verification criteria. Output is a game plan spec (created via spec-create with type=task).
Workflow
- Read
reference.png— camera angle, scene complexity, entity count, environment scope. - Read the game description — core technical requirements.
- Scan for risks — identify features needing isolation (see taxonomy).
- Define verification criteria — risk-specific, general, and final.
- Write the game plan spec (via
spec-createwithtype=task,author=game-director).
Risk Taxonomy
ISOLATE (fail unpredictably, ambiguous errors when mixed)
- Procedural generation — terrain, levels, meshes, dungeon layouts
- Procedural animation — runtime bone manipulation, IK, ragdoll blending
- Sprite/character animations — multi-direction movement, state transitions (almost always fail first pass)
- Complex vehicle physics — wheel colliders, suspension, drifting, motorcycle balance
- Custom shaders — water surfaces, portals, screen-space effects, dissolve/distortion
- Runtime geometry — destructible environments, CSG operations, mesh deformation
- Dynamic navigation — pathfinding adapting to runtime obstacles, crowd simulation, flocking
- Complex camera systems — third-person with collision avoidance, cinematic rail transitions, split-screen
NEVER ISOLATE (Godot handles well)
CharacterBody movement, collision/triggers, TileMap/GridMap, NavigationAgent on static navmesh, UI with Control nodes, spawning/timers/waves, camera follow, state machines, input handling.
Verification Criteria
Each task gets a Verify field — what to check after implementation.
Risk tasks — target the exact failure mode:
- Animations: "every direction plays correct frames, transitions smooth, no pose snapping"
- Procedural gen: "output covers expected area, no gaps, no overlaps, no degenerate geometry"
Main build — combine cross-cutting with game-specific checks:
- Movement direction matches player input
- Animation direction matches movement direction
- Player input → character response feels correct
- Physics objects respond to gravity/collision
- UI readable, no overflow or overlap
- No missing textures (magenta/checkerboard)
- Game-specific checks (e.g., "enemies path around towers," "score increments on pickup")
reference.pngconsistency- Presentation video as final deliverable
Game Plan Format
# Game Plan: {Name}
## Game Description
{Original description, verbatim.}
## Risk Tasks
{Omit entirely if no risks identified.}
### 1. {Risk Feature}
- **Why isolated:** {what makes this algorithmically hard}
- **Verify:** {specific criteria targeting the failure mode}
## Main Build
{What to build — all routine systems. High-level, not implementation recipes.}
- **Assets needed:** {visual assets — type, approximate size, visual role. Omit if none.}
- **Verify:**
- {General checks: movement/input/animation alignment, physics, UI, textures}
- {Game-specific checks}
- Gameplay flow matches game description
- No visual glitches, clipping, or placeholder assets
- reference.png consistency: color palette, scale, camera angle, visual density
- **Presentation video:** ~30s cinematic MP4 showcasing gameplay
- Write test/presentation.gd (SceneTree script), ~900 frames at 30 FPS
- **3D:** smooth camera work, good lighting, post-processing
- **2D:** camera pans, zoom transitions, tight viewport framing
- Output: screenshots/presentation/gameplay.mp4
What NOT to Include in the Game Plan
- GDScript code or implementation details
- Detailed technical specs
- Micro-tasks for routine features
- Untestable requirements
- Artificial boundaries between routine systems