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game-design

@dragoscirjan · 收录于 1 周前 · 上游提交 1 个月前

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

/ 通过 npx 安装 校验哈希
npx oh-my-skill add dragoscirjan/opencode-config/game-design
/ 通过 bash 安装
curl -fsSL https://oh-my-skill.com/install.sh | bash -s -- dragoscirjan/opencode-config/game-design
/ 已经装过?验证本机副本,不用重装
npx oh-my-skill verify dragoscirjan/opencode-config/game-design
安装目标可用 --agent / --scope 或 --to 明确指定;省略时只会在唯一已存在的 agent 目录上自动选择,零命中或多命中会停止并提示。content_hash 缺失或不一致均拒装。
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怎么用

商店整理自技能原文 · 版本 f561928 · 表述以原文为准
它做什么

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。

什么时候触发

在开始编写代码之前,当需要设计游戏时触发。

装好后可以这样说
触发视觉目标生成阶段。
进入分解阶段。
技能原文 SKILL.md作者撰写 · MIT · f561928

Game Design — Visual Target & Decomposition

Overview

Two-phase design process that precedes all implementation:

  1. Visual Target — generate a reference screenshot that anchors art direction
  2. 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
  1. Read reference.png — camera angle, scene complexity, entity count, environment scope.
  2. Read the game description — core technical requirements.
  3. Scan for risks — identify features needing isolation (see taxonomy).
  4. Define verification criteria — risk-specific, general, and final.
  5. Write the game plan spec (via spec-create with type=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.png consistency
  • 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
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