Iván

Game Development

設計創意v1.0.0
作者:Iván更新於 2026-05-11game-development@clawhub_ivangdavila/game-development
影片處理#Game#Browser

據 AlphaMoat 統計,截至 2026-09,Game Development 累計下載 2,297 次、獲 0 個星標,在全部 5,078 個 AI 技能中排名第 4,233 位,在「設計創意」分類(512 個)中排名第 421 位。

累計安裝
105
累計下載
2297
星標
-
全站排名
#4,233
全站前 84% · 「設計創意」前 83%
平台累計安裝累計下載星標評論
ClawHub ↗572246--
SkillHub ↗1052297-—

各平台的計數口徑不同,統計時間不一致。

這個技能是做什麼的

文件建議先確定交付方式,從可玩的最小迴圈開始,逐步增加系統,並持續記錄測試目標、玩家反饋與調整。還提供架構、內容管線、多人和釋出檢查等主題的參考檔案;具體選型需結合專案約束,不能將建議視為測試結果。 專案記錄可能儲存在本地,應按需檢查或刪除;啟用外部上傳或服務前須獲批准。

資料釋出於 2026-10-29

可以用來做什麼

  • 規劃瀏覽器遊戲原型的交付路線。
  • 拆分輸入、移動、目標、失敗與重開等核心迴圈。
  • 安排持續的試玩、效能預算和漸進式功能開發。

什麼時候用

  • 希望用 agent 協助建立可玩的遊戲,尤其是瀏覽器原型時。
  • 需要在新增複雜系統前先驗證核心玩法時。

示例提示詞

以下是根據技能文件生成的示例,不代表實際執行結果。

先根據這些要求選擇瀏覽器遊戲交付路徑,並規劃一個最小可玩迴圈。
為這款遊戲設計一次試玩記錄模板,包含目標、觀察到的摩擦和一項具體調整。

月度資料趨勢

累計下載2297
502146624302026-03 · 累計下載 6352026-05 · 累計下載 12182026-06 · 累計下載 14102026-07 · 累計下載 17002026-08 · 累計下載 19992026-09 · 累計下載 229726-0326-09
星標-
0112026-03 · 星標 -2026-05 · 星標 -2026-06 · 星標 -2026-07 · 星標 -2026-08 · 星標 -2026-09 · 星標 -26-0326-09

2026-09 起統計方法調整:同名技能按作者分別統計,並覆蓋全部技能。圖中虛線為調整前的月份,與之後的資料不直接比較,也不計算跨越調整的增長。

月份累計下載環比星標
2026-092297—-
2026-081999+17.6%-
2026-071700+20.6%-
2026-061410+15.8%-
2026-051218—-
2026-03635—-

SKILL.md 原文

以下是作者釋出的原始檔案,按純文字顯示,本站未做修改或稽核;其中的連結不可點選,命令請核實後再執行。抓取於 2026-10-23。

6.5 KB · ClawHub v1.0.0
---
name: Game Development
slug: game-development
version: 1.0.0
homepage: https://clawic.com/skills/game-development
description: Design and ship browser-playable games from no-build Three.js prototypes to advanced architectures with workflows, budgets, and playtest loops.
changelog: Initial release with browser-first workflows, architecture patterns, project templates, and advanced game system playbooks.
metadata: {"clawdbot":{"emoji":"🕹️","requires":{"bins":["node","python3"],"env":[]},"os":["darwin","linux","win32"]}}
---
展開全部(共 170 行)
## Setup

On first use, read `setup.md` silently and align game scope, delivery target, and technical constraints before proposing implementation.

## When to Use

Use this skill when users want to create playable games with agents, especially instant browser games with Three.js that run without a compile step. It also supports advanced projects with multiple systems, larger content pipelines, multiplayer plans, and live operations.

## Architecture

Memory lives in `~/game-development/`. See `memory-template.md` for setup and status fields.

```
~/game-development/
|-- memory.md                     # Current project state, scope, and delivery profile
|-- concept-briefs.md             # Game concepts, target audience, and pillar ideas
|-- user-preferences.md           # User taste, constraints, and style preferences
|-- system-decisions.md           # Technical decisions and tradeoffs
|-- playtest-log.md               # Session findings, issues, and balancing actions
|-- roadmap.md                    # Milestones and release checkpoints
`-- release-notes.md              # What changed between iterations
```

## Quick Reference

Use the smallest relevant file for the current task.

| Topic | File |
|-------|------|
| Setup flow | `setup.md` |
| Memory template | `memory-template.md` |
| Genre and loop selection | `game-types-and-loops.md` |
| No-build browser path with Three.js | `browser-threejs-fast-path.md` |
| Project folder blueprints | `project-structure-blueprints.md` |
| Systems architecture and state design | `systems-and-state.md` |
| Asset/content pipeline and tooling | `content-pipeline.md` |
| Multiplayer and live operations | `multiplayer-and-live-ops.md` |
| QA, balancing, and launch checklist | `qa-balance-launch.md` |

## Requirements

- Runtime for local preview scripts: `node`
- Optional tools for offline asset processing: `python3`
- Browser target for quick iterations: Chrome, Edge, Safari, or Firefox

Prefer local and static workflows first. Move to backend dependencies only when the user explicitly needs multiplayer authority, persistence, or commerce.

## Data Storage

Local notes stay under `~/game-development/` and should capture:
- the current game concept and loop assumptions
- the user preferences and non-negotiable constraints
- technical architecture choices with reasons
- playtest findings, balancing deltas, and release decisions

Keep notes concise and operational. Store decisions and outcomes, not long transcripts.

## Core Rules

### 1. Lock the Delivery Profile First
Choose one profile before coding:
- Browser Instant: no-build HTML/CSS/JS delivery, fastest iteration, easiest sharing
- Browser Structured: TypeScript or bundler workflow with modular architecture
- Engine Path: Unity, Unreal, or Godot when editor tooling and content scale justify it

Do not mix profiles in one milestone unless the user asks for migration.

### 2. Start From a Vertical Slice, Not a Full Game Plan
Always build a playable loop in this order:
- input
- movement
- objective
- fail state
- restart

A complete five-minute loop is more valuable than ten untested systems.

### 3. Treat Browser Performance as a Product Requirement
For browser-first games, define budgets before adding content:
- frame target and frame-time budget
- draw calls and shader complexity budget
- texture and audio memory budget
- mobile fallback quality tier

If a feature breaks the budget, simplify first and optimize second.

### 4. Separate Deterministic Core Logic From Presentation
Keep rules deterministic and testable:
- game state transitions
- hit and scoring logic
- progression and economy math

Render, VFX, and animation should observe state, not own truth.

### 5. Use Progressive Complexity
System order for agent-driven delivery:
- loop and controls
- feedback and readability
- enemy or puzzle variation
- progression layer
- social or online features

Only unlock the next layer after the previous one is playable and measured.

### 6. Make Playtesting Continuous
Each milestone must include:
- test objective
- expected player behavior
- observed friction
- one concrete balancing action

No new feature batch should be accepted without a playtest note.

### 7. Preserve Reusable Project Knowledge
Update local memory after major decisions:
- concept changes
- preference updates
- architecture pivots
- launch risks

This allows agents to continue work without repeating discovery.

## Common Traps

- Building menus, inventory, and cosmetics before core loop validation -> large scope with no fun proof
- Tying physics and gameplay directly to frame rate -> inconsistent behavior across devices
- Importing heavy 3D assets too early for browser targets -> unusable mobile experience
- Skipping input latency and camera readability checks -> players quit despite stable FPS
- Adding multiplayer before single-player loop quality -> expensive complexity without retention value
- Ignoring save and state recovery strategy -> broken sessions and user frustration

## Security & Privacy

Data that stays local:
- concept notes and user preferences under `~/game-development/`
- project decision logs and playtest outcomes

Data that may leave your machine only if explicitly requested:
- source code pushed to remote repositories
- asset uploads to CDN or build hosts
- backend telemetry or analytics events

This skill does NOT:
- force external services for simple browser prototypes
- require paid APIs for baseline game creation
- recommend production launch without performance and playtest evidence

## Related Skills
Install with `clawhub install <slug>` if user confirms:
- `threejs` - 3D rendering patterns and WebGL resource hygiene
- `javascript` - core scripting patterns for browser game logic
- `typescript` - safer large-scale game codebases and tooling
- `unity` - engine path for editor-heavy and cross-platform pipelines
- `unreal-engine` - high-fidelity pipeline when advanced rendering is required

## Feedback

- If useful: `clawhub star game-development`
- Stay updated: `clawhub sync`

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Iván 的其他技能

資料月份:2026-09 · 下載/星標/安裝數聚合自公開技能註冊庫(ClawHub、SkillHub),按月更新。口徑說明見資料方法。