据 AlphaMoat 统计,截至 2026-09,Game Development 累计下载 2,297 次、获 0 个星标,在全部 5,078 个 AI 技能中排名第 4,233 位,在「设计创意」分类(512 个)中排名第 421 位。
| 平台 | 累计安装 | 累计下载 | 星标 | 评论 |
|---|---|---|---|---|
| ClawHub ↗ | 57 | 2,246 | - | - |
| SkillHub ↗ | 105 | 2,297 | - | — |
各平台的计数口径不同,统计时间不一致。
文档建议先确定交付方式,从可玩的最小循环开始,逐步增加系统,并持续记录测试目标、玩家反馈与调整。还提供架构、内容管线、多人和发布检查等主题的参考文件;具体选型需结合项目约束,不能将建议视为测试结果。 项目记录可能保存在本地,应按需检查或删除;启用外部上传或服务前须获批准。
资料发布于 2026-10-29
以下是根据技能文档生成的示例,不代表实际运行结果。
2026-09 起统计方法调整:同名技能按作者分别统计,并覆盖全部技能。图中虚线为调整前的月份,与之后的数据不直接比较,也不计算跨越调整的增长。
| 月份 | 累计下载 | 环比 | 星标 |
|---|---|---|---|
| 2026-09 | 2,297 | — | - |
| 2026-08 | 1,999 | +17.6% | - |
| 2026-07 | 1,700 | +20.6% | - |
| 2026-06 | 1,410 | +15.8% | - |
| 2026-05 | 1,218 | — | - |
| 2026-03 | 635 | — | - |
以下是作者发布的原始文件,按纯文本显示,本站未做修改或审核;其中的链接不可点击,命令请核实后再运行。抓取于 2026-10-23。
---
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"]}}
---
## 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`
ContextWeave 架构图一键生成
用 Nano Banana Pro 生成或编辑图片的脚本技能。
用 whisper 命令行在本地把音频转写成文字或做翻译的技能。
通过 MCP 服务生成与编辑图表的技能。
面向界面设计的思路与落地建议技能,覆盖布局、交互流程、设计令牌与前端改动。
面向多家视频模型 API 的 AI 视频生成与编排技能。
用 ffmpeg 从视频里取出画面帧,或生成便于快速查看的缩略图。
用本地 Whisper 把音频文件转成文字,模型下载完成后可完全离线运行。
把用户纠正与自我复盘沉淀成分层记忆、并按使用情况升降级的技能。
在保留公式、格式与工作簿结构的前提下创建、检查并修改 Excel 文件的技能。
处理 Word 与 DOCX 文档的作业规范,重点是改完之后样式、编号与版式不跑偏。
把数据库、表格与导出的原始数据变成可决策结论的数据分析技能。
改 PPT 之前先看清结构的一套规范,目标是改完还能干净渲染。
数据月份:2026-09 · 下载/星标/安装数聚合自公开技能注册库(ClawHub、SkillHub),按月更新。口径说明见数据方法。