原型与平衡
5 个 skill玩法机制
从点子到结论再到数值:一次性原型给出继续、转向或放弃的结论,再做关卡、解谜、敌人 AI,最后检查数值平衡。
查看合集游戏制作路线图 · 第 2 步
把点子变成好玩的规则:原型、关卡、解谜、敌人 AI 和数值平衡。
入门
站内托管、我们实测。免费,免登录。
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进阶
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Pro
GameSkill 原创包。
玩法机制
从点子到结论再到数值:一次性原型给出继续、转向或放弃的结论,再做关卡、解谜、敌人 AI,最后检查数值平衡。
查看合集目录条目链接到原作者仓库,只有入门层的 skill 由 GameSkill 站内托管并实测。
Find balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data.
Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED.
Build a behavior-tree runtime and a Utility AI system with response curves, plus hybrid agents where the behavior tree drives utility scoring.
Design playable levels from blockout to final: player metrics, pacing and flow, gating, the critical path and encounter design.
Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo.
Guides the user through finding and choosing a game concept.
Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
Lightweight spec for small changes — tuning adjustments, minor mechanics.
Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.
Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation.
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards.
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
NPC and enemy decision-making with state machines, behavior trees, steering and A* pathfinding, paired with your engine's navigation API.
Procedural content with seeded RNG: Perlin and Simplex noise terrain, rooms-and-corridors dungeons and weighted loot tables.
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables.
Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat.
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building.
Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives.
Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto.
Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links.
Agent skills for source-grounded adaptation of novels into games: cited design docs, target-runtime builds and evidence-based QA.
Direct game art and creative vision.
Deconstruct a novel for game adaptation.
Design game concepts from a novel.
Design game experience, systems, and levels.
Bevy ECS combat: Health, Team, and Invuln on actors, Hit messages, melee reach, despawn on FixedUpdate after damage.
Bevy ECS economy: Wallet components, a PriceTable resource, Purchase and Transfer messages, vendor stock.
A Bevy ECS skill for inventories: items, stacks and the systems that change them.
Route a Bevy 0.20 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera.
Route a Bevy 0.20 roguelike: RunSeed resource, room entities, permadeath flag, turn energy, grid pickup.
Bevy genre router for tower defense.
Unreal Engine C++ AI: AI controllers, behavior tree nodes, blackboards, AI perception, navmesh pathfinding, EQS and Smart Objects.
An MIT pack of about 190 SKILL.md agent skills for game design: combat feel, camera, traversal, world, validation, 2D/Spine and art pipeline, with a dispatcher and adapters for Three.js, PixiJS, Phaser, Cocos, Godot, Unity and Unreal.
26 game development skills from the Skillary catalog: game design, level and narrative design, monetization, playtesting, Unity, Unreal, Blender, audio and engineering.
Design systems and mechanics: GDD authorship, gameplay loops, economy balancing and player psychology.
Design layout, pacing, encounter placement and environmental narrative.
Design branching dialogue, lore architecture and environmental storytelling aligned to the GDD.
A macOS app that watches Claude play NetHack on its own, using the Claude Agent SDK and tmux.