Game Dev
Game development and game engine tools
long-term-compounding
by kangarooking
当用户在选择合作者/生意模式/人生策略、问「要不要长期投入这段关系/这个项目」「如何积累声誉」时调用。 核心理念: 财富、知识、声誉、关系都遵循复利; 只玩长期正和游戏, 与能想象共事一辈子的人合作, 拒绝短期思维交易。 不适用于: 紧急止损、短期现金周转等必须立即决策的场景。 Triggers: 长期/复利/声誉/合作/信任/compounding/long-term/trust
godot-2d-animation
by thedivergentai
"Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0)."
multiplayer-game
by rivet-dev
"Pragmatic patterns for building multiplayer games: matchmaking, tick loops, realtime state, interest management, and validation."
game-strategy-simulator
by OneWave-AI
What-if scenario analyzer for sports. Play-calling recommendations, clock management, substitution patterns, risk/reward calculations.
godot-combat-system
by thedivergentai
"Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup."
player-system
by ahang1598
玩家控制系统技能。生成完整的玩家控制器,包括移动、跳跃、攻击、状态机等功能。 支持 2D 和 3D 多种控制模式。
threejs-materials
by CloudAI-X
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.
design-review
by Donchitos
"Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers."
unity-mcp-orchestrator
by CoplayDev
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
game-builder
by OneWave-AI
Convert any topic into playable browser games. Types: trivia, matching, word puzzles, adventure games. Uses Phaser.js or Kaboom.js.
game-recap-generator
by OneWave-AI
Convert game stats and highlights into engaging recaps. Multiple styles: Twitter thread, Instagram carousel, blog post, newsletter.
team-narrative
by Donchitos
"Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design."
team-combat
by Donchitos
"Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end."
team-audio
by Donchitos
"Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation."
setup-engine
by Donchitos
"Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data."
team-level
by Donchitos
"Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation."
brainstorm
by Donchitos
"Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration."
godot-genre-roguelike
by thedivergentai
"Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state."
godot-genre-open-world
by thedivergentai
"Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_loading."
godot-genre-rhythm
by thedivergentai
"Expert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation."
godot-genre-action-rpg
by thedivergentai
"Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling."
unity-mcp-orchestrator
by CoplayDev
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
mcp-source
by CoplayDev
Switch MCP for Unity package source in connected Unity projects. Use /mcp-source [main beta branch local] to swap between upstream releases, your remote branch, or local dev checkout.
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by SimHacker
Objects announce what they can do — The Sims style