ScruffyProdigy
@ScruffyProdigy
Public Skills
joinquest-integration
by ScruffyProdigy
Walks a developer through integrating a multiplayer game with JoinQuest — open-ended game discovery, registration fields, MCP setup, game API implementation (healthz, provision, JWT), integration checks, catalog metadata, test tables, public release, and building the playable game client after the handshake. Use when the user mentions JoinQuest, joinquest.cc, lobby integration, matchmaking, game registration, hosting a game on JoinQuest, or integrating with the JoinQuest MCP server.
deploy-joinquest
by ScruffyProdigy
Use when deploying, shipping, or releasing the JoinQuest/lobby app to production (joinquest.cc) — running ./scripts/deploy-joinquest.sh or ./scripts/ship-joinquest.sh, or preparing a release/PR that will be deployed.
phaser
by ScruffyProdigy
Build 2D browser games with Phaser 3 using scene-based architecture and centralized state. Use when creating a new 2D game, adding 2D game features, working with Phaser, or building sprite-based web games. Covers engine mechanics only — for multiplayer architecture see the game-architecture and multiplayer-game-design skills.
threejs-game
by ScruffyProdigy
Build 3D browser games with Three.js using event-driven modular architecture. Use when creating a new 3D game, adding 3D game features, setting up Three.js scenes, or working on any Three.js game project. Covers engine mechanics only — for multiplayer architecture see the game-architecture and multiplayer-game-design skills.
game-architecture
by ScruffyProdigy
Code-level architecture patterns for browser games -- EventBus, centralized GameState, constants, module layering, restart-safety, communication systems (chat/emotes/quick-chat), and implementing client-side prediction/server reconciliation ("predict and rewind"). Use when structuring a new game project, organizing game code, deciding how systems should communicate, or making architectural decisions about game code. Applies to single-player and multiplayer games alike. For multiplayer-specific design concerns (client/server authority, disconnect/reconnect, turn structure, competitive balance, anti-cheat, lobby UX), use the multiplayer-game-design skill instead.
multiplayer-game-design
by ScruffyProdigy
Design and architecture guidance for games with more than one real player -- real-time or turn-based, competitive or cooperative. Use when deciding what must be server-authoritative vs. client-only, handling player disconnect/reconnect, designing turn structure, downtime, or pacing, balancing competitive fairness (turn order and first-player advantage, catch-up mechanics, runaway-leader and rubber-banding problems, kingmaking, symmetric or asymmetric balance), protecting hidden information from client-side extraction (card hands, fog of war), reasoning about latency fairness in real-time games, or avoiding cooperative-game pitfalls like quarterbacking. Draws on both video-game networking practice and tabletop/board-game design theory. Not for single-scene code structure or chat/communication systems (EventBus, GameState, layering) -- see game-architecture for that.