游戏开发
游戏开发与引擎工具
godot-characterbody-2d
thedivergentai
"Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine."
godot-composition-apps
thedivergentai
"Expert architectural standards for building scalable Godot applications (Apps, Tools, UI, or Games) using the Composition pattern. Use when designing node structures, refactoring monolithic scripts, or implementing complex behaviors. Enforces \"Has-A\" relationships over \"Is-A\" inheritance."
godot-genre-romance
thedivergentai
"Expert blueprint for romance games and dating sims (Tokimeki Memorial, Monster Prom, Persona social links) focusing on affection systems, multi-stat relationships, dated events, and route branching. Use when building relationship-centric games, social simulations, or otome games. Keywords romance, dating sim, affection system, relationship stats, date events, character routes, love interest."
godot-dialogue-system
thedivergentai
"Expert patterns for branching dialogue systems including dialogue graphs (Resource-based), character portraits, player choices, conditional dialogue (flags/quests), typewriter effects, localization support, and voice acting integration. Use for narrative games, RPGs, or visual novels. Trigger keywords: DialogueLine, DialogueChoice, DialogueGraph, dialogue_manager, typewriter_effect, branching_dialogue, dialogue_flags, localization, voice_acting."
godot-animation-player
thedivergentai
"Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times."
godot-audio-systems
thedivergentai
"Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume."
godot-debugging-profiling
thedivergentai
"Expert debugging workflows including print debugging (push_warning, push_error, assert), breakpoints (conditional breakpoints), Godot Debugger (stack trace, variables, remote debug), profiler (time profiler, memory monitor), error handling patterns, and performance optimization. Use for bug fixing, performance tuning, or development diagnostics. Trigger keywords: breakpoint, print_debug, push_error, assert, profiler, remote_debug, memory_leak, orphan_nodes, Performance.get_monitor."
godot-genre-action-rpg
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."
godot-adapt-mobile-to-desktop
thedivergentai
"Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features. Use when creating desktop ports or cross-platform releases. Trigger keywords: mouse_controls, keyboard_shortcuts, resolution_scaling, graphics_settings, fullscreen_toggle, window_modes, Steam_integration, desktop_optimization."
godot-economy-system
thedivergentai
"Expert patterns for game economies including currency management (multi-currency, wallet system), shop systems (buy/sell prices, stock limits), dynamic pricing (supply/demand), loot tables (weighted drops, rarity tiers), and economic balance (inflation control, currency sinks). Use for RPGs, trading games, or resource management systems. Trigger keywords: EconomyManager, currency, shop_item, loot_table, dynamic_pricing, buy_sell_spread, currency_sink, inflation, item_rarity."
godot-game-loop-collection
thedivergentai
Use when implementing collection quests, scavenger hunts, or "find all X" objectives.
godot-adapt-2d-to-3d
thedivergentai
"Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collision_layer migration, sprite to MeshInstance3D, 2D to 3D conversion."
All Traditions Speaking as One
Microck
Deploy universal wisdom voices from all traditions simultaneously - Hindu, Buddhist, Taoist, Abrahamic, Indigenous, Scientific - revealing their unified recognition of consciousness navigation.
huashu-article-to-x
alchaincyf
长文精简为X平台内容(200-500字),保留核心观点和个人风格。当用户提到"转微博"、"发小红书"、"社交媒体"、"缩短文章"时使用。
threejs-qa-release
majidmanzarpour
"Verify and release Three.js browser games. Combines playtest QA, automated bot playtests, mobile/responsive checks, production builds, preview verification, static-hosting base paths, debug gating, bundle review, screenshots, visual test harness decisions, packaged canvas-pixel inspection with measured metrics, console checks, and release risk reports."
threejs-gameplay-systems
majidmanzarpour
"Build and iterate playable Three.js game systems. Combines starter scaffold creation, architecture, game design, level design, gameplay implementation, combat/encounter design, and game-feel tuning (hitstop, screenshake, easing, impact feedback). Use for first playable slices, new Vite/TypeScript/Three.js game setup, design briefs, core loops, level/arena/track/wave/hole/puzzle design, game loops, entity systems, input, collision/physics, scoring, objectives, audio hooks, camera, controls, difficulty, feedback, juice, and maintainable structure."
threejs-aaa-graphics-builder
majidmanzarpour
"Upgrade Three.js games from basic/prototype visuals to premium AAA-inspired browser graphics. Combines art-direction critique, procedural model building, technical art, mandatory external asset sourcing decisions, threejs-3d-generator assets, threejs-image-generator concept/texture workflows, scene visual polish, material/texture libraries, world prop kits, shaders, VFX readability, render budgets, LOD/instancing, render pipeline, and visual scorecard gates. For premium games with characters, vehicles, ships, weapons, buildings, signature props, skies, textures, decals, logos, icons, or GUI art, load the relevant generator skills before deciding procedural assets are enough."
threejs-game-director
majidmanzarpour
"Primary entrypoint for complete Three.js browser game creation and premium iteration. Use by default for build-a-game, upgrade, polish, premium, AAA, high-fidelity, showcase, from-scratch, endless runner, arcade, action, or release-ready requests. Orchestrates sibling skills for gameplay, AAA graphics, UI, debug/profile, and QA/release, plus 3D/image/audio generators for characters, vehicles, weapons, buildings, props, skies, textures, logos, icons, GUI art, and SFX/voice. Keeps skill-loading, reference, asset-sourcing, and phase ledgers so users never choose skills manually."
unity-editor
Besty0728
"Unity Editor control. Use when users want to enter play mode, select objects, undo/redo, or execute menu commands. Triggers: play, stop, pause, select, undo, redo, menu, editor, Unity编辑器, Unity播放, Unity撤销, Unity选择."
unity-optimization
Besty0728
"Project optimization utilities. Use when users want to optimize textures, meshes, or improve performance. Triggers: optimize, compression, texture size, mesh compression, performance, LOD, Unity优化, Unity压缩, Unity性能."
unity-script
Besty0728
"C# script management. Use when users want to create, read, or modify C# scripts. Triggers: script, C#, MonoBehaviour, code, class, method, Unity脚本, Unity代码, Unity创建脚本."
unity-package
Besty0728
"Unity Package Manager operations. Use when users want to install, remove, or list packages. Triggers: package, UPM, install, dependency, Cinemachine, TextMeshPro, 包管理, Unity安装, Unity依赖."
unity-profiler
Besty0728
"Performance profiling. Use when users want to get FPS, memory usage, or performance statistics. Triggers: profiler, performance, FPS, memory, stats, benchmark, Unity性能, Unity帧率, Unity内存."
unity-project
Besty0728
"Project information. Use when users want to get project settings, quality settings, or shader lists. Triggers: project, settings, quality, build, configuration, Unity项目, Unity设置, Unity质量, Unity构建."