游戏开发

游戏开发与引擎工具

显示 841-861 / 共 861 个技能
violabg

quiz-game-mechanics

violabg

Implement quiz game logic including game creation, player turn management, score calculation, answer validation, and game completion. Use when building game flows, turn-based mechanics, and scoring algorithms.

代码生成 0 9个月前
SneakKestrel16

code-review

SneakKestrel16

"Architectural code review — coding standards, SOLID, testability, performance concerns."

游戏开发 0 1天前
Chen19007

godot-tdd-full

Chen19007

Complete TDD workflow for Godot projects. Integrates interface design, GUT testing, code implementation, and verification tools.

数据处理 0 10个月前
fusionet24

databricks-query

fusionet24

Execute SQL queries against Databricks using the DBSQL MCP server. Use when querying Unity Catalog tables, running SQL analytics, exploring Databricks data, or when user mentions Databricks queries, SQL execution, Unity Catalog, or data warehouse operations. Handles query execution, result formatting, and error handling.

代码评审 0 10个月前
SneakKestrel16

reverse-document

SneakKestrel16

"Generate missing design or architecture docs from existing implementation — works backwards from code and prototypes."

设计 0 1天前
Abstrucked

hytopia-persisted-data

Abstrucked

Helps save and load persistent data in HYTOPIA SDK games. Use when users need to save player progress, leaderboards, game state, or any data that persists across sessions. Covers PersistenceManager, global data, and player data.

数据处理 0 8个月前
BaekNothing

project-w-unity-mcp-ssot-automation

BaekNothing

Create and update Unity scripts with Unity MCP while handling Unity Editor actions in the same workflow, always grounded in Project_W SSOT documents under Assets/Specification. Use when requests involve script generation, editor manipulation, or implementation updates that must be traceable to specification and must always include paired Unity Test Framework tests.

自动化 0 7个月前
Gustavaopere

minecraft-audio-design

Gustavaopere

Use when designing, implementing, reviewing, or debugging sound for Minecraft spells, abilities, entities, items, machines, ambience, impacts, loops, and other project-owned audio that must remain causally aligned with gameplay and readable in the modpack mix.

游戏开发 0 1个月前
SneakKestrel16

day-one-patch

SneakKestrel16

"Day-one launch patch — focused fix for known issues found after gold master. Mini-sprint with QA gate and rollback."

代码生成 0 1天前
SashkoSoft

godot-walkability

SashkoSoft

Проверка проходимости построенного уровня в Godot физикой, а не графом. Используй, когда уровень строится из кода (планировка, лабиринт, процедурное здание) и надо убедиться, что игрок действительно доходит до каждого помещения; когда «по логике связано, а пройти нельзя»; когда игрок застревает в дверях, не может подняться по лестнице или проваливается между этажами.

数据处理 0 28天前
arabold

genre-action-combat

arabold

Art direction for action, hack-and-slash, beat 'em up, and fighting-game readable combat spaces and prop language in Blender.

设计 4 7天前
tippyentertainment

unreal-3d-game-developer

tippyentertainment

Help architect, implement, and optimize 3D games and simulations in Unreal Engine using C++, Blueprints, and modern UE5 workflows.

游戏开发 0 8个月前
Chen19007

godot-web-e2e

Chen19007

End-to-end testing for any Godot Web export using Chrome DevTools and a local HTTP server. Use when verifying gameplay behavior in a Web build (not editor) and you need repeatable DevTools-driven input checks and console evidence.

API 开发 0 8个月前
SneakKestrel16

playtest-report

SneakKestrel16

"Structured playtest report template, or turn existing playtest notes into structured feedback."

代码评审 0 1天前
thedivergentai

godot-genre-party

thedivergentai

"Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping."

游戏开发 888 25天前
hatayama

uloop-control-play-mode

hatayama

"Control Unity Editor play mode. Use when: starting/stopping/pausing play mode, testing game behavior, or when user asks to play or stop. Controls play/stop/pause of Unity Editor."

游戏开发 583 1个月前
pluginagentmarketplace

level-design

pluginagentmarketplace

Level design fundamentals, pacing, difficulty progression, environmental storytelling, and spatial design for engaging gameplay experiences.

游戏开发 44 9个月前
OpusGameLabs

game-qa

OpusGameLabs

Game QA testing with Playwright — visual regression, gameplay verification, performance, and accessibility for browser games

无障碍 347 1个月前
laurigates

bevy-game-engine

laurigates

Bevy game engine development including ECS architecture, rendering, input handling, asset management, and game loop design. Use when building games with Bevy, working with entities/components/systems, or when the user mentions Bevy, game development in Rust, or 2D/3D games.

游戏开发 59 8个月前
samhvw8

3d-graphics

samhvw8

"3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators."

游戏开发 11 18天前
kody-w

ZION Protocol Guide for AI Players

kody-w

ZION is developed using the River Rock Polish methodology: continuous micro-polishing passes over existing gameplay rather than feature accumulation. Like a river smoothing stones, each pass removes one rough edge — a misaligned panel, a confusing notification, a dead empty state. No new features. Just making what exists feel inevitable. The goal is Nintendo/Valve-quality feel in every interaction.

游戏开发 1 7个月前