游戏开发

游戏开发与引擎工具

显示 97-120 / 共 824 个技能
kangarooking

game-selection

kangarooking

当用户困惑「为什么有人攻击我/为什么大家卷来卷去/我怎么不在乎别人眼光/为什么妒忌」时调用。 核心理念: 人生同时存在零和地位游戏、正和财富游戏、单人游戏; 识别你玩的是哪种游戏, 避免地位游戏, 回到内在记分卡。 不适用于: 具体竞争策略制定(如何赢下某个比赛)。 Triggers: 地位/攀比/内卷/妒忌/别人怎么看我/零和/单人游戏/status game/envy

游戏开发 1.2万 1个月前
kangarooking

happiness-skill

kangarooking

当用户问「怎么才能更幸福/为什么得到了还不满足/怎么减少焦虑」时调用。 核心理念: 幸福是缺憾感清空的默认状态, 是可训练的技能; 欲望是与自己的契约(得到前不快乐), 同时只留一个重大欲望; 活在当下。 不适用于: 临床抑郁等需要专业治疗的场景(本书方法不能替代医疗)。 Triggers: 幸福/不快乐/欲望/焦虑/知足/活在当下/happiness/desire/anxiety

游戏开发 1.2万 1个月前
kangarooking

long-term-compounding

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

游戏开发 1.2万 1个月前
thedivergentai

godot-animation-tree-mastery

thedivergentai

"Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion."

动画 888 8个月前
thedivergentai

godot-2d-animation

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)."

动画 888 8个月前
thedivergentai

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."

自动化 888 8个月前
thedivergentai

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."

动画 888 8个月前
rivet-dev

multiplayer-game

rivet-dev

"Pragmatic patterns for building multiplayer games: matchmaking, tick loops, realtime state, interest management, and validation."

游戏开发 35 8个月前
OneWave-AI

game-strategy-simulator

OneWave-AI

What-if scenario analyzer for sports. Play-calling recommendations, clock management, substitution patterns, risk/reward calculations.

代码生成 370 12个月前
thedivergentai

godot-genre-fighting

thedivergentai

"Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames."

动画 888 8个月前
thedivergentai

godot-genre-metroidvania

thedivergentai

"Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks."

代码生成 888 8个月前
thedivergentai

godot-genre-puzzle

thedivergentai

"Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management."

CLI 工具 888 8个月前
thedivergentai

godot-composition

thedivergentai

"Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces \"Has-A\" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design."

游戏开发 888 8个月前
thedivergentai

godot-genre-simulation

thedivergentai

"Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick."

游戏开发 888 8个月前
thedivergentai

godot-adapt-single-to-multiplayer

thedivergentai

"Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback."

代码生成 888 8个月前
thedivergentai

godot-2d-physics

thedivergentai

"Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide."

代码生成 888 8个月前
thedivergentai

godot-3d-world-building

thedivergentai

"Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, WorldEnvironment setup, ProceduralSkyMaterial, and volumetric fog. Use when building 3D levels, modular tilesets, BSP-style geometry, or environmental effects. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, WorldEnvironment, Environment, Sky, ProceduralSkyMaterial, PanoramaSkyMaterial, fog_enabled, volumetric_fog_enabled."

代码生成 888 8个月前
thedivergentai

godot-camera-systems

thedivergentai

"Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition."

游戏开发 888 8个月前
thedivergentai

godot-3d-lighting

thedivergentai

"Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment."

代码生成 888 8个月前
thedivergentai

godot-genre-rts

thedivergentai

"Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue."

CLI 工具 888 8个月前
thedivergentai

godot-ability-system

thedivergentai

"Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path."

代码评审 888 8个月前
thedivergentai

godot-genre-racing

thedivergentai

"Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel."

动画 888 8个月前
thedivergentai

godot-gdscript-mastery

thedivergentai

"Expert GDScript best practices including static typing (var x: int, func returns void), signal architecture (signal up call down), unique node access (%NodeName, @onready), script structure (extends, class_name, signals, exports, methods), and performance patterns (dict.get with defaults, avoid get_node in loops). Use for code review, refactoring, or establishing project standards. Trigger keywords: static_typing, signal_architecture, unique_nodes, @onready, class_name, signal_up_call_down, gdscript_style_guide."

游戏开发 888 8个月前
thedivergentai

godot-genre-horror

thedivergentai

"Expert blueprint for horror games including tension pacing (sawtooth wave: buildup/peak/relief), Director system (macro AI controlling pacing), sensory AI (vision/sound detection), sanity/stress systems (camera shake, audio distortion), lighting atmosphere (volumetric fog, dynamic shadows), and \"dual brain\" AI (cheating director + honest senses). Use for psychological horror, survival horror, or atmospheric games. Trigger keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time."

数据库 888 8个月前