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DECRUX9812DECRUX9812/hermes-plugin-gameforge/skills/game-studio/SKILL.md

game-studio

Skill44 starsChanged 22 days agoMITView on GitHub

Take a game idea from pitch to a playtested build.

6 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

4 rules. 0 are common, 3 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 6 edited versions we read keep these.

  • 3

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Juice: every player action needs feedback — a sound from a variation pool plus particles.

    line 66
  2. Distinctive:

    Don't hand-write pixel art or synth code inline — the tools are seeded and recorded.

    line 71
  3. Distinctive:

    Don't call the job done on "it runs".

    line 72
  4. Very specific:

    Keep the map rectangular (all rows equal length) and ensure exactly one @ and one X.

    line 73

“Common” is measured: kept by at least 6 in 10 of the 6 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Game Studio Skill

The director's workflow for GameForge: turn "make me a game about X" into a playable, playtested, shareable build, using the forge_* tools for every asset and the playtester as the quality gate. It does not replace engine-specific depth: load gameforge:godot-dev or gameforge:unity-dev for that.

When to Use

  • The user wants a game (or a prototype, jam entry, level, vertical slice) built end to end.
  • The user hands you an existing GameForge project and asks to make it better or more fun.

Prerequisites

  • GameForge enabled (hermes plugins enable gameforge) with the gameforge toolset on.
  • Nothing else for the web path. Optional: Godot 4, Unity, Blender (see forge_engine action=status).

How to Run

  1. forge_engine engine=web action=status — learn what this machine has (engines, browser, providers).
  2. Pin the design in 6 lines before touching tools: genre, core verb, win/lose, session length, mood, art direction (palette + theme). Write it to <project>/DESIGN.md with write_file.
  3. Scaffold: forge_engine engine=web action=scaffold theme=<forest|winter|desert|volcano|dungeon> hero=<archetype>. This generates every asset (sprites, tiles, SFX pools, music loop) and a playable build in web/.
  4. Customise through data first: web/game.json (map rows, speeds, HP, attack radius). Regenerate any single asset with its tool and the same name (the ledger keeps recipes), then re-run the scaffold.
  5. Gate on the playtester: forge_playtest target=web duration=90. Fix every critical/major issue, then reconsider each design issue. Re-test until the verdict is SOLID or PLAYABLE with reasons you accept.
  6. Second engine when wanted: forge_engine engine=godot action=scaffold reuses the same assets and level; forge_playtest target=godot duration=300 bot-plays 5 minutes in seconds.
  7. Ship: load gameforge:ship-it.

Quick Reference

NeedCall
Hero / NPC spriteforge_sprite kind=character archetype=knight
Enemyforge_sprite kind=monster monster=bat hue=purple
Iconsforge_sprite kind=items items=[coin,heart,key]
Terrainforge_tileset lower=water upper=grass
SFX poolforge_sfx preset=coin variations=4
Music loopforge_music mood=boss style=synthwave bars=16
Dialogueforge_voice cast={...} lines=[...]
3D propforge_model3d kind=chest animations=[open]
Map map mapedit web/game.json map rows

Procedure — making it fun

  • First 10 seconds: something must happen. The playtester's time_to_first_event_s should be < 5.
  • Event density: "Nothing happens" issues mean dead zones — add coins/enemies to those map areas.
  • Difficulty: more than 2 deaths/minute for the explorer bot = too hard; a no-damage win = too easy. Tune enemy.speed, enemy.chase_radius, player.hp, player.attack_radius in game.json.
  • Juice: every player action needs feedback — a sound from a variation pool plus particles.
  • Audio identity: one music mood per area; SFX style retro for chiptune, modern for synthwave.

Pitfalls

  • Don't hand-write pixel art or synth code inline — the tools are seeded and recorded; inline work is lost.
  • Don't call the job done on "it runs". Done means a playtest report without critical/major issues.
  • Keep the map rectangular (all rows equal length) and ensure exactly one @ and one X.

Verification

  • forge_playtest report verdict and its moments.jpg screenshots look right (send them to the user).
  • gameforge.json lists every asset with a recipe; /forge <project> summarises it.

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