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jammyfujammyfu/open-game-skills/skills/dispatcher/SKILL.md

dispatcher

Skill12 starsChanged 23 days agoMITView on GitHub

Use when a game request needs skill routing, several symptoms overlap, or the user speaks ZH, EN, JA, KO or ZH-Hant without naming files.

7 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

2 rules. 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 4 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Read the shared contract once.

    line 8
  2. Distinctive:

    Use at most three specialized skills (including assets/2D) plus one necessary engine per phase.

    line 14

“Common” is measured: kept by at least 6 in 10 of the 4 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

Dispatcher

Read the shared contract once. Interpret meaning, not literal keyword hits. Traditional and simplified Chinese share intents. Preserve the user's language.

Resolve before loading

Inspect current code/configuration. Explicit choices outrank existing settings, which outrank the seeds below. Prioritize the reported blocker over broad genre words. Do not silently switch an existing engine or ask for facts already supplied.

Use at most three specialized skills (including assets/2D) plus one necessary engine per phase. Deduplicate equivalent owners; record remaining work in DEFER and continue phase by phase. A linked skill is loaded only when its subject is needed, not recursively.

Each pair names a skill and its own mode. select means resolve from evidence or one consequential question; existing means preserve its current mode; n/a means no selector. These are routing directives, never game configuration values. Replace unresolved directives before implementation. Never invent a column to fill the output.

ENGINE is none for design-only work, unknown when unresolved, or the actual adapter. custom is a real custom runtime, not a guess. For uncovered intents, look up paths in ../catalog.json, inspect candidate descriptions, then load only matching bodies. The six engineering-core selectors and optional dependencies are scoped by ../engineering-registry.json; the registry narrows ownership but does not make select a gameplay mode. Studio names route through studio-columns only when the design direction is unresolved; release that picker before a three-discipline implementation phase.

Output

USE:
- <skill> / <resolved column or n/a>
ENGINE: <none|unknown|custom|threejs|pixijs|phaser|cocos|godot|unity|unreal>
ASK: <one necessary question or empty>
DEFER: <remaining phases or empty>

Then do the requested work. Do not dump the catalog. A missing tool means blocked/not-run, not success.

Routing seeds

These are examples, not permission to overwrite a chosen mode. Match semantic equivalents in all supported languages.

Signal (ZH / EN / JA / KO examples)Initial selections
脚滑 / foot slip / 足が滑る / 발 미끄럼ik-foot-locking / n/a
镜头穿模、鏡頭穿模 / camera clip / 壁を貫通 / 벽 관통camera-anti-clip / orbit-third
低机位窥私、钻裙摆、私密区特写 / invasive low-angle, private-zone framing / ローアングルの覗き込み / 낮은 각도 침습 프레이밍camera-modesty / modest
连击、取消 / combo, cancel / コンボ / 콤보action-feel / select, combo-design / select
硬直、优势帧 / hitstun, advantage / 有利フレーム / 유리 프레임hitstun-recover / light-stun
卡肉 / hitstop / ヒットストップ / 히트스톱action-feel / existing
怪不公平、预警 / unfair enemy, tell / 予告 / 예고enemy-kit-balance / poke-guard, attack-tell / pose-audio
霸体 / armor / スーパーアーマー / 슈퍼아머hyper-armor / armor-frames
击飞、浮空 / launch / 浮かせ / 띄우기knockback-launch / launch-arc, knockback-body / n/a
格斗、对战 / fighter / 格闘 / 격투fighting-design / grounded-footsies, action-feel / short-special, kb-mouse-map / fighter-plane
打击感、打击音效 / hit feel, impact sound / 打撃感 / 타격감juice-vfx / select, audio-feel / layered-action, action-feel / existing
对波后残留、子弹不消失 / projectile stuck after cancel / 弾が消えない / 투사체 잔류projectile-hitscan / projectile, juice-vfx / existing
走跑手臂抖动 / limb jitter while moving / 腕が震える / 팔 떨림animation-blend / existing
高清精灵、序列脸变大、分帧抖动 / HD sprites, face size drift, sprite head/body mismatch / HDスプライト / HD 스프라이트hd-sprite-sequence / audit, sprite-atlas / existing
固定头脸部件、骨架烘焙序列 / fixed-part sprite baking / パーツ固定スプライト / 파츠 고정 스프라이트hd-sprite-sequence / rig-bake
3D捏人头身比 / 3D avatar proportions / 3Dアバター / 3D 아바타avatar-create / slider-morph
跳得飘、土狼 / floaty jump, coyote / ジャンプ / 점프platform-jump / snap-run, jump-leniency / generous-platform
移动平台 / moving platform / 動く足場 / 이동 플랫폼moving-platform / stick-carry
过场、还操作 / cutscene / 演出後の操作 / 컷씬 조작cutscene-handoff / select
对话分支 / dialogue flags / フラグ / 분기dialogue-flags / select
音游、判定窗 / rhythm timing / 音ゲー / 리듬게임rhythm-judge / song-clock
卡组 / deckbuilder / デッキ / 덱빌더deck-build / select
碰撞层 / collision layers / 衝突レイヤー / 충돌 레이어collision-layers / n/a
地刺、岩浆 / spikes, lava / トゲ、溶岩 / 가시、용암hazard-volume / tick-damage
键位 / keybinds / キー設定 / 키 설정kb-mouse-map / select, input-design / select
手机不能转向 / mobile look, pointer lock / 視点操作 / 시점 조작browser-input / select, menu-flow / n/a
试玩、通关 / playtest / プレイテスト / 플레이테스트gameplay-validation / real-input
传送、调试 / teleport, debug / デバッグ / 디버그debug-slate / labeled-dev, gameplay-validation / scripted-scene
多语言、豆腐字 / localization / 多言語 / 다국어game-localization / terms-locked
录屏、预告 / capture, trailer / 録画 / 녹화gameplay-capture / select
开放世界、揭雾 / open world / オープンワールド / 오픈월드world-map / open-air
难度、关卡 / difficulty, levels / 難易度 / 난이도difficulty-design / select, level-design / select
装备、掉落 / gear, loot / 装備 / 장비equipment-progression / select
耐久、破损 / durability / 耐久 / 내구도durability-economy / select
背包装不下 / inventory full / 持ち物 / 가방inventory-economy / page-grid
Boss、王 / boss / ボス / 보스boss-design / duel
赛车、漂移 / racing, drift / レース / 레이싱racing-feel / select, kb-mouse-map / race-line
竞速感、速度感、手感发肉 / speed sense, sluggish kart / スピード感 / 속도감racing-feel / drift-kart, audio-feel / select
解谜、火水 / puzzle, chemistry / パズル / 퍼즐puzzle-design / select, chemistry-verbs / authored-reactions
敌人追逐 / enemy chase / 追跡 / 추격enemy-ai / patrol-hunt
潜行 / stealth / 潜入 / 잠입stealth-info / cone-alert
任务、主线 / quest / クエスト / 퀘스트quest-graph / one-hook
存档、重生 / save, respawn / セーブ / 세이브save-checkpoint / select
卡顿、帧率 / hitch, framerate / フレームレート / 프레임performance-budget / select, platform-targets / select
回滚 / rollback / ロールバック / 롤백netcode-feel / rollback
联机 / online / オンライン / 온라인netcode-feel / select
按键、手柄 / gamepad / パッド / 패드input-design / select
走跑跳爬 / locomotion / 移動 / 이동locomotion / select
教程 / tutorial / チュートリアル / 튜토리얼tutorial-design / select
竖切、策划 / vertical slice / 企画 / 기획game-planning / n/a
内购、付费墙 / IAP, paywall / 課金 / 결제game-monetization / select
关卡教学 / teaching room / 学習の部屋 / 학습 방level-teach / safe-try
冒烟、回归 / smoke, regression / 回帰テスト / 회귀 테스트game-qa / select
浸泡、泄漏 / soak, leak / 長時間 / 장시간soak-stability / select
游戏流程、重复结算 / game flow, duplicate settlement / ゲーム進行 / 게임 흐름game-state-flow / select
资源重复加载、旧回调 / asset lifetime, stale load / リソース寿命 / 리소스 수명asset-runtime / select
随机地图、种子不可达 / procedural map, bad seed / 自動生成 / 절차 생성procedural-generation / select
地形裂缝、岸线 / terrain seam, shoreline / 地形の継ぎ目 / 지형 이음새terrain-surface / select
区块加载、传送掉地板 / world streaming, missing floor / ストリーミング / 월드 스트리밍world-streaming / select
推拉搬运、投掷物体 / push carry throw / 物理操作 / 물리 상호작용physics-interaction / select
测试素材、免费素材 / test assets, open assets / テスト素材 / 테스트 에셋open-asset-fixture / library-first
素材包、资产包导入 / asset pack, genre pack / アセットパック / 에셋 팩asset-pack-intake / validate, sprite-atlas / n/a
模块拼场、门太窄、出生点被挡 / modular kit, scene assembly / モジュール配置 / 모듈 배치scene-assembly / select
动作迁移、换骨骼后滑步 / retargeting, sliding after rig change / リターゲット / 리타기팅character-rig / n/a
减模丢轮廓、LOD闪跳 / silhouette loss, LOD popping / LOD切替 / LOD 전환model-pipeline / n/a
显卡上下文丢失、恢复黑屏 / context loss recovery / 描画復旧 / 그래픽 복구asset-runtime / select
回放偏差、首个错误帧 / replay divergence / リプレイ差分 / 리플레이 차이gameplay-harness / replay
骨骼、绑定 / rig / リグ / 리그character-rig / n/a
导出模型 / model export / モデル出力 / 모델 내보내기model-pipeline / n/a
材质、贴图 / materials / マテリアル / 머티리얼materials / n/a
像素动画 / pixel animation / ドット絵 / 픽셀 애니메이션pixel-animation / n/a
Spine / 二维骨骼 / スケルタル / 스켈레탈spine-skeletal / n/a
蒙皮权重、自动权重、关节折叠、权重漏染 / skin weights, auto weights, joint fold, weight bleed / スキンウェイト / 스킨 웨이트skin-weights / n/a, spine-skeletal / existing

Generic does not mean an automatic franchise preset. Debug-assisted footage is never a natural clear. Choose a declared gameplay-capture mode from evidence, not the word "trailer" alone; disclose altered unlocks separately.

Acceptance

Given a request with an explicit engine or mode, preserve it unless evidence makes it impossible. For ambiguous engineering-core requests, route to the matching registered owner with select, then resolve that directive before implementation. Never emit more than three specialized skills plus one engine in one phase; overflow goes to DEFER. Test explicit-choice precedence, overlapping signals, uncovered-catalog fallback and all six engineering-core seeds. A routing-table match is deterministic contract evidence, not proof of LLM intent classification accuracy.

Fixture preparation

When tests need external art/audio/effects, use open-asset-fixture in the preparation phase before generation. Preserve explicit asset requirements and already-authorized fixtures. It consumes one specialized slot; defer it to a separate phase rather than expanding the active set. Pure logic tests do not need an art download.

Foot slip after a rig/clip swap routes to character-rig first; slip caused by slope/support contact stays with ik-foot-locking. A black screen alone is not proof of context loss: diagnose the event/resource failure before choosing recovery.

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