gameplay-design
Skill15 starsChanged 26 days agoMITView on GitHub
仅在 CreateWorldAgent 项目及子目录按相关性自动使用;其他项目需用户明确指定。 根据每部故事的目标、阻碍和行动设计实际可操作的核心玩法与简单机制,而不是固定模板换皮。
In this repository13 other files it gives its agents.
- art-directionSkill
- character-generationSkill
- content-understandingSkill
- easter-eggSkill
- game-adaptationSkill
- game-assemblySkill
- game-reviewerSkill
- game-stateSkill
- interaction-generationSkill
- main-flowSkill
- narrative-branchSkill
- narrative-npc-dialogueSkill
- scene-generationSkill
The file
Files
剧情驱动的核心玩法
从剧情推导:玩家目标、阻碍、已知与未知信息、可操作对象、状态变化、反馈、失败与恢复。先明确操作为何会产生剧情结果,再选择实现。 通用框架只复用移动、输入、场景、状态等能力,不固定玩法。组件适合时复用;不适合时实现本作简单机制。机制可发生在探索场景或独立小游戏,不强制每场一个弹窗。 第一版控制规则数量和实现成本,保留关键因果。例如离散线路连接可以模拟修复,不必完整电路物理。不能用拾物后一句“完成”替代已要求的操作过程。不要人为等待或重复点击凑时长。 用简洁mechanics规格写剧情依据、目标、信息、输入、规则、反馈、成功/失败/取消、状态接口和实际操作测试。贯穿多个场景时说明如何复用与组合。无需固定三方案或每动作长报告。 可以自主制作最小实现验证不确定机制,再返回设计。验证失败修规则或实现,不能删掉机制冒充完成。核心机制必须映射到实现位置及可执行测试;纸面结果不等于运行通过。
在 Create World 工作台内使用时,先按需读取 项目接入约定。技能可在完整任务中重复调用,不规定固定流水线。旧格式参考仅用于对应旧项目,不能覆盖当前合同。
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