dev-multiplayer-server-authoritative
Server-authoritative multiplayer architecture principles. Use when designing multiplayer features.
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Server-authoritative multiplayer architecture principles. Use when designing multiplayer features.
Audio loading patterns for R3F/Three.js. Use when adding sound effects.
Colyseus server setup, room handlers, lifecycle events, and scaling. Use when setting up multiplayer server.
This skill should be used when the GM needs to create NPCs or monsters, generate stat blocks, determine enemy stats, design creatures, or generate adversaries for d20-style RPG encounters. Provides SRD 5.2 stat block format and NPC templates.
Client-side prediction and server reconciliation core concepts. Use when implementing responsive multiplayer controls.
Colyseus state schema definition, types, decorators, and serialization patterns. Use when defining room state.
Colyseus client SDK for React, connection methods, room events, and messaging. Use when connecting to multiplayer server.
Phaser game configuration, scenes, and lifecycle management
Arcade physics velocity, acceleration, collision, and bounds
Sprites, sprite sheets, texture atlases, and object pooling for Phaser
Level of Detail (LOD) techniques for R3F. Use when complex models cause FPS drops.
Grid-based surface coverage tracking for territorial game mechanics
Core TypeScript patterns for game development. Use when defining types and interfaces.
Matter.js physics: realistic bodies, constraints, and simulation
Core TypeScript patterns for game development. Use when defining types and interfaces.
This skill should be used when the GM needs to handle Daggerheart combat, including action roll resolution, Hope/Fear token economy, spotlight flow, damage tracking, reaction rolls, and managing combat encounters. Provides action outcome tables, encounter tracking templates, and condition referen...
Convert any topic into playable browser games. Types: trivia, matching, word puzzles, adventure games. Uses Phaser.js or Kaboom.js.
Weapon and item design documentation. Use when designing weapons, creating item systems, balancing equipment, or designing consumables.
Game Design Document creation and structure. Use when no GDD exists in the project, starting a new game project, major feature requires design documentation, GDD needs updating due to changes, or preparing for prototype or production.
Routes to appropriate Game Designer skills based on task keywords. Use when selecting which skill to invoke for a design task.
Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems.
Core gameplay loop design documentation. Use when defining the core gameplay loop, mapping the player experience over time, designing session structures, or identifying pacing issues.
Map and level design documentation. Use when designing map layouts, creating level templates, placing loot and spawns, designing flow and pacing, or creating navigation systems.
Game mechanics documentation and design. Use when designing core gameplay systems, documenting player actions and responses, balancing game systems, or explaining mechanics to developers.
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