dev-phaser-fundamentals
Phaser game configuration, scenes, and lifecycle management
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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.
Integration with thermite-design skill for structured game design sessions. Use when user mentions thermite, design session, creative team, retreat, running GDD creation sessions, generating design artifacts, updating decision logs, simulating creative team discussions, validating against design ...
Analyzes worker pain points to identify missing skills and create skill proposals. Use during playtest GDD review phase when workers report repeated struggles with specific patterns, retrospective pain points indicate missing knowledge, questions about implementation approaches recur, or technica...
Get Unity and project information via uloop CLI. Use when you need to verify Unity version, check project settings (ProductName, CompanyName, Version), or troubleshoot environment issues.
Get Unity project information via uloop CLI. Use when you need to check project settings, Unity version, platform, or other project metadata.
Versioning strategy and Semantic Versioning guide for Chrono Dawn mod
Create a game UI injection that modifies existing game elements with proper cleanup
Complete Game Designer workflow - skill invocation protocol, GDD creation, playtest flow with GDD review, design sessions. MUST load before starting assignments.
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How it worksInclude the instructions, intended platforms, author, and license. Submissions are reviewed before publication.