Godot 4 多人游戏核心模式,包括场景管理、玩家生命周期、死亡复活机制。
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Skills that do not fit the categories above (14.5K skills)
Godot 4 多人游戏核心模式,包括场景管理、玩家生命周期、死亡复活机制。
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Godot 4.x .tscn 场景文件纯文本格式规范与 AI 操作指南 — 文件结构、资源引用、 Transform 变换、属性值格式、信号连接,以及 AI 直接读写 .tscn 文件的操作方法。
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Godot 4 可交互组件设计,包含InteractiveComponent代理组件、NPC对话、区域触发。
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Godot 4 Autoload单例模式最佳实践,包含全局管理、事件总线、信号通信。
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Godot 4 存档系统设计,包含资源序列化、加密存储、存档管理和数据回滚。
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NavigationAgent2D使用、AStarGrid2D算法、自定义A*实现、流式寻路及性能优化。用于2D/3D导航系统、动态障碍物避让、游戏AI导航等场景。
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Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。
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Godot 4 常见 Shader 特效案例,包括描边、像素化、溶解、水波、模糊等。
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Godot 4 怪物生成系统,包含波次生成、生成点管理、等级驱动配置和掉落机制。
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Godot 4 有限状态机设计模式,包含状态基类、状态机管理、状态转换和输入处理。
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Godot 4武器切换系统,支持武器类型枚举、武器基类设计、多种切换逻辑、输入绑定和锁定机制。
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Godot 4 种植系统设计,包含植物数据结构、生长阶段、浇水机制、TileMap应用。
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Generates a comprehensive pre-release validation checklist covering build verification, certification requirements, store metadata, and launch readiness.
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Generates a comprehensive milestone progress review including feature completeness, quality metrics, risk assessment, and go/no-go recommendation. Use at milestone checkpoints or when evaluating readiness for a milestone deadline.
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Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts. Use when user says 'are we ready to move to X', 'can we advance to production', 'check if we can start the next phase', 'pass the gate'.
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Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. Grep-first approach — reads registry then targets only conflicting GDD sections rather than full document reads.
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Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /concept-brainstorm is approved and before /map-systems or any GDD authoring begins.
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Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do
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Translate approved GDDs + architecture into epics — one epic per architectural module. Defines scope, governing ADRs, engine risk, and untraced requirements. Does NOT break into stories — run /create-stories [epic-slug] after each epic is created.
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Generates a contextual onboarding document for a new contributor or agent joining the project. Summarizes project state, architecture, conventions, and current priorities relevant to the specified role or area.
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Analyze a feature or sprint for scope creep by comparing current scope against the original plan. Flags additions, quantifies bloat, and recommends cuts. Use when user says 'any scope creep', 'scope review', 'are we staying in scope'.
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Generates a sprint or milestone retrospective by analyzing completed work, velocity, blockers, and patterns. Produces actionable insights for the next iteration.
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Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
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Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
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