Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
日本語の概要は準備中です。原文の説明を表示しています。
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Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Use when building psychological/survival horror, dual-brain stalker AI (cheating Director + honest LoS/sound), flashlight/fog atmosphere, or safe-room saves. Keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for a Bevy downed and revival loop. Keywords: Bevy, revival, downed, respawn, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for a Bevy time trial. Keywords: Bevy, time trial, timer, split, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for encounter waves. Keywords: Bevy, waves, spawn, encounter, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.
日本語の概要は準備中です。原文の説明を表示しています。
Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Use when building psychological/survival horror, dual-brain stalker AI (cheating Director + honest LoS/sound), flashlight/fog atmosphere, or safe-room saves. Keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
日本語の概要は準備中です。原文の説明を表示しています。
Data-driven resource harvesting (mining, logging, foraging) for Godot 4: apply_hit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestable_node shake/deplete, respawn_manager world persistence, UNIX offline progress, autosave, and noise vein proc-gen. Trigger keywords: apply_hit, HarvestResourceData, HarvestToolData, offline UNIX, respawn_manager, tool tier, harvestable_node, FastNoiseLite veins.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for a Bevy downed and revival loop. Keywords: Bevy, revival, downed, respawn, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for a Bevy time trial. Keywords: Bevy, time trial, timer, split, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for encounter waves. Keywords: Bevy, waves, spawn, encounter, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Triage improvement work and run or resume accepted measured loops in a local project. Architecture, documentation, UX, product study, open research, taste, and one-shot fixes stay direct unless the user explicitly requests repeated measurement with a complete experiment contract.
日本語の概要は準備中です。原文の説明を表示しています。
Diagnose and fix video/image color OBJECTIVELY with the get_image (action:"analyze_color") tool (scopes/stats such as black/white points, contrast, saturation, clipping, cast) instead of eyeballing a contact sheet. Covers the "washed out" signature, why reference color-match (mkl/ColorMatch/ColorMatchAdobe) CAN'T add contrast a flat source lacks, the levels/contrast-stretch fix (core AdjustContrast / CurveEditor), the measure→fix→re-measure loop, the side-by-side sandbox pattern, and where to place the fix in a render graph (after decode, before save). Use when a render looks washed out / flat / dull / over-saturated / color-cast, or when deciding between a color-match and a contrast/levels fix.
日本語の概要は準備中です。原文の説明を表示しています。
FLOW framework integration — evidence-led SEO using the Find → Leverage → Optimize → Win loop. Surfaces stage-specific AI prompts from the FLOW knowledge base (41 prompts, CC BY 4.0). Use when user says "FLOW", "FLOW framework", "seo flow", "evidence-led SEO", "find leverage optimize win", or wants stage-specific SEO prompts.
日本語の概要は準備中です。原文の説明を表示しています。
Optimize slow React Router loaders by eliminating redundant DB queries, creating slim query variants, and parallelizing independent fetches. Use proactively when writing or reviewing loader code that calls domain operations services (e.g. CourseOperationsService, VideoOperationsService), or when triaging a slow page load.
日本語の概要は準備中です。原文の説明を表示しています。