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Includes an Intent Router for fast trigger-b","maintainers":[{"name":"chantezy","email":"fronter10@foxmail.com"}],"readme":"# game-skills\n\n游戏策划案 AI 生成工作流技能集合。通过 MCP 协议暴露给 AI 智能体使用,覆盖从创意框架完善到完整 GDD 输出的全流程。**任意阶段可介入,不强制从头到尾走完整流程。**\n\n内置 **技能加载器**:每个技能的 `description` 已包含\"何时使用 + 能力说明 + 边界\"三部分,LLM 可直接根据 description 选择最匹配的技能;重复调用同一技能时通过内存缓存避免重复读取磁盘。\n\n## 设计理念\n\n技能之间**解耦但有协作边界**:\n- 每个技能职责单一,不重复产出其他技能的内容\n- 技能间通过**跳转指引**和**引用**协作,而非各自包含完整内容\n- `game-full-workflow` 作为组装器,负责校验各模块产出的一致性\n\n### 事前框架化 + 事后校验的闭环\n\n```\n┌──────────────────────┐         ┌──────────────────────┐\n│  事前:框架完善          │         │  事后:一致性校验        │\n│  (game-creative-       │         │  (game-full-workflow) │\n│   discussion)          │         │                      │\n│                        │         │                      │\n│  ├── 策略分析(5要素)   │         │  ├── 数值自洽性        │\n│  ├── 创意发散(5维度)   │  ──→    │  ├── 角色一致性        │\n│  ├── 功能规划(互联方向) │         │  ├── 字段一致性        │\n│  ├── 五要素自检         │         │  ├── 状态机一致性      │\n│  └── 用户确认框架        │         │  ├── 经济闭环          │\n│                        │         │  └── 术语统一          │\n│  减少事后返工            │         │  最后一道防线           │\n└──────────────────────┘         └──────────────────────┘\n```\n\n`game-creative-discussion` 负责事前框架化(产出用户确认的\"游戏创意框架\"),`game-full-workflow` 负责事后校验(六维度一致性检查),形成完整保障。**已有各模块内容时可省略框架完善,但建议先做框架确认。**\n\n## 仓库结构\n\n```\ngame-skills/\n├── game-creative-discussion/   ← 游戏创意框架完善工具(三层递进:策略分析→创意发散→功能规划)\n├── game-system-design/         ← 系统策划(6大知识库,只定义决策项)\n├── game-level-design/          ← 关卡策划(节奏/空间/难度)\n├── game-combat-design/         ← 战斗策划(手感/Boss/公式,数值引用数值策划)\n├── game-narrative-design/      ← 剧情策划(四阶段工作流)\n├── game-character-design/      ← 角色与单位设计(五阶段)\n├── game-numerical-design/      ← 数值策划(战斗/经济/成长的数值推导)\n├── game-art-production/        ← 美术生产(提示词/资源规格)\n├── game-qa-testing/            ← QA测试(六维度框架)\n├── game-tech-implementation/   ← 技术实现全链路(规范层+执行层,原 programming+dev-bridge 合并)\n├── game-full-workflow/         ← GDD组装器+一致性校验器(整合各模块,校验前后逻辑)\n├── mcp-server/                 ← MCP Server(通用技能加载器)\n│   ├── src/\n│   │   ├── index.ts            ← MCP 工具定义(list_skills / get_skill / get_reference)\n│   │   └── skill-loader.ts     ← 技能加载、LRU 缓存、frontmatter 解析\n│   ├── scripts/\n│   │   └── sync-skills.sh\n│   ├── package.json\n│   └── tsconfig.json\n└── .github/workflows/\n    └── publish-mcp.yml         ← Push 到 main 自动同步 + 发布到 npm\n```\n\n每个技能目录包含一个自包含的 `SKILL.md`,frontmatter 必须包含 `name` / `description` 两个字段(`description` 采用\"何时使用 + 能力说明 + 边界\"三段式写法,让 LLM 可直接据此选择技能):\n\n```yaml\n---\nname: \"game-combat-design\"\ndescription: \"何时使用:需要设计战斗系统、攻击手感、技能连招、Boss战模式或伤害公式的结构设计时。能力:基于攻击手感参数(前摇/后摇/命中停顿/击退)、Boss战模式和伤害公式标准形式产出可落地的战斗策划案。边界:只定义设计意图,具体数值反推归 game-numerical-design。\"\n---\n```\n\n## 技能列表\n\n| 技能 | 何时使用 |\n|------|---------|\n| game-creative-discussion | 有游戏创意想法需要讨论、打磨,或某个模块设计前需要先完善框架,或需要做玩家分析/动机分析/设备适配等策略规划时 |\n| game-system-design | 需要设计游戏核心系统(背包、技能、经济、任务、社交、抽卡、成就等)的玩法循环和规则时 |\n| game-level-design | 需要设计关卡、地图布局、难度曲线、节奏控制或关卡流程时 |\n| game-combat-design | 需要设计战斗系统、攻击手感、技能连招、Boss战模式或伤害公式的结构设计时 |\n| game-narrative-design | 需要设计游戏剧情、世界观、角色对白、任务文本或故事线结构时 |\n| game-character-design | 需要设计游戏角色、单位、英雄、怪物或NPC的外观、背景、技能和属性设定时 |\n| game-numerical-design | 需要推导战斗数值、设计经济系统、平衡成长曲线或计算资源产出消耗比时 |\n| game-art-production | 需要生成游戏美术资源、设计角色立绘、场景概念图、UI界面、特效或动画方案时 |\n| game-qa-testing | 需要测试用例设计、配置校验、可玩性保障或问题定位时 |\n| game-tech-implementation | 需要将策划案转化为代码、设计配置表结构、定义状态机、确定网络同步策略、选择引擎架构、生成代码或进行代码审查时 |\n| game-full-workflow | 已有各模块策划案内容,需要整合为完整GDD,或需要校验多模块策划案之间的一致性与前后逻辑时 |\n\n> 每个技能的 `SKILL.md` frontmatter `description` 字段包含完整的三段式说明(何时使用 + 能力 + 边界),LLM 通过 `list_skills` 工具获取后可直接据此选择。\n\n### game-creative-discussion:游戏创意框架完善工具\n\n本技能是**事前框架化**的核心,基于**交互设计五要素**(用户/场景/目的/媒介/行为),通过**三层递进**完善一份用户确认的\"游戏创意框架\":\n\n```\n第一层:策略分析(用户 / 目的 / 媒介)\n  ├── 用户:玩家分析(Bartle 分群 / 认知模型 / 心理效应)\n  ├── 目的:玩家动机(内部 / 外部动机 / 引导方向)\n  └── 媒介:游戏设备环境预判(平台 / 输入 / 使用情境)\n        │\n        ▼\n第二层:创意发散(5 维度,接收第一层输入)\n  ├── 游戏类型与核心机制 / 目标受众与平台\n  ├── 视觉风格与情绪体验 / 核心循环与玩法深度\n  └── 风险与可行性\n        │\n        ▼\n第三层:功能规划(行为 / 场景细化 + 互联方向 + 自检)\n  ├── 行为:核心玩法流程 + 模块互联方向表\n  ├── 场景:特定场景下的游戏需求(设计思路三角 + 社交行为矩阵)\n  └── 交互五要素自检\n        │\n        ▼\n  产出:用户确认的\"游戏创意框架\"\n```\n\n**两个核心原则:**\n- **框架先行**——无论用户想法是否明确,建议全流程都走本技能,产出一份用户确认的框架后再进入各模块细化,减少后期返工成本\n- **已有内容不重写**——用户已提供的想法直接采用,本技能只做确认、补全、框架化\n\n**两种使用深度:**\n\n| 用户情况 | 走法 | 深度 |\n|---------|------|------|\n| 想法模糊(仅一句话/关键词) | 从第一层完整走 | 发散讨论(深度引导) |\n| 想法明确(已有部分信息) | 按快速启动模式跳过已有部分 | 确认+补全+框架化(不重写已有想法) |\n\n**任意阶段可介入**——不假设只在项目启动时使用。某个模块设计前的思路梳理、项目中期方向迷茫时的重新对齐都可调用。已有各模块内容时可省略本技能,但建议先做框架确认。\n\n### 技能间协作关系\n\n```\n[建议流程] game-creative-discussion(框架完善) → 产出\"游戏创意框架\"(用户确认)\n        │\n        ▼\n各单模块技能(系统/关卡/战斗/剧情/角色/数值/美术/QA) → 产出各模块策划案\n        │\n        ├── 技术对接 → game-tech-implementation(规范层+执行层)\n        │\n        ▼\ngame-full-workflow(组装器+校验器) → 整合 + 前后逻辑校验 → 完整 GDD\n```\n\n> **任意阶段可介入**:不强制从头到尾走完整流程。可只做单模块发散(直接进入对应技能)、只做整合(已有各模块内容进入 game-full-workflow)、或只做一致性体检(已有完整 GDD 进入 game-full-workflow 跑校验)。\n\n**协作边界:**\n- 系统策划只定义\"经济系统要做哪些决策\",数值推导归 `game-numerical-design`\n- 系统策划只定义\"技能系统的结构与成长\",战斗表现归 `game-combat-design`\n- 战斗策划只定义\"设计意图\"(打几轮/持续多久),数值反推归 `game-numerical-design`\n- 配置表 Schema、状态机、网络同步归 `game-tech-implementation`,不在各策划模块重复\n- `game-full-workflow` 会在组装时对上述边界做一致性校验\n\n**引用语规范(区分三种语义,避免歧义):**\n\n各技能的\"与其他技能的协作\"小节统一使用以下三种措辞,明确区分引用语义:\n\n| 引用类型 | 措辞 | 语义 | 示例 |\n|---------|------|------|------|\n| 协作式 | \"由 `xxx` 产出\" / \"由 `xxx` 基于本模块的 XX 反推产出\" | 目标模块从零工作,不需要前置内容 | 数值参数由 `game-numerical-design` 基于设计意图反推产出 |\n| 查阅式 | \"见 `xxx`\" / \"参见 `xxx`\" | 目标模块需已有内容,本模块直接引用 | 角色清单见 `game-character-design` |\n| 前置依赖 | \"需先完成 `xxx`\" | 明确标注先后顺序,未完成则本模块无法进行 | 需先完成 `game-character-design` 的角色清单 |\n\n**设计意图:** 避免出现\"详见 xxx\"这类歧义措辞——既可理解为\"去查阅已有内容\"(会因目标模块无内容而卡住),也可理解为\"去产出\"(语义不清)。统一规范后,用户和 AI 都能明确知道是去产出、去查阅、还是需要先完成前置。\n\n## MCP 工具\n\n| 工具 | 说明 | 典型调用时机 |\n|------|------|-------------|\n| `list_skills` | **首选入口**:列出所有技能的 name + description(含\"何时使用 + 能力 + 边界\") | 第一次调用,查看所有可用技能并选择 |\n| `get_skill` | 获取指定技能的完整 `SKILL.md` 内容(命中内存缓存时免重复读取) | 从 list_skills 选定后取完整工作流 |\n| `get_reference` | 获取技能的参考资料文件 | 需要详细领域知识时 |\n\n### 推荐使用流程\n\n```\n1. list_skills()                              → 获取所有技能的 name + description\n2. LLM 根据 description 的\"何时使用\"选择最匹配的技能\n3. get_skill(\"game-system-design\")            → 获取完整 SKILL.md\n4. 按 SKILL.md 中的工作流路由表完成策划产出\n5. 如需组装:get_skill(\"game-full-workflow\")  → 获取 GDD 组装器工作流\n```\n\n**设计理念:** 不使用独立的路由工具。每个技能的 `description` 已包含\"何时使用 + 能力说明 + 边界\"三段式说明,LLM 可直接从 `list_skills` 返回结果中做语义匹配选择——这比基于关键词打分的路由器更准确,尤其能处理中文同义词和俚语场景(如\"肉鸽\"匹配 Roguelike)。\n\n## 在各 IDE 中配置\n\n> 通用配置：使用 `npx --yes @chantezy/mcp-game-design@latest` 拉取最新发布版本。`--yes` 跳过交互确认，`@latest` 强制拉最新版（避免本地缓存旧版本）。\n\n### Claude Desktop\n\n配置文件路径：\n- macOS: `~/Library/Application Support/Claude/claude_desktop_config.json`\n- Windows: `%APPDATA%\\Claude\\claude_desktop_config.json`\n\n```json\n{\n  \"mcpServers\": {\n    \"game-design\": {\n      \"command\": \"npx\",\n      \"args\": [\"--yes\", \"@chantezy/mcp-game-design@latest\"]\n    }\n  }\n}\n```\n\n### Cursor\n\n`Settings → Cursor Settings → Features → Model Context Protocol → Add MCP Server`：\n\n```json\n{\n  \"mcpServers\": {\n    \"game-design\": {\n      \"command\": \"npx\",\n      \"args\": [\"--yes\", \"@chantezy/mcp-game-design@latest\"]\n    }\n  }\n}\n```\n\n或编辑 `~/.cursor/mcp.json`（全局）或项目根 `.cursor/mcp.json`。\n\n### Trae / VSCode (MCP 扩展)\n\n```json\n{\n  \"mcpServers\": {\n    \"game-design\": {\n      \"command\": \"npx\",\n      \"args\": [\"--yes\", \"@chantezy/mcp-game-design@latest\"]\n    }\n  }\n}\n```\n\n### 本地调试模式\n\n```json\n{\n  \"mcpServers\": {\n    \"game-design\": {\n      \"command\": \"node\",\n      \"args\": [\"/absolute/path/to/game-skills/mcp-server/dist/index.js\"],\n      \"env\": { \"DEBUG\": \"1\" }\n    }\n  }\n}\n```\n\n启动后 `stderr` 会输出已加载的技能数量和名称，方便排查同步问题。\n\n## 添加新技能\n\n在仓库根目录创建新目录，包含 `SKILL.md` 即可：\n\n```\nnew-skill/\n└── SKILL.md    ← 必须包含 frontmatter(name, description),description 采用\"何时使用 + 能力说明 + 边界\"三段式\n```\n\npush 到 main 后，`sync-skills.sh` 会自动同步到 `mcp-server/skills/` 并打包发布。新技能会自动出现在 `list_skills` 的返回结果中。\n\n## 本地开发\n\n```bash\ncd mcp-server\nbash scripts/sync-skills.sh   # 同步 skills 到 mcp-server/skills/\nnpm install\nnpm run build\nDEBUG=1 node dist/index.js     # 启动并查看加载的技能数量\n```\n\n验证 list_skills 是否工作（另开一个终端调用 MCP）：\n\n```bash\n# 通过 stdio 测试 list_skills\necho '{\"jsonrpc\":\"2.0\",\"id\":1,\"method\":\"tools/call\",\"params\":{\"name\":\"list_skills\",\"arguments\":{}}}' | node dist/index.js\n```\n\n## License\n\nMIT\n","readmeFilename":"README.md"}