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Agent Skill · 研究检索

build-game(构建游戏)

build-game 用于处理浏览器自动化、网页检查和页面信息提取,适合在 OpenClaw 中需要让 Agent 打开页面、读取网页或验证前端流程时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

build-game 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为操作浏览器;许可证为 MIT-0,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 6,979。

总安装 20,345周安装 865GitHub Stars 2下载 7,128核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.2.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:build-game(构建游戏)
来源仓库:https://github.com/kewang0622/build-game
安装命令:
openclaw skills install build-game
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install build-game

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

从自然语言描述生成 3D 浏览器游戏原型。支持 FPS、RPG、赛车等多种游戏类型。可自定义美术风格和交互逻辑。build-game 属于研究检索类 Skill,可作为该场景下的辅助能力补充。依赖 Three.js 或其他 WebGL 渲染引擎。性能表现受浏览器和设备限制。

适用宿主包括 OpenClaw,接入前应确认版本、权限和运行环境要求。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install build-game;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要操作浏览器,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

build-game 怎么安装?

在终端执行 openclaw skills install build-game。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

build-game 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

build-game 需要什么权限?

权限级别是操作浏览器。该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

build-game 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

build-game 用的人多吗?

公开数据是累计安装 20,345 次,近一周安装 865 次,下载 7,128 次,GitHub 2 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

build-game 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
build-game

构建游戏 · 本页

20,3452操作浏览器MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
build-game
description
Generate and iteratively develop polished 3D browser games from natural language. Supports any genre (FPS, RPG, racing, platformer, tower defense, etc.), custom characters/enemies/settings, reference images, and ongoing iteration. Outputs a single playable HTML file using Three.js with advanced graphics (SSAO, bloom, PBR materials, procedural textures, shader-based particles).
argument-hint
[game description or modification, e.g. "a Pokemon game where you catch dragons"]
allowed-tools
Bash(*), Write, Read, Edit, Glob, Grep
metadata
{"clawdbot":{"emoji":"🎮","requires":{"bins":["python3"]}}}

3D Game Builder

You are a game architect. You design, generate, and iteratively develop polished 3D browser games using Three.js. You handle everything from simple shooters to complex RPGs, and you support ongoing iteration — users can keep requesting changes, new features, characters, and mechanics.

Phase 0: Detect Mode — New Game or Iteration?

Before anything else, determine the mode:

Check for existing game:

ls /tmp/game-build/index.html 2>/dev/null && echo "EXISTS" || echo "NEW"
cat /tmp/game-build/progress.md 2>/dev/null

If EXISTS — decide: is this a NEW game or an ITERATION?

Read progress.md to understand what game currently exists. Then classify $ARGUMENTS:

  • ITERATION — if the request clearly modifies/extends the existing game. Examples:

- "make it brighter", "add a boss", "change the character to a cat" - "add multiplayer", "fix the jumping", "more enemies" - Short tweaks, feature additions, bug fixes, visual changes - Any request that references things already in the game → Read the existing index.html and proceed to Phase 2B (Iteration Design).

  • NEW GAME — if the request describes a fundamentally different game. Examples:

- "a racing game with spaceships" (current game is an FPS) - "a Pokemon-style RPG" (completely different genre/mechanics) - "a tower defense game" (unrelated to existing game) - Any request that specifies a full game concept unrelated to what exists → Delete old files, proceed to Phase 1 as a fresh build.

When in doubt: if the request could plausibly be an iteration on the existing game, treat it as an iteration. Only start fresh when the request is clearly a different game.

IMPORTANT: After ANY edit to the game (whether through the skill or through direct user requests), always update progress.md with an entry in the Iteration History section. This keeps the state accurate for future invocations.

Phase 1: Analyze the Request

Parse $ARGUMENTS as the game description. This can be anything from simple ("a shooter game") to very specific ("a Pokemon-style game where I play as a raccoon mage catching elemental spirits on a snow mountain, with a turn-based battle system, evolving creatures, and an inventory").

1A: Identify Core Elements

  1. Genre: FPS, third-person, racing, RPG, Pokemon-like, top-down, tower defense, platformer, puzzle, adventure, survival, fighting, rhythm, etc.
  2. Player character: What/who is the player? (human, raccoon, spaceship, wizard, etc.) — note any specific details
  3. Enemies/NPCs: What entities exist? Their appearance, behavior, and role
  4. Setting/environment: Where does it take place? (forest, snow mountain, space, city, dungeon, etc.)
  5. Core mechanics: What does the player DO? (shoot, catch, build, race, solve, explore, trade, battle)
  6. Progression: How does the player advance? (waves, levels, story, evolution, upgrades, collection)
  7. Win/lose: How does the game end?

1B: Check for Reference Assets

If the user mentions photos, images, or reference files:

  • Read/view any provided image files to understand the visual style they want
  • Extract key visual elements: colors, proportions, distinctive features, style/mood
  • Use these as guidance for procedural asset generation (translate visual references into Three.js primitive recipes)
  • If the user provides actual texture images, embed them as base64 data URIs in the HTML

Reference image workflow:

User provides image → Read the image → Extract: dominant colors, shapes, proportions, style →
Generate procedural Three.js model that captures the essence → Document the mapping in progress.md

1C: Camera & Controls Decision Framework

GenreCameraControlsImport
FPS / shooterPerspectiveCamera + PointerLockControlsWASD + mouse look + click shootPointerLockControls
Third-person action/adventurePerspectiveCamera + orbit cam (mouse drag)WASD (camera-relative!) + mouse orbit + click action—
RPG / Pokemon (overworld)PerspectiveCamera + top-down followWASD (camera-relative!) + E to interact—
Maze / puzzle (3D)PerspectiveCamera + isometric follow OR orbitWASD (camera-relative!)—
RPG / Pokemon (battle)PerspectiveCamera + fixed anglesClick/keyboard menu selection—
RacingPerspectiveCamera + chase camWASD or arrows—
Top-down / RTS / Tower defenseOrthographicCameraClick-to-move, click-to-place—
PlatformerPerspectiveCamera + side-followArrows + space—
Puzzle (2D-ish)PerspectiveCamera or Ortho + orbitClick/dragOrbitControls
Survival / open-worldPerspectiveCamera + orbit cam (mouse drag)WASD (camera-relative!) + mouse + E interact—
FightingPerspectiveCamera + side-view fixedArrows + action keys—

CRITICAL camera rule: For ALL third-person games, WASD MUST move the player relative to the CAMERA direction, NOT world axes. When the camera faces east, pressing W should move the player east. See engine-patterns.md Third-Person Pattern for the correct implementation. Using world-axis movement feels broken and disorienting.

Phase 2A: Design — New Game

Think through ALL of these before writing code:

  • Game loop: What updates each frame? (physics, AI, spawning, collision, scoring, dialogue, menus)
  • Player character: Visual design (describe the procedural model), abilities, stats, inventory
  • Entity roster: For each entity type: appearance, AI behavior (FSM states), stats, drops/rewards
  • World design: Map layout, regions/zones, decorations, boundaries, interactive objects
  • Game systems needed (check reference/game-systems.md):

- Combat (real-time or turn-based?) - Inventory/items - Dialogue/NPC interaction - Creature capture/collection - Leveling/XP/evolution - Crafting - Quest/mission tracking - Save/load (localStorage) - Day/night cycle - Weather

  • HUD/UI: What info does the player need? Menus, inventories, battle screens
  • Progression arc: Beginning → middle → end. What keeps the player engaged?

Phase 2B: Design — Iteration on Existing Game

When modifying an existing game:

  1. Read the existing code thoroughly — understand all systems in place
  2. Read progress.md — understand what's been built and what's planned
  3. Identify what changes — categorize the request:

- Add entity: New character/enemy/NPC type → add to asset factories + entity system - Change character: Modify appearance/abilities → update asset factory + player/entity code - Change setting: New environment/theme → update environment section + colors/fog/lighting - Add mechanic: New game system (inventory, catching, trading) → add new system section - Add feature: New weapon, ability, item, quest → extend existing systems - Tweak balance: Change speeds, damage, health, spawn rates → modify CONSTANTS - Visual change: Different art style, colors, effects → update materials + postprocessing - Bug fix: Something isn't working → find and fix in existing code

  1. Use the Edit tool to make surgical changes when possible. Only rewrite the full file if >40% of code changes.
  2. Preserve everything that works — don't break existing features while adding new ones.

Phase 3: Generate the Code

For New Games

Create the working directory and generate a single index.html:

mkdir -p /tmp/game-build

For Iterations

Edit the existing /tmp/game-build/index.html using the Edit tool for targeted changes.

Mandatory HTML Structure

<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8">
    <title>[Game Title]</title>
    <style>
        * { margin: 0; padding: 0; box-sizing: border-box; }
        body { overflow: hidden; background: #000; font-family: 'Segoe UI', Arial, sans-serif; }
        canvas { display: block; }
        #hud { position: fixed; top: 0; left: 0; width: 100%; height: 100%; pointer-events: none; z-index: 10; }
    </style>
    <script type="importmap">
    {
        "imports": {
            "three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
            "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
        }
    }
    </script>
</head>
<body>
    <div id="hud"><!-- HUD overlay elements --></div>
    <script type="module">
    // ALL GAME CODE HERE — follow the structure below
    </script>
</body>
</html>

Code Structure (follow this order — extend sections as needed for complex games)

1.  IMPORTS — THREE, controls, postprocessing
2.  CONSTANTS — All tunable values: colors, speeds, sizes, counts, timings, creature stats, item definitions
3.  DATA DEFINITIONS — Creature databases, item catalogs, dialogue trees, quest definitions, level maps
4.  GAME STATE — Score, health, wave, mode, timers, inventory, party, quests, flags
5.  SAVE/LOAD SYSTEM — localStorage-based persistence (if game needs it)
6.  SCENE SETUP — Renderer, camera, scene, lights, fog
7.  POST-PROCESSING — EffectComposer with RenderPass + bloom + FXAA
8.  ASSET FACTORIES — Procedural geometry functions for ALL entities (characters, creatures, items, buildings)
9.  ENVIRONMENT — Ground, decorations, boundaries, interactive objects, region/zone setup
10. PLAYER SYSTEM — Controls, movement, actions, abilities, animation, equipment display
11. ENTITY SYSTEM — Enemies/NPCs/creatures with FSM AI, spawn system, wave/encounter manager
12. COMBAT SYSTEM — Real-time OR turn-based battle logic, damage calc, abilities, type effectiveness
13. COLLECTION/CAPTURE SYSTEM — If applicable: catching mechanics, storage, evolution
14. INVENTORY/ITEM SYSTEM — If applicable: items, equipment, consumables, crafting
15. DIALOGUE/INTERACTION SYSTEM — If applicable: NPC dialogue, choices, shops, quest givers
16. QUEST/MISSION SYSTEM — If applicable: objectives, tracking, rewards
17. PROJECTILE SYSTEM — Object-pooled bullets/projectiles, trail effects
18. COLLISION/PHYSICS — Raycaster, Box3, distance checks, trigger zones
19. PARTICLE SYSTEM — Buffer-based particles for hits, explosions, magic effects, weather
20. HUD UPDATE — DOM overlay: health, score, minimap, inventory panel, battle menu, dialogue box
21. AUDIO SYSTEM — Web Audio API procedural sounds with reverb
22. SCREEN EFFECTS — Damage vignette, screen shake, transitions, weather overlays
23. TITLE/MENU SCREEN — Title, "Click to Play", controls, options
24. GAME OVER / WIN SCREEN — Final stats, "Click to Restart"
25. MAIN LOOP — requestAnimationFrame, Clock delta, update all active systems, composer.render()
26. EVENT LISTENERS — resize, pointer lock, keyboard, mouse, touch
27. DEBUG HOOKS — window.render_game_to_text() and window.advanceTime(ms)

Not every game needs every section. Include only what the design requires. Simple shooters skip 3-5, 12-16. Complex RPGs use most sections.

Reference Files

Read these for detailed implementation patterns:

  • ${SKILL_DIR}/reference/engine-patterns.md — Camera, controls, physics per genre, particles, pooling, instancing
  • ${SKILL_DIR}/reference/procedural-assets.md — Character/vehicle/environment/creature recipes, color palettes, reference-image-to-model guidance
  • ${SKILL_DIR}/reference/audio-patterns.md — Web Audio API sound recipes
  • ${SKILL_DIR}/reference/game-systems.md — Complex game systems: RPG/Pokemon battle, inventory, dialogue, creature capture, evolution, quests, save/load, weather, day/night
  • ${SKILL_DIR}/reference/graphics-quality.md — READ THIS FOR EVERY GAME — Advanced 3D graphics: sky dome shaders, water shaders, terrain generation, environment maps, SSAO, color grading, god rays, toon shading, trails, advanced particles, procedural textures/normal maps, grass instancing, PBR material presets, time-of-day lighting
  • ${SKILL_DIR}/reference/gui-patterns.md — Premium HUD/UI: glassmorphism panels, animated health bars, kill feeds, crosshairs, toasts, dialogue boxes, battle UI CSS

Where ${SKILL_DIR} is the directory containing this SKILL.md file.

Phase 4: Quality Requirements

Always maximize visual and gameplay quality. The game should look and feel like a polished indie title, not a tech demo. Spend extra tokens on graphics. Read reference/graphics-quality.md for every game.

CRITICAL: Avoid Dark / Invisible Scenes

The #1 most common issue is choosing colors so dark that the scene becomes unreadable. Follow these rules:

Never use near-black colors for large surfaces:

  • Floor/ground color: use mid-tones minimum (e.g. 0x4a6a4a for grass, 0x666688 for stone, 0x887766 for dirt). NEVER 0x0a0a0a–0x1a1a1a.
  • Wall colors: minimum 0x334455 range. Walls must be clearly visible against the background.
  • Fog color: use a mid-tone that matches the scene mood (outdoor: 0x88aacc, cave: 0x334455, night: 0x223344). NEVER 0x000000–0x111111.
  • scene.background: NEVER near-black unless outer space. Use the sky dome shader or a color that matches fog.
  • Material colors: every object the player needs to see must have a color with at least one RGB channel >= 0x44. A 0x0a0a15 floor is invisible.

Color palette test — before finalizing, check:

  • Can the player clearly see the ground/floor from every angle?
  • Can the player see walls, obstacles, and boundaries?
  • Is the player character clearly visible against the background?
  • Can the player distinguish different objects from each other?
  • If ANY answer is no: lighten those surface colors. Don't rely on lighting alone — dark base colors + any lighting = still dark.

Indoor / night scenes: Use medium-dark colors (NOT near-black) + strong accent lighting. A dark server room should have 0x2a2a40 walls, not 0x0a0a0a. A cave should have 0x445544 rock, not 0x111111. Compensate mood with post-processing (vignette, color grading) rather than making base colors invisible.

Visual Quality (mandatory — ALL of these)

Rendering pipeline:

  • PCFSoftShadowMap with 4096x4096 shadow maps, shadow.normalBias = 0.02 to eliminate shadow acne
  • ACESFilmicToneMapping with toneMappingExposure tuned per scene (1.0–1.4, default 1.2, NEVER below 1.0)
  • outputColorSpace = THREE.SRGBColorSpace
  • setPixelRatio(Math.min(devicePixelRatio, 2))

Post-processing stack (use ALL of these, see graphics-quality.md for code):

  • RenderPass → SSAO (SSAOPass for ambient occlusion depth) → Bloom (UnrealBloomPass, subtle 0.25–0.5 strength) → Color grading (custom ShaderPass: contrast, saturation, vignette) → FXAA (final pass)
  • Choose post-processing preset based on genre: Cinematic, Stylized, Dark, or Bright Outdoors (see graphics-quality.md)
  • Vignette intensity MUST be <= 0.3 — stronger vignette darkens edges too much

Lighting rig (minimum 4 lights):

  • Key light: DirectionalLight (warm, intensity 2.0–3.0, casts shadow)
  • Fill light: DirectionalLight (cool-toned, opposite side, 0.5–1.0 intensity, no shadow)
  • Hemisphere light: sky color + ground color, intensity 0.4–0.6
  • Ambient light: intensity 0.5–0.8 — this is the safety net that prevents dark scenes
  • Rim/accent light: highlights character edges, adds depth
  • Optional: point lights for fire/magic, spot lights for dramatic focus
  • For indoor scenes: add at least 4 PointLights spread across the space, intensity 1.0+, range covering the full room

Sky (NEVER use flat background color):

  • Use a gradient sky dome shader (see graphics-quality.md createSkyDome) with sun disc + halo glow
  • Match fog color to horizon color of sky dome
  • For night scenes: use dark blue (NOT black) sky + star field + moon, and boost ambient light to compensate

Materials — use MeshPhysicalMaterial for key objects:

  • Ice/glass/water: transmission, thickness, ior for realistic transparency
  • Metal: metalness: 1.0, low roughness, envMapIntensity > 1
  • Emissive: lava, neon, magic — use emissiveIntensity: 2.0+ (these glow with bloom)
  • Skin/organic: tuned roughness: 0.6–0.7, warm color
  • Use appropriate roughness for each material type (snow=0.8, plastic=0.3, chrome=0.05)
  • NEVER use default MeshBasicMaterial for visible game objects

Environment map (reflections):

  • Generate a procedural environment map using PMREMGenerator from a sky scene
  • Apply as scene.environment so ALL PBR materials get reflections automatically
  • This single step dramatically improves visual quality of every metallic/glossy surface

Procedural textures:

  • Use canvas-based noise textures for ground variation (see createNoiseTexture in graphics-quality.md)
  • Generate normal maps from noise for surface detail without extra geometry
  • Use vertex colors on terrain for height-based coloring (grass→rock→snow)

Environment detail:

  • Terrain: Use subdivided PlaneGeometry with noise-based height displacement and vertex colors
  • Grass: Instanced bent blade billboards with color variation (5000+ blades for fields)
  • Water: Custom vertex shader with multi-octave wave animation + foam at peaks
  • Trees/rocks: Use InstancedMesh with scale/rotation variation, 3+ types per biome
  • Ground scatter: Small detail objects (flowers, pebbles, mushrooms) via instancing

Particles — use shader-based particles (see graphics-quality.md):

  • Custom vertex/fragment shaders for size attenuation, fade-out, color interpolation
  • Additive blending for fire/magic/sparks, normal blending for smoke/dust
  • Trail ribbons for projectiles and speed effects
  • At minimum: hit particles, environmental particles (dust/snow/leaves), and effect particles

Gameplay Quality (mandatory)

  • Juice: Screen shake, recoil, view bob, hit flash, particles — make interactions feel impactful
  • Smooth movement: Velocity + friction + acceleration, lerp/slerp transitions
  • Sound: Procedural audio for all key interactions
  • Responsive UI: Menu transitions, hover states, selection indicators

Asset Quality (mandatory)

  • Characters: 15-30+ primitives per character. Make them recognizable and expressive.
  • Creatures/enemies: Each visually distinct. If user described specific animals/creatures, capture their key features (stripes for tigers, masks for raccoons, etc.)
  • Environment: Rich decoration, varied scale, cohesive palette per biome. Use vertex colors and procedural textures, not flat uniform colors.

Code Quality

  • Performance: InstancedMesh for repeated objects, object pooling, minimize per-frame allocations
  • All magic numbers in CONSTANTS object at top
  • Modular sections with clear comments — enables iteration via Edit tool

Game Flow (mandatory)

  1. Title screen: Game name, animated 3D background, "Click to Play", controls list
  2. Gameplay: Full game with HUD (may include multiple modes: overworld, battle, menu)
  3. Game over / win screen: Final score/stats, "Click to Restart"

Phase 5: Serve and Deliver

Local server

bash "${CLAUDE_SKILL_DIR}/scripts/serve.sh" /tmp/game-build

Publish to the web (here.now)

After serving locally, also publish the game to a shareable live URL using here.now (24-hour anonymous link):

bash /home/ke/.agents/skills/here-now/scripts/publish.sh /tmp/game-build

This uploads the game and returns a live URL like https://bright-canvas-a7k2.here.now/. The link lasts 24 hours (anonymous) or permanently (with HERENOW_API_KEY).

If the publish script is not found, fall back to just the local server.

Tell the user:

  1. The local URL (localhost)
  2. The shareable live URL (here.now) — mention it expires in 24 hours
  3. Full controls mapping
  4. Game objective and mechanics summary
  5. What can be iterated on (suggest possible additions/changes)

Phase 6: Update Progress Tracking

After every generation or iteration, update /tmp/game-build/progress.md:

# [Game Title]

## Original Request
[First user prompt]

## Current State
[What's built and working]

## Iteration History
- [date/order]: [what was changed]

## Entity Roster
- Player: [description]
- Enemies: [list with descriptions]
- NPCs: [list]
- Creatures: [list if applicable]

## Systems Active
- [x] Movement/controls
- [x] Combat (type: realtime/turnbased)
- [ ] Inventory
- [ ] Dialogue
- etc.

## Known Issues
- [any bugs or rough edges]

## Suggested Next Steps
- [ideas for what to add next]

Phase 7: Self-Review Checklist

Before delivering, verify:

  • [ ] VISIBILITY: No near-black colors on floors, walls, fog, or background. Every surface the player interacts with must be clearly visible. Use mid-tone base colors, not dark ones.
  • [ ] CAMERA: For third-person games, WASD moves relative to camera direction (not world axes). Mouse drag orbits camera.
  • [ ] All scene.add() calls present for created objects
  • [ ] .castShadow = true on visible objects
  • [ ] Camera/raycaster configured for the game type
  • [ ] Audio context resumed on user interaction
  • [ ] composer.render() used (not renderer.render())
  • [ ] Event listeners clean up on restart
  • [ ] HUD elements update correctly
  • [ ] All entities described by user are actually in the game
  • [ ] Game is playable and has clear objective
  • [ ] No console errors on load

Important Notes

  • Single HTML file — all code inline, no external files except CDN imports
  • Procedural assets preferred — everything from Three.js primitives
  • User-provided images: If the user gives image files, view them and either:

- Use as visual reference to build better procedural models (preferred) - Embed as base64 data URI textures (for specific textures/sprites the user wants)

  • Three.js v0.160.0 — use this exact version
  • Iteration-friendly code — clear section comments, CONSTANTS at top, modular structure so Edit tool can target specific sections
  • No hardcoded limits on complexity — if the user wants a full Pokemon game, build it. Multi-thousand-line games are fine.

Handling Complex Requests — Examples

"Make the main character a raccoon and enemies are tigers on a snow mountain"

→ Change player asset factory to raccoon model, create tiger enemy factory, swap environment to snow biome (white ground, pine trees with snow caps, snow particles, blue-white fog, ice rocks)

"Add a Pokemon-style catching system"

→ Add creature database, capture mechanic (weaken + throw), creature storage, party system, turn-based battles with type effectiveness. See reference/game-systems.md.

"I want to use this image as the character" [+ image file]

→ View image, extract visual features (colors, proportions, distinctive elements), build procedural Three.js model matching those features. Note: explain to user that the model will be a low-poly interpretation.

"Add an inventory and crafting system"

→ Add item database, inventory state, pickup/drop mechanics, crafting recipes, inventory UI panel.

"Make it multiplayer"

→ Not supported in single-file mode. Explain limitation, suggest alternatives (hot-seat, AI opponents, leaderboard via localStorage).

平台分布

OpenClaw

79.07%
按下载量换算5,636

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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