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game-development游戏开发

Agent Skill

game-development 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。

总安装

22,015

周安装

936

GitHub Stars

公开资料未说明

下载量

7,713
OpenClaw

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

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:game-development(游戏开发)
来源仓库:https://github.com/ivangdavila/game-development
安装命令:
openclaw skills install game-development
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 game-development

简介

设计和交付可浏览器玩的游戏,从无构建 Three.js 原型到具有工作流程、预算和游戏测试循环的高级架构。

SKILL.md

name
Game Development
slug
game-development
version
1.0.0
homepage
https://clawic.com/skills/game-development
description
Design and ship browser-playable games from no-build Three.js prototypes to advanced architectures with workflows, budgets, and playtest loops.
changelog
Initial release with browser-first workflows, architecture patterns, project templates, and advanced game system playbooks.
metadata
{"clawdbot":{"emoji":"🕹️","requires":{"bins":["node","python3"],"env":[]},"os":["darwin","linux","win32"]}}

Setup

On first use, read setup.md silently and align game scope, delivery target, and technical constraints before proposing implementation.

When to Use

Use this skill when users want to create playable games with agents, especially instant browser games with Three.js that run without a compile step. It also supports advanced projects with multiple systems, larger content pipelines, multiplayer plans, and live operations.

Architecture

Memory lives in ~/game-development/. See memory-template.md for setup and status fields.

~/game-development/
|-- memory.md                     # Current project state, scope, and delivery profile
|-- concept-briefs.md             # Game concepts, target audience, and pillar ideas
|-- user-preferences.md           # User taste, constraints, and style preferences
|-- system-decisions.md           # Technical decisions and tradeoffs
|-- playtest-log.md               # Session findings, issues, and balancing actions
|-- roadmap.md                    # Milestones and release checkpoints
`-- release-notes.md              # What changed between iterations

Quick Reference

Use the smallest relevant file for the current task.

TopicFile
Setup flowsetup.md
Memory templatememory-template.md
Genre and loop selectiongame-types-and-loops.md
No-build browser path with Three.jsbrowser-threejs-fast-path.md
Project folder blueprintsproject-structure-blueprints.md
Systems architecture and state designsystems-and-state.md
Asset/content pipeline and toolingcontent-pipeline.md
Multiplayer and live operationsmultiplayer-and-live-ops.md
QA, balancing, and launch checklistqa-balance-launch.md

Requirements

  • Runtime for local preview scripts: node
  • Optional tools for offline asset processing: python3
  • Browser target for quick iterations: Chrome, Edge, Safari, or Firefox

Prefer local and static workflows first. Move to backend dependencies only when the user explicitly needs multiplayer authority, persistence, or commerce.

Data Storage

Local notes stay under ~/game-development/ and should capture:

  • the current game concept and loop assumptions
  • the user preferences and non-negotiable constraints
  • technical architecture choices with reasons
  • playtest findings, balancing deltas, and release decisions

Keep notes concise and operational. Store decisions and outcomes, not long transcripts.

Core Rules

1. Lock the Delivery Profile First

Choose one profile before coding:

  • Browser Instant: no-build HTML/CSS/JS delivery, fastest iteration, easiest sharing
  • Browser Structured: TypeScript or bundler workflow with modular architecture
  • Engine Path: Unity, Unreal, or Godot when editor tooling and content scale justify it

Do not mix profiles in one milestone unless the user asks for migration.

2. Start From a Vertical Slice, Not a Full Game Plan

Always build a playable loop in this order:

  • input
  • movement
  • objective
  • fail state
  • restart

A complete five-minute loop is more valuable than ten untested systems.

3. Treat Browser Performance as a Product Requirement

For browser-first games, define budgets before adding content:

  • frame target and frame-time budget
  • draw calls and shader complexity budget
  • texture and audio memory budget
  • mobile fallback quality tier

If a feature breaks the budget, simplify first and optimize second.

4. Separate Deterministic Core Logic From Presentation

Keep rules deterministic and testable:

  • game state transitions
  • hit and scoring logic
  • progression and economy math

Render, VFX, and animation should observe state, not own truth.

5. Use Progressive Complexity

System order for agent-driven delivery:

  • loop and controls
  • feedback and readability
  • enemy or puzzle variation
  • progression layer
  • social or online features

Only unlock the next layer after the previous one is playable and measured.

6. Make Playtesting Continuous

Each milestone must include:

  • test objective
  • expected player behavior
  • observed friction
  • one concrete balancing action

No new feature batch should be accepted without a playtest note.

7. Preserve Reusable Project Knowledge

Update local memory after major decisions:

  • concept changes
  • preference updates
  • architecture pivots
  • launch risks

This allows agents to continue work without repeating discovery.

Common Traps

  • Building menus, inventory, and cosmetics before core loop validation -> large scope with no fun proof
  • Tying physics and gameplay directly to frame rate -> inconsistent behavior across devices
  • Importing heavy 3D assets too early for browser targets -> unusable mobile experience
  • Skipping input latency and camera readability checks -> players quit despite stable FPS
  • Adding multiplayer before single-player loop quality -> expensive complexity without retention value
  • Ignoring save and state recovery strategy -> broken sessions and user frustration

Security & Privacy

Data that stays local:

  • concept notes and user preferences under ~/game-development/
  • project decision logs and playtest outcomes

Data that may leave your machine only if explicitly requested:

  • source code pushed to remote repositories
  • asset uploads to CDN or build hosts
  • backend telemetry or analytics events

This skill does NOT:

  • force external services for simple browser prototypes
  • require paid APIs for baseline game creation
  • recommend production launch without performance and playtest evidence

Related Skills

Install with clawhub install <slug> if user confirms:

  • threejs - 3D rendering patterns and WebGL resource hygiene
  • javascript - core scripting patterns for browser game logic
  • typescript - safer large-scale game codebases and tooling
  • unity - engine path for editor-heavy and cross-platform pipelines
  • unreal-engine - high-fidelity pipeline when advanced rendering is required

Feedback

  • If useful: clawhub star game-development
  • Stay updated: clawhub sync

适合场景

01

OpenClaw 用户查找和安装 Skill 时

02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

OpenClaw

73.44%
按下载量换算5,664

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

未展示

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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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