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游戏设计

游戏策划、资产生成、玩法关卡设计等提示词

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15-20% buffer, and sequence content so a cuttable scope list (must/should/cool) is…

游戏设计文本创作

Capacity reality: account for {{holidays/sick/context-switch/support}}, leave

社区用户27
游戏制作EN-01-Game-Design-Production

due | code due | integration day | QA | buffer; include integration weeks, not just…

游戏设计文本创作

Sprint-by-sprint backlog table: feature | owner | design lock date | asset

社区用户30
游戏制作EN-01-Game-Design-Production

needs rigs, what needs tools); identify the critical path and the top 3 risks with spike…

游戏设计文本创作

Break into epics with dependency graph (what art needs design locks, what code

社区用户27
游戏制作EN-01-Game-Design-Production

(vertical slice / content / polish), and the demo/verification criteria.

游戏设计文本创作

Milestone intent: what fun hypothesis or production risk this milestone kills

社区用户26
游戏制作EN-01-Game-Design-Production

Turns a milestone goal into a dependency-aware plan for art/design/engineering, with vertical-slice logic and risk spikes.

游戏设计文本创作

Production / Sprint Planning for Game Teams

社区用户28
游戏制作EN-01-Game-Design-Production

killed, key item destroyed, quest abandoned mid-stage, co-op state), localization IDs,…

游戏设计文本创作

Data: quest ID, prerequisite flags, fail/recovery states, edge cases (NPC

社区用户29
游戏制作EN-01-Game-Design-Production

later), and a lore payoff; avoid item rewards players outgrow immediately.

游戏设计文本创作

Rewards: exp/items mapped to expected level, world-state change (visible

社区用户27
游戏制作EN-01-Game-Design-Production

where appropriate, and a memorable moment (one image per quest).

游戏设计文本创作

Script: key NPC dialogue in voice (10-20 lines), including a lie/misdirection

社区用户25
游戏制作EN-01-Game-Design-Production

speech/crafting/systemic), failure branches that redirect instead of game-over-reload,…

游戏设计文本创作

Structure: objective beats with at least TWO valid approaches (combat/stealth/

社区用户25
游戏制作EN-01-Game-Design-Production

stranger) and the human/factions motivation; no radiant "go collect" without a twist…

游戏设计文本创作

Hook: how the player naturally encounters it (world event/overheard/board/

社区用户26
游戏制作EN-01-Game-Design-Production

Designs quests with player motivation, fail states, and systemic interactions — avoids FedEx-quest filler.

游戏设计文本创作

Quest/Mission Design Template

社区用户33
游戏制作EN-01-Game-Design-Production

ledger (plant/payoff tracking table) to prevent abandoned threads. Write 3 example…

游戏设计文本创作

Mysteries: what players should/shouldn't learn per release; foreshadowing

社区用户32
游戏制作EN-01-Game-Design-Production

consistency rules; contradictions registry and how additions are approved.

游戏设计文本创作

Art/audio language: motifs per faction, recurring symbols, swear/timeline

社区用户26
游戏制作EN-01-Game-Design-Production

relationships, arc across planned chapters) with hard "would never" lists.

游戏设计文本创作

Canon characters: bible entries (role, want/need, voice sample, secrets,

社区用户29
游戏制作EN-01-Game-Design-Production

structures, languages (font/naming patterns), and everyday life details for…

游戏设计文本创作

Peoples: species/cultures with naming conventions, values, taboos, social

社区用户25
游戏制作EN-01-Game-Design-Production

writers cannot break), history timeline (eras with dates, present-day scars), geography…

游戏设计文本创作

World rules: how reality works (magic/tech source + cost + limits — hard rules

社区用户26
游戏制作EN-01-Game-Design-Production

Builds a consistent lore reference writers/designers/marketing can use; tracks canon and voice.

游戏设计文本创作

Game Story Bible / Lore Bible Writer

社区用户30
游戏制作EN-01-Game-Design-Production

user-research plan with disabled players, telemetry for option adoption, and an audit…

游戏设计文本创作

Process: accessibility statement page, feature matrix at store certification,

社区用户26
游戏制作EN-01-Game-Design-Production

objective reminders, glossary, map breadcrumbs, forgiving save system, tutorial repeat,…

游戏设计文本创作

Cognitive: difficulty separated by mechanic (combat/puzzles/timing),

社区用户29
游戏制作EN-01-Game-Design-Production

one-handed layouts, toggle aim/sprint, QTE alternatives, aim assist tiers, adjustable…

游戏设计文本创作

Motor: full remap incl. bumper-jumper/tap-vs-hold, analog deadzone/curve,

社区用户28
游戏制作EN-01-Game-Design-Production

Comprehensive accessibility pass aligned to industry guidelines; goes beyond sliders into design-level options.

游戏设计文本创作

Accessibility Design Audit (Games)

社区用户30
游戏制作EN-01-Game-Design-Production

disconnect rates target, and rollout/phases (netcode prototype milestone first); list…

游戏设计文本创作

Ops: server fleet sizing by timezones, cost per match, QoS telemetry,

社区用户28
游戏制作EN-01-Game-Design-Production

speed detection signals), report flow, moderation, name/voice safety, and DDoS posture…

游戏设计文本创作

Abuse surface: cheat model (server-authoritative checks list, aim/teleport/

社区用户26
游戏制作EN-01-Game-Design-Production

region/ticket routing, backfill policy, abandon/suspension rules, leavers' match…

游戏设计文本创作

Matchmaking: skill model intent (fast fair fun — pick priority), party size,

社区用户23
游戏制作EN-01-Game-Design-Production