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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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input-to-display latency budget ms, acceptable packet loss, and tick rate; genre fit:…

游戏设计文本创作

Experience targets: what is authoritative (movement/combat/progression),

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

Design decisions before netcode code: model (P2P/dedicated), tickrate, rollback, RRO, and anti-cheat surface. Pairs with technical prompt in Volume 2.

游戏设计文本创作

Multiplayer / Matchmaking & Netcode Design

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

reminders, refund rate and chargeback monitoring, A/B ethics review, and live levers;…

游戏设计文本创作

Guardrails: pay-to-win audit grid (spend advantage tests), spending caps/

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

spending limits, minor-account blocks, regulatory checklist by country.

游戏设计文本创作

Gacha/loot (if any): odds disclosure, pity floor, duplicate currency,

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

for {{daily minutes}}, catch-up for late buyers, no-FOMO rerun policy for missed items,…

游戏设计文本创作

Battle pass (if any): free/premium tracks, XP pacing so completion is realistic

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

cosmetic category over time, starter pack/discount psychology without dark patterns, no…

游戏设计文本创作

Store/currencies: hard vs soft currency separation, earn paths for every

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

progression | content | social) marked acceptable/risky/unacceptable for our genre;…

游戏设计文本创作

Strategy: value-exchange inventory table (cosmetics | convenience |

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

Designs monetization that respects players while hitting revenue targets — with hard pay-to-win audit.

游戏设计文本创作

Monetization Design (Ethical F2P / Battle Pass / IAP)

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

test script (10 tasks, success criteria), localization text expansion space (+30%), and…

游戏设计文本创作

Prototyping: wireframe descriptions for the 5 most-used screens, usability

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

subtitle, colorblind palettes, remap, difficulty, autosave indicators), purchase…

游戏设计文本创作

Flows: join/invite/party, settings (complete settings tree incl. audio mixers,

社区用户36
游戏制作EN-01-Game-Design-Production

memory consistency (same button does same thing), grid/list defaults, sort/…

游戏设计文本创作

Menus: information architecture of all screens, max depth target, muscle-

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

Switch/mobile; legibility at TV distance (min sizes/contrast), reticle/ interaction…

游戏设计文本创作

HUD layout: annotated safe-zone diagram per aspect ratio incl. 21:9 and

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

inventory/map), ranked by glance frequency; decide diegetic vs spatial vs screen-space…

游戏设计文本创作

Information hierarchy: what the player must know per state (exploration/combat/

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

Designs readable, diegetic-aware HUD and menu UX with console/mobile constraints.

游戏设计文本创作

Game UI/UX & HUD Design Brief

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

quit rate at door, and clear-time percentiles; plus a QA scenario checklist.…

游戏设计文本创作

Telemetry to verify: attempts distribution, death-cause codes per attack,

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

destruction, finisher moment; then post-fight reward and narrative beat.

游戏设计文本创作

Juice/spectacle: phase-transition presentation, music layers, arena

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

timing, puzzle slowdown) maintaining the same choreography so content isn't removed;…

游戏设计文本创作

Accessibility tiers: default / assist (damage taken, timing widows, parry

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

+ audio + optional weak indicators), no off-camera attacks (camera logic), recovery that…

游戏设计文本创作

Fairness: every attack readable via consistent multi-channel tells (animation

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

in a table (telegraph wind-up frames | attack | tracking | damage | safe punish window),…

游戏设计文本创作

Phase/state spec: phases with health %, arena changes, move list per phase

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

(which player verbs the dungeon taught), and the emotional signature.

游戏设计文本创作

Concept pillars: the single identity idea, the skill this boss EXAMINES

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

Designs a boss as a taught exam of player skills: phases, tells, and fair challenge — with accessibility tiers.

游戏设计文本创作

Enemy / Boss Design Spec

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

for translations, and a writer/tooling handoff format.…

游戏设计文本创作

Localization notes: line-length budget, string IDs, gender-neutral structure

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

low-intel states, romance/reputation gates, failure states (intimidation rolls) creating…

游戏设计文本创作

Edge cases: killing/incapacitating an NPC before scene, repeat visits,

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

Produces branching narrative structure that stays writable: conversation states, flags, and branching shape (not exponential bloat).

游戏设计文本创作

Narrative Design / Branching Dialogue Structuring

社区用户34
游戏制作EN-01-Game-Design-Production