游戏设计
游戏策划、资产生成、玩法关卡设计等提示词
642 个提示词
catch them telemetry-wise; soft caps to extend build life; trade/multiplayer impact; and…
Balance audit: identify mathematically dominant paths pre-build; method to
crafting modification budget (how deterministic), build-defining unique items count, and…
Loot (if applicable): affix pools, tier weights, fixed vs random trade-offs,
(decision every {{X}} min early, {{Y}} late), refund cost, and catch-up for respec/new…
Acquisition: XP/resource sources and rate curves, choice frequency target
node either power, utility, or build-enabler), prerequisites, showcase "keystone"…
Structure: total nodes budget, branching topology, dead-node policy (every
vs character power; respec policy; how progression serves NG+ / late game.
Goals: power growth vs expressive choice split; what increases player skill
Designs satisfying progression that offers build expression without false choices or balance traps.
Progression / Skill Tree / Loot Tiers Designer
spreadsheet schema, and 10 specific pro/combat-jank scenarios to check.…
Test plan: training-dummy AI, frame timeline docs in-game optionally, tuning
frames, and a matrix of enemy attacks vs defensive answers; define juggling,…
Defense: block/parry/dodge timing windows, risk/reward (stamina/chip), punish
pre-input, attack direction assist, lock-on rules, camera collision behavior,…
Game feel: input buffering window, coyote-time-equivalents, plinking/
accumulation, stance/posture break, finisher windows, and telegraph timing (wind-up…
Enemy reactions: hit-stop duration by weight class, knockback vectors, stun
terrain/projectile interactions, damage formula (base × motion × falloff),…
Hit model: hurtbox/hitbox pipeline, active frame shape, multiple-hit rules,
60fps | damage/pose/stamina cost | cancel-into options (and earliest cancel frame) |…
Verbs list with frame data table: move | startup/active/recovery frames at
Frame-precise combat spec (action games): timing, hitboxes, cancel rules, and game feel — the details that make combat land.
Combat System Deep Design
map, backtracking, kill-zone usage).…
Whitebox art pass checklist and the metrics to instrument (flow, deaths heat
sequence-break risks; and completion criteria/metrics: intended completion time, deaths…
Rewards & secrets: visibility/attract hierarchy, optional challenge rewards,
supporting the fight | stealth/optional solutions | fail/recovery flow | reward; plus…
Encounter table: location | enemy/composition | available tools | space shape
committing (sightlines, framing of pickups/threats/paths); how the level teaches without…
Player reads: at every approach, what can the player see and learn before
points, verticality, landmarks for navigation, shortcuts/unlocks, secret placement,…
Flow map (text/ASCII): spaces, entrances/exits, one-way vs revisit, choke
arc (safe → wonder → tension → peak → decompression) drawn as a pacing/ intensity graph…
Intent: what new verb/combination/mastery this teaches or tests; emotional
Produces a buildable level flow spec: pacing graph, player reads, encounter spacing — usable before any art exists.
Level Design Plan / Whitebox Spec
no text walls; one concept at a time with immediate practice; failure in onboarding…
Teaching method per mechanic: guided action > contextual prompt > tooltip;
Designs the first-time-user-experience beat-by-beat: teach by doing, hook timing, and drop-off measurement. Critical for F2P retention.
FTUE / Onboarding Flow Designer
per currency (sources/sinks per cohort, velocity, Gini-like wealth spread), alert…
Controls: live-ops levers table (event multipliers, shop rotation), analytics
guaranteed floors; crafting sinks (re-roll, enhancement with risk steps); trading (if…