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
formulas (with rationale: exponential base, logarithmic catch-up), given as table values…
Progression curves: XP-to-next-level, cost/income, and power curves as
day/week; sink coverage target (% of income drained); starter boost and catch-up…
Source/sink model: expected income per player type (casual/active/whale) per
with costs | soft/hard cap | rarity logic | exploit risk.
Inventory table: currency/resource | source(s) with rate formula | sink(s)
Builds tunable, auditable economies: sinks/sources, curves, and spreadsheet-ready formulas with inflation controls.
Game Balance / Economy Designer
effect + cost to prototype). Suggest a one-week paper/gray-box test plan with hypotheses…
Churn points predicted in first week, and 3 concrete changes (each: expected
in the same system; what breaks at high playtime (optimization collapse, dominant…
Depth ladder: how a new, skilled, and expert player express mastery differently
meta per week) mapped against target session length; identify dry spells; define when…
Reward pacing: cadence model (micro rewards per X seconds, minor per session,
motivating or frustrating? What decisions matter (skill/expression/optimization)?
Tension model: what creates risk/failure cost? Is failure legible and
→ expanded action; identify broken links (rewards not reinvested, actions not deepening)…
Map the loop formally: action → challenge → feedback → reward → reinvestment
Stress-tests whether a proposed loop actually compels — identifies missing verbs, reward pacing, and where players will churn.
Core Gameplay Loop Analyst
history table (version/date/change). Include simple wireframe descriptions.…
Analytics events + success metrics, out-of-scope list, open questions, and a
localizations concerns, and color-blind-safe feedback (never color-only).
Accessibility: alternatives (remapping, reduced effects, timing assists),
full, save/load mid-state, simultaneous inputs, speedrun abuse, economy exploits.
Edge cases & failure states: disconnect, pause, death mid-action, inventory
with naming tables and example rows; how designers author it (spreadsheet? editor? data…
Content: how much content the system needs at launch (items/enemies/levels)
outputs (animation, VFX, SFX, HUD, haptics) at each event with feedback timing.
Inputs/Outputs: player inputs (per platform/controller mapping), feedback
constants, and tuning ranges; state machine/state transitions for the system (states,…
Rules: complete mechanic rules as numbered statements with all formulas,
Generates structured, production-usable GDD sections (mechanics specs) instead of a vague narrative bible. One section at a time keeps it actionable.
Game Design Document (GDD) Section Writer
Creates the classic publisher/team one-pager from a rough idea — forces genre, pillars, hook, and market positioning decisions before detailed design.
Game Concept / One-Pager Generator
用LLM玩家智能体与强化学习/行为克隆智能体大规模无头试玩AI生成内容,自动发现卡死、失衡、误导与安全缺陷,并量化"好玩度"。作为生成内容的发布前质量闸门。
生成内容自动化试玩评测场
实时推断玩家技能与情绪状态,动态调节难度、节奏与生成式遭遇的多目标个性化系统。强调透明、可关闭、公平与无障碍,内置反暗黑模式守卫。
玩家模型驱动的自适应世界
LLM驱动的NPC智能体层:带目标、记忆、关系图谱与受约束对话,按近远玩家分仿真层级控制成本,含人设事实库防穿帮与儿童安全护栏。适用于涌现式城镇生态。
智能体NPC社会模拟层
基于行为遥测与记忆图谱实时推演分支剧情、动态任务与世界反响的AI叙事引擎。坚持"人工主线骨架+AI变体"的安全层级,保证设定一致、人设不穿帮。
玩家行为驱动叙事引擎
运行时围绕玩家即时生成地形、副本遭遇与生态的"世界导演",保证跨区块连贯、存档确定性与帧预算可控。适用于开放世界、无尽Roguelike及UGC房间嵌入场景。
运行时流式世界生成导演
嵌入游戏编辑器的多模态创作代理,通过对话、草图与选区调用编辑API完成搭建、可视化脚本、调参与排错,所有动作可撤销。适用于零基础到专业创作者的全谱分层。