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文本创作

纯文本提示词:写作、对话、代码、角色设定等

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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28
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30
游戏制作EN-01-Game-Design-Production

(30+ lines), with player response tones labeled (e.g. direct/joking/hostile) that feed a…

办公写作文本创作

Actual draft: write the key path dialogue in established character voices

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

flags read and set, reusable nodes, hub-and-spoke question structure with returns, and…

AI智能体文本创作

Conversation as a state graph (not a tree): nodes (line IDs), conditions/

社区用户35
游戏制作EN-01-Game-Design-Production

the one thing the player must LEARN and DECIDE here.

视频创作文本创作

Dramatic spine for the scene: want/obstacle/turn for each participant and

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35
游戏制作EN-01-Game-Design-Production

catch them telemetry-wise; soft caps to extend build life; trade/multiplayer impact; and…

游戏设计文本创作

Balance audit: identify mathematically dominant paths pre-build; method to

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

crafting modification budget (how deterministic), build-defining unique items count, and…

游戏设计文本创作

Loot (if applicable): affix pools, tier weights, fixed vs random trade-offs,

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

(decision every {{X}} min early, {{Y}} late), refund cost, and catch-up for respec/new…

游戏设计文本创作

Acquisition: XP/resource sources and rate curves, choice frequency target

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

node either power, utility, or build-enabler), prerequisites, showcase "keystone"…

游戏设计文本创作

Structure: total nodes budget, branching topology, dead-node policy (every

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

vs character power; respec policy; how progression serves NG+ / late game.

游戏设计文本创作

Goals: power growth vs expressive choice split; what increases player skill

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

Designs satisfying progression that offers build expression without false choices or balance traps.

游戏设计文本创作

Progression / Skill Tree / Loot Tiers Designer

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

spreadsheet schema, and 10 specific pro/combat-jank scenarios to check.…

游戏设计文本创作

Test plan: training-dummy AI, frame timeline docs in-game optionally, tuning

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

frames, and a matrix of enemy attacks vs defensive answers; define juggling,…

游戏设计文本创作

Defense: block/parry/dodge timing windows, risk/reward (stamina/chip), punish

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

pre-input, attack direction assist, lock-on rules, camera collision behavior,…

游戏设计文本创作

Game feel: input buffering window, coyote-time-equivalents, plinking/

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

accumulation, stance/posture break, finisher windows, and telegraph timing (wind-up…

游戏设计文本创作

Enemy reactions: hit-stop duration by weight class, knockback vectors, stun

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

terrain/projectile interactions, damage formula (base × motion × falloff),…

游戏设计文本创作

Hit model: hurtbox/hitbox pipeline, active frame shape, multiple-hit rules,

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

60fps | damage/pose/stamina cost | cancel-into options (and earliest cancel frame) |…

游戏设计文本创作

Verbs list with frame data table: move | startup/active/recovery frames at

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

Frame-precise combat spec (action games): timing, hitboxes, cancel rules, and game feel — the details that make combat land.

游戏设计文本创作

Combat System Deep Design

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

map, backtracking, kill-zone usage).…

游戏设计文本创作

Whitebox art pass checklist and the metrics to instrument (flow, deaths heat

社区用户31
游戏制作EN-01-Game-Design-Production

sequence-break risks; and completion criteria/metrics: intended completion time, deaths…

游戏设计文本创作

Rewards & secrets: visibility/attract hierarchy, optional challenge rewards,

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

supporting the fight | stealth/optional solutions | fail/recovery flow | reward; plus…

游戏设计文本创作

Encounter table: location | enemy/composition | available tools | space shape

社区用户24
游戏制作EN-01-Game-Design-Production

committing (sightlines, framing of pickups/threats/paths); how the level teaches without…

游戏设计文本创作

Player reads: at every approach, what can the player see and learn before

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

points, verticality, landmarks for navigation, shortcuts/unlocks, secret placement,…

游戏设计文本创作

Flow map (text/ASCII): spaces, entrances/exits, one-way vs revisit, choke

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