文本创作
纯文本提示词:写作、对话、代码、角色设定等
7081 个提示词
speed detection signals), report flow, moderation, name/voice safety, and DDoS posture…
Abuse surface: cheat model (server-authoritative checks list, aim/teleport/
spectator, host migration (if P2P) with risks, crossplay/cross-progression plan.
Sessions/lobby: invite flow, platform session APIs, reconnect window,
region/ticket routing, backfill policy, abandon/suspension rules, leavers' match…
Matchmaking: skill model intent (fast fair fun — pick priority), party size,
input-to-display latency budget ms, acceptable packet loss, and tick rate; genre fit:…
Experience targets: what is authoritative (movement/combat/progression),
Design decisions before netcode code: model (P2P/dedicated), tickrate, rollback, RRO, and anti-cheat surface. Pairs with technical prompt in Volume 2.
Multiplayer / Matchmaking & Netcode Design
reminders, refund rate and chargeback monitoring, A/B ethics review, and live levers;…
Guardrails: pay-to-win audit grid (spend advantage tests), spending caps/
spending limits, minor-account blocks, regulatory checklist by country.
Gacha/loot (if any): odds disclosure, pity floor, duplicate currency,
for {{daily minutes}}, catch-up for late buyers, no-FOMO rerun policy for missed items,…
Battle pass (if any): free/premium tracks, XP pacing so completion is realistic
cosmetic category over time, starter pack/discount psychology without dark patterns, no…
Store/currencies: hard vs soft currency separation, earn paths for every
progression | content | social) marked acceptable/risky/unacceptable for our genre;…
Strategy: value-exchange inventory table (cosmetics | convenience |
Designs monetization that respects players while hitting revenue targets — with hard pay-to-win audit.
Monetization Design (Ethical F2P / Battle Pass / IAP)
test script (10 tasks, success criteria), localization text expansion space (+30%), and…
Prototyping: wireframe descriptions for the 5 most-used screens, usability
subtitle, colorblind palettes, remap, difficulty, autosave indicators), purchase…
Flows: join/invite/party, settings (complete settings tree incl. audio mixers,
memory consistency (same button does same thing), grid/list defaults, sort/…
Menus: information architecture of all screens, max depth target, muscle-
Switch/mobile; legibility at TV distance (min sizes/contrast), reticle/ interaction…
HUD layout: annotated safe-zone diagram per aspect ratio incl. 21:9 and
inventory/map), ranked by glance frequency; decide diegetic vs spatial vs screen-space…
Information hierarchy: what the player must know per state (exploration/combat/
Designs readable, diegetic-aware HUD and menu UX with console/mobile constraints.
Game UI/UX & HUD Design Brief
quit rate at door, and clear-time percentiles; plus a QA scenario checklist.…
Telemetry to verify: attempts distribution, death-cause codes per attack,
destruction, finisher moment; then post-fight reward and narrative beat.
Juice/spectacle: phase-transition presentation, music layers, arena
timing, puzzle slowdown) maintaining the same choreography so content isn't removed;…
Accessibility tiers: default / assist (damage taken, timing widows, parry
+ audio + optional weak indicators), no off-camera attacks (camera logic), recovery that…
Fairness: every attack readable via consistent multi-channel tells (animation
in a table (telegraph wind-up frames | attack | tracking | damage | safe punish window),…
Phase/state spec: phases with health %, arena changes, move list per phase
(which player verbs the dungeon taught), and the emotional signature.
Concept pillars: the single identity idea, the skill this boss EXAMINES
Designs a boss as a taught exam of player skills: phases, tells, and fair challenge — with accessibility tiers.