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Gaming

Game development engines and assets.

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gaming
91

godot-mcp-scene-builder

[MCP WRAPPER] Programmatically create/modify Godot scenes using Godot MCP tools. Orchestrates mcp_godot_create_scene, mcp_godot_add_node, mcp_godot_load_sprite into agentic workflows. Use when user requests scene generation/automation via MCP. Keywords MCP, scene automation, programmatic scene building, node hierarchy.

thedivergentai
thedivergentai
development
open
gaming
91

novel-manager

Use when user wants to manage project settings, create characters, update world-building, view outline, or check foreshadowing status. Triggers include "新建", "角色", "世界观", "大纲", "伏笔", "项目".

LiPu-jpg
LiPu-jpg
development
open
gaming
91

world-query

Use when user wants to query world-building entities, check relations, or explore the story world. Triggers include "世界观", "实体", "关系", "查询世界".

LiPu-jpg
LiPu-jpg
development
open
gaming
91

godot-mechanic-revival

Use when implementing player death, resurrection, or "second chance" mechanics.

thedivergentai
thedivergentai
development
open
gaming
91

godot-genre-tower-defense

Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.

thedivergentai
thedivergentai
development
open
gaming
91

godot-genre-stealth

Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.

thedivergentai
thedivergentai
development
open
gaming
91

godot-input-handling

Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.

thedivergentai
thedivergentai
development
open
gaming
91

godot-mechanic-secrets

Use when implementing cheat codes, hidden interactions, or unlockable content based on player input/behavior.

thedivergentai
thedivergentai
development
open
gaming
91

godot-master

Consolidated expert library for professional Godot 4.x game and application development. Orchestrates 94 specialized blueprints through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms. Primary entry point for ALL Godot development tasks.

thedivergentai
thedivergentai
development
open
gaming
91

godot-genre-platformer

Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.

thedivergentai
thedivergentai
development
open
gaming
90

ai-phill

Strategic advisor for founders. Facilitates deep thinking through Socratic dialogue, identifies blind spots, assesses risks and opportunities, and provides guidance on strategic decisions using Extended Thinking for complex analysis.

aiskillstore
aiskillstore
development
open
gaming
90

brainstorming

Collaborative design exploration that refines ideas into validated specs through iterative questioning. Use before any creative work including creating features, building components, adding functionality, or modifying behavior.

aiskillstore
aiskillstore
development
open
gaming
90

ascii-visualizer

Creates beautiful ASCII art visualizations for plans, architectures, workflows, and data. This skill should be used when explaining system architecture, creating implementation plans, showing workflows, visualizing comparisons, or documenting file structures. NOT for code syntax highlighting or markdown tables. User explicitly loves ASCII art - use liberally for visual communication.

aiskillstore
aiskillstore
development
open
gaming
90

building-multiagent-systems

This skill should be used when designing or implementing systems with multiple AI agents that coordinate to accomplish tasks. Triggers on "multi-agent", "orchestrator", "sub-agent", "coordination", "delegation", "parallel agents", "sequential pipeline", "fan-out", "map-reduce", "spawn agents", "agent hierarchy".

aiskillstore
aiskillstore
development
open
gaming
90

spawn-agent

Spawn an AI coding agent in a new terminal (Claude, Codex, Gemini, Cursor, OpenCode, Copilot). Defaults to Claude Code if unspecified.

aiskillstore
aiskillstore
development
open
gaming
90

unreal-engine-developer

Expert Unreal Engine 5 developer and technical artist for complete game development via agentic coding. Enables AI-driven control of Unreal Editor through MCP, Python scripting, Blueprints, and C++ for level design, asset management, gameplay programming, and visual development.

aiskillstore
aiskillstore
development
open
gaming
90

reasoningbank-with-agentdb

Implement ReasoningBank adaptive learning with AgentDB's 150x faster vector database. Includes trajectory tracking, verdict judgment, memory distillation, and pattern recognition. Use when building self-learning agents, optimizing decision-making, or implementing experience replay systems.

aiskillstore
aiskillstore
development
open
gaming
90

reasoningbank-intelligence

Implement adaptive learning with ReasoningBank for pattern recognition, strategy optimization, and continuous improvement. Use when building self-learning agents, optimizing workflows, or implementing meta-cognitive systems.

aiskillstore
aiskillstore
development
open
gaming
90

performing-orthonotone-polychoral-instrument

Guides agents through launching, playing, sculpting, and capturing performances with the Orthonotone polychoral instrument MVP. Use when generating music, soundscapes, or live demos from this repository.

aiskillstore
aiskillstore
development
open
gaming
90

combat-system-creator

Create and modify combat system components for SHINOBI WAY game following the dual-system architecture (CombatCalculationSystem + CombatWorkflowSystem). Use when user wants to add new combat mechanics, damage formulas, status effects, mitigation logic, turn phases, or refactor existing combat code. Guides through proper separation of pure calculations vs state management.

aiskillstore
aiskillstore
development
open
gaming
90

cookoff

This skill should be used when moving from design to implementation. Triggers on "let's build", "implement this", "looks good let's code", "ready to implement". Presents options for parallel agent competition (cookoff), single subagent, or local implementation. Each agent creates own plan from shared design for genuine variation.

aiskillstore
aiskillstore
development
open
gaming
90

unity-editor

Remote control Unity Editor via CLI using unityctl. Use when working with Unity projects to launch/stop editor, enter/exit play mode, compile scripts, view logs, load scenes, run tests, capture screenshots, or execute C# code for debugging. Activate when user mentions Unity, play mode, compilation, or needs to interact with a running Unity Editor.

aiskillstore
aiskillstore
development
open
gaming
90

combat-ui-pattern-a

Implement Split-Panel Combat UI (Pattern A) for SHINOBI WAY game. Use when user wants to create the horizontal confrontation combat layout, character panels, action dock, phase header, VS divider, or any component from the Pattern A combat UI system. Guides through component creation following the established architecture.

aiskillstore
aiskillstore
development
open
gaming
90

create-mcp-skill

Create a new skill that uses an MCP server, following best practices from the MCP CLI guide. Use when user wants to create a skill for a new MCP server or integrate MCP functionality into a skill.

aiskillstore
aiskillstore
development
open
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