game-prototype-loop

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Game Prototype Loop

Game Prototype Loop

Use this skill to convert vague game intent into buildable experiments. The default stance is risk-first: identify what must be true for the game to work, then build the cheapest prototype that can answer that question.
使用该Skill将模糊的游戏构想转化为可落地的实验方案。默认采用风险优先原则:先确定游戏成功必须满足的核心条件,再构建成本最低的原型来验证该问题。

Source Traceability

来源追溯

Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 7-8 on idea generation, problem statements, filters, risk, prototyping, and iteration. The workflow is transformed and paraphrased from those ideas rather than copied.
Supporting source: Hunicke, LeBlanc, and Zubek's MDA framework for separating mechanics, dynamics, and aesthetics during prototype evaluation.
主要来源:Jesse Schell所著《游戏设计艺术:一本透镜手册(第三版)》(The Art of Game Design: A Book of Lenses, Third Edition),尤其是第7-8章关于创意生成、问题陈述、筛选、风险、原型制作和迭代的内容。本工作流是对这些理念的转化和改写,而非直接复制。
支持来源:Hunicke、LeBlanc和Zubek提出的MDA框架,用于在原型评估阶段区分机制(mechanics)、动态(dynamics)和美学(aesthetics)。

Workflow

Workflow

  1. State the target player experience in one sentence.
  2. Reframe the idea as a design problem with constraints, not as a feature list.
  3. List the riskiest assumptions: fun, clarity, feasibility, controls, production cost, content burden, performance, market fit, and multiplayer or systems complexity.
  4. Choose one prototype per major risk. Prefer paper, spreadsheet, greybox, or throwaway code before production code.
  5. Define the prototype's success signal before building it.
  6. Run the build-play-observe-decide loop until the risk is retired, reframed, or accepted.
  7. Convert learning into a next action: cut, keep, change, defer, or productionize.
  1. 用一句话描述目标玩家体验。
  2. 将创意重构为带有约束条件的设计问题,而非功能列表。
  3. 列出风险最高的假设:趣味性、清晰度、可行性、操控性、生产成本、内容负担、性能、市场适配性,以及多人游戏或系统复杂度。
  4. 针对每个主要风险选择一个原型。优先使用纸质原型、电子表格、灰盒原型或一次性代码,而非生产级代码。
  5. 在开始构建原型前,定义其成功信号。
  6. 执行构建-试玩-观察-决策循环,直至风险被消除、重构或接受。
  7. 将学习成果转化为下一步行动:削减、保留、修改、推迟或投产。

Required Output

要求输出

When invoked, produce:
  • Design Problem
    : the player-facing experience and constraints.
  • Assumption Map
    : ranked risks with why each matters.
  • Prototype Plan
    : prototype type, scope, build time, success signal, and kill/change criteria.
  • Iteration Loop
    : cadence, test method, evidence to collect, and next decision.
  • Build Notes
    : exact implementation guidance for the coding agent.
调用本Skill时,需生成以下内容:
  • Design Problem
    :面向玩家的体验及约束条件。
  • Assumption Map
    :按优先级排序的风险及其重要性原因。
  • Prototype Plan
    :原型类型、范围、构建时长、成功信号,以及终止/修改标准。
  • Iteration Loop
    :迭代节奏、测试方法、需收集的证据,以及下一步决策。
  • Build Notes
    :给编码Agent的具体实现指导。

Local References

本地参考

Before producing a full plan, read:
  • references/core/guide.md
  • workflows/risk-first-prototype.md
在生成完整计划前,请阅读:
  • references/core/guide.md
  • workflows/risk-first-prototype.md