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ChinesePhaser 4 Game Design Document Generator
Phaser 4 游戏设计文档生成器
Generate a comprehensive Game Design Document (GDD) for a Phaser 4 game. The GDD captures every design decision — mechanics, art, audio, progression, technical constraints — in a single Markdown file so the entire team (or solo dev) has a shared reference before any code is written.
为Phaser 4游戏生成一份全面的游戏设计文档(GDD)。该文档会将所有设计决策——机制、美术、音频、进度、技术限制——整合到单个Markdown文件中,以便整个团队(或独立开发者)在编写任何代码前拥有统一的参考依据。
GDD Structure (13 Sections)
GDD 结构(13个章节)
Every generated GDD must include all 13 sections below. If the user has not specified details for a section, provide sensible defaults based on the genre and scope, and mark assumptions with so they are easy to find and revise.
<!-- ASSUMPTION -->生成的每份GDD都必须包含以下全部13个章节。如果用户未指定某章节的细节,请根据游戏类型和范围提供合理的默认值,并使用标记假设内容,以便于查找和修改。
<!-- ASSUMPTION -->Section 1 — Game Overview
章节1 — 游戏概述
Establish the identity of the game at a glance.
Include:
- Title — Working title (can be placeholder).
- Tagline — One punchy sentence that sells the hook.
- Genre — Primary genre and any sub-genres (e.g., "roguelike platformer").
- Target Audience — Age range, player profile, casual vs. hardcore.
- Elevator Pitch — Exactly 2 sentences: what the player does and why it is fun.
- Unique Selling Points (USPs) — 3-5 bullet points that differentiate the game.
- Comparable Titles — 2-3 existing games the user or audience would recognize, with a brief note on what is borrowed and what is different.
快速确立游戏的定位。
包含:
- 标题——暂定名称(可使用占位符)。
- 标语——一句简洁有力的宣传语,突出游戏亮点。
- 类型——主类型及子类型(例如:"roguelike平台游戏")。
- 目标受众——年龄范围、玩家画像、休闲玩家还是硬核玩家。
- 电梯游说——恰好2句话:玩家要做什么,以及游戏为何有趣。
- 独特卖点(USPs)——3-5个项目符号点,说明游戏的差异化优势。
- 参考竞品——2-3款用户或受众熟知的现有游戏,简要说明借鉴和创新之处。
Section 2 — Core Game Loop
章节2 — 核心游戏循环
Define the repeatable cycle that keeps the player engaged.
Include:
- 30-Second Loop — The smallest atomic action cycle (e.g., jump-land-collect).
- 5-Minute Loop — A medium arc such as completing a level or a wave.
- Session Loop — What a full play session looks like (15-30 min for casual, 60+ for hardcore).
Present each loop as an ASCII flow diagram:
[Action] --> [Feedback] --> [Reward] --> [Decision] --+
^ |
+--------------------------------------------------+- Win Condition — What the player must achieve to "beat" the game or level.
- Lose Condition — What causes failure and what happens next (restart level, lose life, game over).
定义让玩家保持投入的可重复循环。
包含:
- 30秒循环——最小的原子动作循环(例如:跳跃-落地-收集)。
- 5分钟循环——中等时长的流程,如完成一个关卡或一波敌人。
- 会话循环——完整游戏会话的流程(休闲游戏15-30分钟,硬核游戏60分钟以上)。
将每个循环以ASCII流程图呈现:
[Action] --> [Feedback] --> [Reward] --> [Decision] --+
^ |
+--------------------------------------------------+- 胜利条件——玩家需要达成什么目标才能“通关”游戏或关卡。
- 失败条件——导致失败的情况及后续结果(重启关卡、失去生命、游戏结束)。
Section 3 — Mechanics Deep Dive
章节3 — 机制深度解析
Detail every interactive system the player touches.
Include:
- Primary Mechanics — The 1-3 core verbs (e.g., jump, shoot, match). For each: input, physics behavior, edge cases.
- Secondary Mechanics — Supporting systems (e.g., inventory, crafting, dialogue). Describe how they feed back into the core loop.
- Control Scheme — Map inputs per platform:
| Action | Keyboard | Touch | Gamepad |
|---|---|---|---|
| Move | WASD / Arrows | Virtual joystick | Left stick |
| Jump | Space | Tap right side | A button |
详细说明玩家接触到的每一个交互系统。
包含:
- 核心机制——1-3个核心动作(例如:跳跃、射击、匹配)。针对每个动作说明:输入方式、物理行为、边缘情况。
- 辅助机制——支撑系统(例如:背包、制作、对话)。说明它们如何反馈到核心循环中。
- 控制方案——按平台映射输入方式:
| 动作 | 键盘 | 触屏 | 游戏手柄 |
|---|---|---|---|
| 移动 | WASD / 方向键 | 虚拟摇杆 | 左摇杆 |
| 跳跃 | 空格键 | 点击右侧区域 | A键 |
Section 4 — Progression System
章节4 — 进度系统
Describe how difficulty, content, and rewards evolve over time.
Include:
- Difficulty Curve — Describe the intended ramp (linear, exponential, sawtooth). Reference specific milestones.
- Unlock Sequence — What new abilities, levels, or items the player earns and when.
- Scoring System — How score is calculated, combo multipliers, leaderboards if any.
- Replayability Hooks — What brings the player back (new game+, daily challenges, procedural generation).
- Estimated Play Time — Time to first completion and time to 100% completion.
说明难度、内容和奖励如何随时间演变。
包含:
- 难度曲线——描述预期的难度提升节奏(线性、指数型、锯齿型)。参考具体里程碑。
- 解锁序列——玩家将获得哪些新能力、关卡或道具,以及解锁时机。
- 计分系统——分数计算方式、 combo 乘数、是否包含排行榜。
- 重玩吸引力——吸引玩家回归的元素(新游戏+、每日挑战、 procedural generation)。
- 预估游玩时长——首次通关时长和100%完成时长。
Section 5 — Level / World Design
章节5 — 关卡/世界设计
Plan the spatial structure of the game.
Include:
- Level Count — Total number of levels, worlds, or zones.
- Themes — Visual and mechanical theme per world (e.g., "World 2 — Ice Caves: slippery surfaces, breakable walls").
- Flow Maps — ASCII diagram showing level progression and branching:
[Level 1] --> [Level 2] --> [Level 3]
|
+--> [Bonus Level A]- Difficulty Scaling — How enemy count, speed, puzzle complexity, or time pressure increases per level.
规划游戏的空间结构。
包含:
- 关卡数量——总关卡数、世界数或区域数。
- 主题——每个世界的视觉和机制主题(例如:"世界2——冰洞:地面湿滑、可破坏墙壁")。
- 流程地图——ASCII图表展示关卡进度和分支:
[Level 1] --> [Level 2] --> [Level 3]
|
+--> [Bonus Level A]- 难度缩放——每关的敌人数量、速度、谜题复杂度或时间压力如何提升。
Section 6 — Characters & Entities
章节6 — 角色与实体
Catalog every game object with gameplay-relevant detail.
Include:
- Player Character — Base stats (speed, health, jump height), abilities, state machine (idle, run, jump, hurt, dead).
- Enemy Types — Table format:
| Enemy | HP | Speed | Behavior | Attack | Drop |
|---|---|---|---|---|---|
| Slime | 1 | 40px/s | Patrol left-right | Contact damage | Coin (50%) |
- NPCs — Role, dialogue triggers, quest associations.
- Collectibles & Power-ups — Effect, duration, rarity, visual indicator.
记录所有与游戏玩法相关的游戏对象细节。
包含:
- 玩家角色——基础属性(速度、生命值、跳跃高度)、能力、状态机( idle、run、jump、hurt、dead)。
- 敌人类型——表格形式:
| 敌人 | HP | 速度 | 行为 | 攻击方式 | 掉落物 |
|---|---|---|---|---|---|
| 史莱姆 | 1 | 40px/s | 左右巡逻 | 接触伤害 | 金币(50%概率) |
- NPC——角色定位、对话触发条件、关联任务。
- 收集品与增益道具——效果、持续时间、稀有度、视觉标识。
Section 7 — UI/UX Wireframes
章节7 — UI/UX 线框图
Define every screen the player sees.
Include:
- HUD Layout — ASCII wireframe of the in-game overlay:
+---------------------------------------+
| [Lives: x3] [Score: 00000] |
| |
| |
| GAME AREA |
| |
| |
| [Item1] [Item2] [Item3] [Pause] |
+---------------------------------------+- Menu Flow Diagram — ASCII showing navigation between screens:
[Title Screen] --> [Main Menu] --> [Play] --> [Level Select] --> [Game]
| |
+--> [Settings] [Pause Menu]
+--> [Credits] |
[Game Over] --> [Main Menu]- Screen Mockups — Brief description of each unique screen (title, main menu, settings, game over, win).
- Accessibility Considerations — Color-blind modes, font size options, remappable controls, screen reader hints.
定义玩家看到的每一个界面。
包含:
- HUD布局——游戏内 overlay 的ASCII线框图:
+---------------------------------------+
| [生命: x3] [分数: 00000] |
| |
| |
| 游戏区域 |
| |
| |
| [道具1] [道具2] [道具3] [暂停] |
+---------------------------------------+- 菜单流程图——ASCII图表展示界面间的导航:
[标题界面] --> [主菜单] --> [开始游戏] --> [关卡选择] --> [游戏中]
| |
+--> [设置] [暂停菜单]
+--> [ credits ] |
[游戏结束] --> [主菜单]- 界面原型说明——每个独特界面(标题、主菜单、设置、游戏结束、胜利)的简要描述。
- 无障碍设计考量——色盲模式、字体大小选项、可自定义控制、屏幕阅读器提示。
Section 8 — Art Direction
章节8 — 美术风格指导
Establish the visual identity and asset pipeline.
Include:
- Visual Style — Describe in 1-2 sentences (e.g., "16-bit pixel art with modern lighting effects").
- Color Palette — 5-8 hex codes with role labels:
| Role | Hex | Usage |
|---|---|---|
| Primary | #3A86FF | Player, UI highlights |
| Secondary | #FF006E | Enemies, danger |
| Background | #1B1B2F | Sky, menus |
- Resolution & Scaling — Game resolution (e.g., 800x600), scale mode (Phaser ,
FIT, etc.), pixel-perfect flag.RESIZE - Animation Guidelines — Frame counts, FPS per animation type (idle: 4 frames @ 8fps, run: 6 frames @ 12fps).
- Asset List with Specs — Table of every required asset:
| Asset | Type | Size | Frames | Format |
|---|---|---|---|---|
| player_idle | Spritesheet | 32x32 | 4 | PNG |
| background_forest | Static | 800x600 | 1 | PNG |
确立视觉定位和资源管线。
包含:
- 视觉风格——1-2句话描述(例如:"带现代光影效果的16-bit像素艺术")。
- 调色板——5-8个十六进制代码及用途标签:
| 用途 | 十六进制码 | 使用场景 |
|---|---|---|
| 主色调 | #3A86FF | 玩家角色、UI高亮 |
| 辅助色 | #FF006E | 敌人、危险提示 |
| 背景色 | #1B1B2F | 天空、菜单 |
- 分辨率与缩放——游戏分辨率(例如:800x600)、缩放模式(Phaser 、
FIT等)、像素完美开关。RESIZE - 动画规范——帧数、每种动画类型的FPS(idle:4帧 @ 8fps,run:6帧 @ 12fps)。
- 资源列表及规格——所有所需资源的表格:
| 资源 | 类型 | 尺寸 | 帧数 | 格式 |
|---|---|---|---|---|
| player_idle | 精灵表 | 32x32 | 4 | PNG |
| background_forest | 静态图 | 800x600 | 1 | PNG |
Section 9 — Audio Design Plan
章节9 — 音频设计方案
Define the soundscape.
Include:
- Music Mood per Scene — Table mapping each scene/level to a musical mood and tempo:
| Scene | Mood | Tempo | Loop? |
|---|---|---|---|
| Main Menu | Mysterious, inviting | 90 BPM | Yes |
| Level 1 | Upbeat, adventurous | 120 BPM | Yes |
| Boss Fight | Intense, urgent | 150 BPM | Yes |
| Game Over | Somber, reflective | 70 BPM | No |
- SFX List — Action-to-sound mapping:
| Action | Sound Description | Priority |
|---|---|---|
| Player jump | Short airy whoosh | High |
| Coin collect | Bright chime ascending | High |
| Enemy hit | Soft thud + squish | Medium |
- Format Requirements — All audio must be provided in both MP3 and OGG for cross-browser compatibility. Phaser will select the best format at runtime.
- Volume Hierarchy — Define relative volume levels: Music (0.4), SFX (0.7), UI sounds (0.5). Describe how they interact (SFX duck music briefly on major events).
定义游戏的声效环境。
包含:
- 场景音乐氛围——表格映射每个场景/关卡的音乐氛围和节奏:
| 场景 | 氛围 | 节奏 | 是否循环 |
|---|---|---|---|
| 主菜单 | 神秘、有吸引力 | 90 BPM | 是 |
| 关卡1 | 欢快、富有冒险感 | 120 BPM | 是 |
| Boss战 | 紧张、急迫 | 150 BPM | 是 |
| 游戏结束 | 低沉、反思 | 70 BPM | 否 |
- 音效列表——动作与音效的对应关系:
| 动作 | 音效描述 | 优先级 |
|---|---|---|
| 玩家跳跃 | 短促的风声 | 高 |
| 收集金币 | 明亮的升调铃声 | 高 |
| 击中敌人 | 轻柔的撞击+挤压声 | 中 |
- 格式要求——所有音频必须同时提供MP3和OGG格式,以实现跨浏览器兼容性。Phaser会在运行时选择最合适的格式。
- 音量层级——定义相对音量:音乐(0.4)、音效(0.7)、UI音效(0.5)。说明它们的交互方式(重大事件时音效短暂压低音乐音量)。
Section 10 — Technical Requirements
章节10 — 技术要求
Pin down the Phaser-specific technical decisions.
Include:
- Phaser Version — (v4.0.0-rc.7) unless the user specifies otherwise.
phaser@beta - Physics Engine — Choose one and justify:
- Arcade — Simple AABB, best for platformers and shooters. Low CPU cost.
- Matter.js — Full rigid-body physics. Use for games needing rotation, joints, or complex collision shapes.
- None — For puzzle or card games with no physics simulation.
- Performance Budgets — Target frame rate (60 FPS), max draw calls per frame, max simultaneous particles, texture atlas size limits.
- Browser/Device Targets — Minimum browser versions, mobile device tier (e.g., "must run at 30+ FPS on 2020-era mid-range Android").
明确Phaser相关的技术决策。
包含:
- Phaser版本——(v4.0.0-rc.7),除非用户另有指定。
phaser@beta - 物理引擎——选择一个并说明理由:
- Arcade——简单的AABB碰撞,最适合平台游戏和射击游戏。CPU消耗低。
- Matter.js——完整的刚体物理。适用于需要旋转、关节或复杂碰撞形状的游戏。
- 无——适用于无需物理模拟的解谜或卡牌游戏。
- 性能预算——目标帧率(60 FPS)、每帧最大绘制调用数、最大同时粒子数、纹理图集大小限制。
- 浏览器/设备目标——最低浏览器版本、移动设备等级(例如:"必须在2020年款中端Android设备上以30+ FPS运行")。
Section 11 — Platform Targets & Device Profiles
章节11 — 平台目标与设备配置
Specify where the game will run and how input differs.
Include:
- Primary Platforms — Desktop browser, mobile browser, PWA, Electron, Capacitor/Cordova.
- Input per Platform:
| Platform | Primary Input | Secondary Input |
|---|---|---|
| Desktop | Keyboard + Mouse | Gamepad |
| Mobile | Touch | Gyroscope (optional) |
| Tablet | Touch | Bluetooth gamepad |
- Deployment Method — How the game is built and distributed (static hosting, itch.io, app store via Capacitor, etc.).
指定游戏的运行平台及输入方式差异。
包含:
- 主要平台——桌面浏览器、移动浏览器、PWA、Electron、Capacitor/Cordova。
- 各平台输入方式:
| 平台 | 主要输入 | 次要输入 |
|---|---|---|
| 桌面端 | 键盘+鼠标 | 游戏手柄 |
| 移动端 | 触屏 | 陀螺仪(可选) |
| 平板 | 触屏 | 蓝牙游戏手柄 |
- 部署方式——游戏的构建和分发方式(静态托管、itch.io、通过Capacitor发布到应用商店等)。
Section 12 — Monetization & Release Plan (Optional)
章节12 — 变现与发布计划(可选)
Include this section only if the user wants to discuss business aspects. Mark it optional in the output.
Include:
- Business Model — Free, premium, freemium, ad-supported, or donation-ware.
- Milestones — Key dates or phases:
| Milestone | Target Date | Deliverable |
|---|---|---|
| Prototype | Week 2 | Core loop playable |
| Alpha | Week 6 | All levels blocked out |
| Beta | Week 10 | Feature-complete, playtesting |
| Launch | Week 14 | Polished, deployed |
- Distribution — Where the game will be published (itch.io, GitHub Pages, Steam, app stores).
仅当用户希望讨论商业相关内容时包含此章节。在输出中标记为可选。
包含:
- 商业模式——免费、付费、免费增值、广告支持或捐赠制。
- 里程碑——关键日期或阶段:
| 里程碑 | 目标日期 | 交付成果 |
|---|---|---|
| 原型 | 第2周 | 核心循环可玩 |
| Alpha版 | 第6周 | 所有关卡框架搭建完成 |
| Beta版 | 第10周 | 功能完整,可进行测试 |
| 发布 | 第14周 | 打磨完成并部署 |
- 分发渠道——游戏发布平台(itch.io、GitHub Pages、Steam、应用商店)。
Section 13 — Acceptance Criteria
章节13 — 验收标准
Every other section describes intent. This one is the only part a machine can check,
and it is what turns the GDD from a document into a specification.
Write each criterion so that it is observable, numeric, and false when the game is
wrong. "The player should feel powerful" is not a criterion. "A charged attack deals
3× base damage" is.
Derive criteria directly from Sections 3 (Mechanics), 4 (Progression), and 6
(Entities) — anywhere the design commits to a number, that number is a criterion.
| Criterion | Observable state | Playtest assertion |
|---|---|---|
| Player jumps 3 tiles (96px) high | | |
| Basic enemy dies in 3 hits | | press attack ×3, then |
| Score persists into GameOver | | transition, then |
| Coyote time is 100ms | jump succeeds after leaving ledge | walk off, wait 80ms, jump → |
| Wave 5 spawns 12 enemies | active enemy count | set wave, then |
| Holds 60fps with 50 entities | | spawn 50, then |
| Boot reaches menu in under 3s | scene key at t=3s | |
Group criteria under the milestone that must satisfy them:
markdown
undefined其他所有章节描述的是设计意图,而本章节是唯一可被机器验证的部分,它将GDD从一份文档转化为一份规范。
每条标准都应具备可观测、可量化、错误时可判定为假的特性。“玩家应该感到强大”不是合格的标准,“蓄力攻击造成3倍基础伤害”才是。
直接从章节3(机制)、章节4(进度)和章节6(实体)中提取标准——任何设计中涉及具体数值的地方,该数值都可作为验收标准。
| 标准 | 可观测状态 | 测试断言 |
|---|---|---|
| 玩家跳跃高度为3格(96px) | | |
| 普通敌人被击中3次后死亡 | | 攻击3次后, |
| 分数保留到游戏结束界面 | | 切换界面后, |
| coyote time 为100ms | 离开平台后跳跃仍成功 | 走出平台,等待80ms后跳跃 → |
| 第5波生成12个敌人 | 活跃敌人数量 | 设置为第5波后, |
| 50个实体时保持60fps | | 生成50个实体后, |
| 启动到菜单界面耗时少于3秒 | t=3s时的场景标识 | |
将标准按需要满足的里程碑分组:
markdown
undefinedVertical Slice
垂直切片
- Player spawns at level start and responds to left/right/jump within 1 frame
- Falling off the map triggers respawn at the last checkpoint within 500ms
- Collecting a coin increments score by 10 and plays the pickup sound
- 玩家在关卡开始处生成,并能在1帧内响应左右移动/跳跃
- 掉落地图后500ms内触发在最近 checkpoint 重生
- 收集金币后分数增加10并播放拾取音效
Alpha
Alpha版
- All 8 levels load without console errors
- Enemy AI pathfinds around static geometry (no wall-clipping over 30s)
Mark anything genuinely subjective as such rather than inventing a fake metric:
```markdown- 所有8个关卡加载无控制台错误
- 敌人AI能绕过静态障碍物(30秒内无穿墙)
将真正主观的内容标记出来,而非编造虚假指标:
```markdownHuman review required (not automatable)
需要人工评审(无法自动化)
- Difficulty curve across levels 1-8 feels fair to a first-time player
- Art reads clearly against every background
- Audio mix is balanced at 50% volume
Save these to `docs/acceptance-criteria.md` alongside the GDD. The phaser-playtest
skill turns each automatable criterion into a scenario assertion, which is how the
design gets verified rather than merely stated.
---- 1-8关的难度曲线对首次玩家来说感觉合理
- 美术元素在所有背景下都清晰可辨
- 50%音量下音频混音平衡
将这些内容保存到项目根目录下的`docs/acceptance-criteria.md`,与GDD放在一起。phaser-playtest技能会将每个可自动化的标准转化为场景断言,以此验证设计而非仅作说明。
---Post-GDD Workflow
GDD生成后工作流程
Once the GDD is finalized, guide the user to the next steps:
- Scaffold the project — Use to generate the base project structure matching the GDD's technical requirements.
/phaser-new - Design the architecture — Use the phaser-architect skill/agent to translate the GDD into a technical architecture: scene graph, class hierarchy, data flow, and system decomposition.
- Start implementing — Use the phaser-coder skill/agent to begin coding scenes, mechanics, and entities as specified in the GDD.
Remind the user: the GDD is a living document. Update it as the game evolves during development.
GDD定稿后,引导用户进行下一步:
- 搭建项目框架——使用生成符合GDD技术要求的基础项目结构。
/phaser-new - 设计架构——使用phaser-architect技能/agent将GDD转化为技术架构:场景图、类层级、数据流和系统分解。
- 开始实现——使用phaser-coder技能/agent按照GDD中的说明开始编写场景、机制和实体代码。
提醒用户:GDD是一份动态文档。在开发过程中随着游戏的演进要及时更新。
Output Format
输出格式
The generated GDD must be a single Markdown document with:
- A top-level heading.
# Game Design Document: [Title] - Each of the 13 sections as headings.
## Section N — Name - ASCII diagrams for all flow charts, wireframes, and level maps (no external image dependencies).
- Tables for structured data (enemies, assets, audio, controls).
- comments next to any detail the generator inferred rather than received from the user.
<!-- ASSUMPTION -->
Save the document to in the project root. If no project directory exists, print the full GDD inline in the chat.
docs/GDD.md生成的GDD必须是单个Markdown文档,包含:
- 顶级标题。
# 游戏设计文档: [标题] - 13个章节分别以作为标题。
## 章节N — 名称 - 所有流程图、线框图和关卡地图使用ASCII图表(无外部图片依赖)。
- 结构化数据(敌人、资源、音频、控制)使用表格。
- 对于生成器自行推断而非从用户处获取的细节,添加注释。
<!-- ASSUMPTION -->
将文档保存到项目根目录下的。如果项目目录不存在,则在聊天中直接输出完整GDD。
docs/GDD.md