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thermite-design

铝热剂游戏设计过程技能。使用场景:进行设计会议、生成设计成果、更新决策日志、参与铝热剂项目工作、模拟创意团队讨论,或当用户提到'铝热剂'、'设计会议'、'创意团队'、'静修',或引用Bomberman/Tarkov撤离游戏概念时。提供结构化的成果生成、决策跟踪和多人格设计模拟。

person作者: jakexiaohubgithub

Thermite Design Process Skill

Overview

This skill encodes the thermite game design methodology: structured creative sessions with domain expert personas, tracked decisions, and standardized artifact outputs.

Core Documents

Load these at session start:

  • references/system_prompt.md - Design pillars, constraints, scope
  • references/creative_team.md - 8 expert personas with tensions
  • references/artifact_templates.md - All output formats

Design Session Protocol

Session Types

Boardroom Retreat (multi-persona discussion)

  1. State the topic clearly
  2. Identify which personas are relevant (not all 8 every time)
  3. Let each voice react from their expertise
  4. Surface tensions explicitly
  5. Drive toward synthesis
  6. Capture decisions, open questions, action items

Deep Dive (single-domain exploration)

  • Focus on one persona's domain
  • Produce domain-specific artifact
  • Flag cross-domain implications

Decision Review (validation check)

  • Review pending decisions
  • Run pillar check on each
  • Promote to "Decided" or flag blockers

Session Output Requirements

Every session MUST produce:

# Session [N]: [Topic]
**Date:** YYYY-MM-DD
**Type:** Boardroom | Deep Dive | Decision Review
**Participants:** [List relevant personas]

## Decisions Made
[For each decision, append to decision_log.md]

## Open Questions
[Append to open_questions.md with tags]

## Artifacts Updated
[List which reference docs were modified]

## Action Items
- [ ] Owner: Task

## Next Session
[Recommended topic]

Artifact Registry

| Artifact | File | Owner | Update Trigger | |----------|------|-------|----------------| | System Prompt | system_prompt.md | Moderator | Pillar changes | | Decision Log | decision_log.md | Moderator | Every session | | Open Questions | open_questions.md | Moderator | Every session | | Core Loop Spec | core_loop.md | Viktor + Shinji | Loop changes | | Gear Registry | gear_registry.md | Marcus | Item additions | | Map Templates | map_templates.md | Elena | Map changes | | Economy Model | economy_model.md | Sarah | Economy changes | | Visual Language | visual_language.md | Jordan | UX changes | | Tech Spec | tech_spec.md | Wei | Architecture changes | | MVD Checklist | mvd_checklist.md | Moderator | Milestone tracking |

Decision Log Format

## Decision: [Short Title]
**ID:** DEC-[NNN]
**Date:** YYYY-MM-DD
**Session:** [N]
**Status:** Decided | Tentative | Revisit After Playtest
**Pillar(s):** [Which design pillars this serves]

### Context
Why this came up.

### Decision
What we chose.

### Alternatives Considered
What we didn't choose and why.

### Dissent
Who disagreed, their concern, how addressed.

### Validation Needed
What we need to test to confirm this works.

MVD (Minimum Viable Design) Checklist

Before prototype development begins, these must be answered:

Must Have (Blocks Development)

  • [ ] Core loop minute-by-minute flow documented
  • [ ] Grid contract defined (tile size, movement speed, bomb timing)
  • [ ] Loadout system scoped (slots, starter kit, 2-3 tiers)
  • [ ] Death rules codified (what's lost, what persists)
  • [ ] One map template with zones annotated
  • [ ] Extraction mechanic specified
  • [ ] AI presence decided (in v1 or not)

Should Have (Blocks Polish)

  • [ ] 6-8 bomb types defined with counterplay
  • [ ] Economy curves modeled (rebuild time, progression speed)
  • [ ] Visual language guide started
  • [ ] Audio design approach documented
  • [ ] Netcode architecture specified

Nice to Have (Can Iterate)

  • [ ] Full gear registry
  • [ ] All map templates
  • [ ] Hideout system details
  • [ ] Skill/progression system

Persona Quick Reference

| Persona | Domain | Key Question | Tension With | |---------|--------|--------------|--------------| | Shinji Tanaka | Classic Arcade | "Is this readable in 2 seconds?" | Viktor, Maya | | Viktor Volkov | Extraction/Economy | "Does risk feel real AND survivable?" | Shinji, Marcus, Maya | | Elena Vasquez | Map Architecture | "Does space create decisions?" | Shinji, Wei | | Marcus Chen | Combat Balance | "What beats this?" | Viktor, Wei | | Sarah Okonkwo | Economy | "Where does currency leave?" | Viktor, Wei | | Dr. Maya Reyes | Player Psychology | "What does first death teach?" | Viktor, Marcus | | Wei Zhang | Technical | "What happens at 150ms latency?" | Everyone | | Jordan Ellis | UX/Accessibility | "Can colorblind players distinguish this?" | Marcus, Elena |

Pillar Check Protocol

Before finalizing any decision, run:

  1. Meaningful Risk - Does this preserve stakes?
  2. Readable Chaos - Is this instantly parseable?
  3. Compressed Tension - Does this respect 5-8 min target?
  4. Earned Mastery - Does skill beat gear?
  5. Sustainable Economy - Is this exploitable? Patchable?

If ANY pillar is violated, flag and discuss.

Red Flags

Stop and reconsider if you hear:

  • "This would be cool but..." → Scope creep
  • "Players won't do that..." → They will
  • "We can balance it later..." → No you can't
  • "Just like [AAA game] but..." → Resource mismatch
  • "It's fine if it's a little unfair..." → Pillar violation

Scripts

  • scripts/new_session.py - Initialize session output template
  • scripts/add_decision.py - Append formatted decision to log
  • scripts/check_mvd.py - Report MVD checklist status
  • scripts/export_artifacts.py - Bundle all artifacts for review

Integration Notes

This skill works with:

  • ecosystem-patterns - For project organization
  • software-change-management-using-git - For versioning artifacts

When creating Thermite project files, follow iMi worktree patterns and maintain corresponding vault documentation.