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edrethardo/game

SkillsMP has collected 16 skills from edrethardo/game. Open a skill to review its source and details.

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skills collected
16
GitHub stars
3
GitHub forks
1

Skills in this repository

1 occupation categories · 63% classified

Showing 16 of 16 collected skills.

occupation
unclassified
description

Use when adding or modifying DungeonEngine content (items, affixes, weapons, enemies, bosses, enemy roles, skills, materials, levels) or generating assets, and to check known pitfalls/gotchas before touching combat, loot, networking, split-screen, or entity…

updated
occupation
unclassified
description

Produce or update the CINEMATIC trailer — HUD-free camera-path takes (orbit/glide/follow), the biome tour on deep floors, the seven-biome weapon montage, loot shower, chakram follow-kill and storm orbit, word-by-word title intro and logo-walk outro;…

updated
occupation
unclassified
description

Produce or update a DungeonEngine trailer — shoot deterministic takes with the --record/--camera/--stage pipeline, generate the gold/red title cards, cut via the EDL scripts, QC frames, and export the Steam master. Trigger for "neuer Trailer", "Trailer…

updated
occupation
unclassified
description

Produce or update the GAMEPLAY trailer — HUD-on, dungeon-only, honest footage; bot-played takes per beat (frozen-orb opener, class beats, boss trio, chakram storm, couch split, death beat), scan-derived trims, tools/cut_gameplay.sh as the EDL. Trigger for…

updated
occupation
unclassified
description

Use when you need DungeonEngine internals — the type/constant cheat sheet and MAX_* caps, the per-frame game loop, data lifecycles (hit feedback, entity/projectile/item drop, server-authoritative loot), JSON config schemas…

updated
occupation
unclassified
description

Use when adding a brand-new enemy to DungeonEngine — generating its voxel mesh and skin via the Python asset tools, wiring the material / mesh registry / enemies.json, and implementing a behavioral gimmick (composed shipped roles + an onHitEffect, or a…

updated
occupation
Software Developers
description

Use when writing or updating CHANGELOG.md for DungeonEngine — collect every commit since the last v* tag, translate them into player-facing entries, and flag compatibility breaks (PROTOCOL_VERSION / SAVE_VERSION / controls.json). Trigger for "write a…

updated
occupation
Software Developers
description

Use when adding a new milestone boss to DungeonEngine — a bosses.json entry (stats, roles, personality, skill, projectile, loot guarantee, floor placement), optionally a dedicated generated mesh + skin + limb config. Trigger for "add a boss", "new floor…

updated
occupation
Software Developers
description

Use when adding a new item to DungeonEngine — an items.json def (weapon/armor/ring/offhand, or a special consumable/unrollable def), its mesh/material/icon/tooltip wiring, and the loot-table + despawn + save-compat rules. Trigger for requests like "add an…

updated
occupation
Software Developers
description

Use when adding or changing a pet companion in DungeonEngine — a petSummon consumable item that summons/dismisses a cosmetic follower entity (the Mini Loot Goblin jackpot or the per-enemy "Mini <Enemy>" drops), including the summon path, follow AI, co-op net…

updated
occupation
Software Developers
description

Use when adding a Steam achievement to DungeonEngine — the engine trigger (event-driven or polled), the generated 64x64 achieved/locked icon pair, the DEPLOYMENT.md runbook row, the build-steam compile check, and the Steamworks partner-site definition/publish…

updated
occupation
Software Developers
description

Use when adding a new weapon to DungeonEngine — an items.json entry (slot/weaponType/subtype/stats), its generated mesh + skin + material, and (only if it needs new behavior) a new WeaponSubtype with crit stats and firing logic. Trigger for "add a weapon",…

updated
occupation
Software Developers
description

Use when hand-picking, replacing, or improving DungeonEngine's weapon/reload sound effects — launch the interactive picker (tools/pick_sfx.py) to audition ranked CC0 candidates, dial in pitch/stretch/gain/reverb/lowpass/trim with live preview, and save…

updated
occupation
Software Developers
description

Use when adding a new player class (or replacing the visual identity of an existing one) in DungeonEngine — generating its voxel mesh and skin via the Python asset tools, wiring the material / mesh registry / ClassDef. Trigger for "add a class skin", "give…

updated
occupation
Software Developers
description

Use when adding a new affix type (item magic property) to DungeonEngine — a new AffixType enum value, its loader mapping, the stat accumulation in recalculateStats, the consumption at the point of use, and the affixes.json entry. Pure code + JSON, no assets.…

updated
occupation
Software Developers
description

Use when adding a new activated player skill (legendary/class) to DungeonEngine — the SkillId enum value, SkillDef fields, skills.json entry, the tryActivate fire branch, optional per-tick logic, the generated HUD icon, and a legendary item that grants it.…

updated
Showing 16 of 16 collected skills.