Mobile-specific optimization for R3F/Three.js. Use when targeting mobile devices.
Skills in this repository
feliperyba/ralph-orchestra - Page 2
SkillsMP has collected 70 skills from feliperyba/ralph-orchestra. Open a skill to review its source and details.
feliperyba/ralph-orchestraShowing 30 of 70 collected skills.
Core R3F/Three.js performance optimization principles. Use when FPS drops below 60.
Sprite animations, tweens, animation chains, and timeline sequences
Keyboard, mouse, touch, and gamepad input management for Phaser
Particle emitters for visual effects like fire, smoke, explosions, and magic
Arcade physics velocity, acceleration, collision, and bounds
Matter.js physics: realistic bodies, constraints, and simulation
Scene transitions, data passing, and scene lifecycle management
Sprites, sprite sheets, texture atlases, and object pooling for Phaser
Tilemap loading, parsing, layers, and collision detection
UI containers, text objects, buttons, and DOM element integration
MCP-based skill improvement during retrospective - research and update agent skills
Extract and reorganize PRD tasks from GDD updates and retrospective findings
Detailed configuration interview protocol for PRD Starter Phases 3-7. Handles Project Identity, Agent Config, Orchestration, MCP, and Quality Standards.
E2E multiplayer testing using Playwright API with multi-client browser contexts. Validates server-authoritative patterns, state synchronization, and anti-cheat measures. Use when testing multiplayer features.
Interactive project setup wizard for Ralph Orchestra. Guides through 11 phases configuring agents, orchestration, quality standards, features, research, GDD (games), and PM-generated PRD. Use when user wants to set up a new Ralph Orchestra project or mentions…
Implements camera controls, bounds, and follow behavior. Use proactively when setting up camera controls, camera bounds, or follow behavior.
Designs particle systems for visual effects. Use proactively when creating particle effects, emitters, or visual polish.
Optimizes sprite atlases and textures for Phaser. Use proactively when optimizing sprite workflows or managing texture memory.
Adds post-processing and camera effects to Phaser games. Use proactively when implementing visual polish, camera effects, or post-processing.
Debug visualization helpers using drei and Three.js. Use when adding debug gizmos, visual helpers, diagnostics.
Thermite game design process skill. Use when: running design sessions, generating design artifacts, updating decision logs, working on the thermite project, simulating creative team discussions, or when user mentions 'thermite', 'design session', 'creative…
Adjust planning depth and agent behavior based on PRD complexity level
Git worktree setup and management for parallel agent development. Use when working in isolated git worktrees to avoid merge conflicts between Developer and Tech Artist agents.
Core gameplay loop design documentation. Use when defining the core gameplay loop, mapping the player experience over time, designing session structures, or identifying pacing issues.
Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems.
Game mechanics documentation and design. Use when designing core gameplay systems, documenting player actions and responses, balancing game systems, or explaining mechanics to developers.
Weapon and item design documentation. Use when designing weapons, creating item systems, balancing equipment, or designing consumables.
Test planning specialist. Collaborates with QA and Game Designer to create comprehensive test plans. Defines success criteria and test cases before task assignment. Use proactively before task assignment.
Code quality review before validation. Checks for @ts-ignore, any types, anti-patterns, and potential issues. Use proactively at start of QA validation.