Complete Developer workflow orchestration - task research sequence, implementation flow, validation gates, PRD synchronization, exit conditions.
原文の言語: 英語
メニュー
SkillsMP は feliperyba/ralph-orchestra から 70 件の skill を収集しています。skill を開くとソースと詳細を確認できます。
収集済み skill 70 件中 40 件を表示しています。
Complete Developer workflow orchestration - task research sequence, implementation flow, validation gates, PRD synchronization, exit conditions.
原文の言語: 英語
Complete Game Designer workflow - skill invocation protocol, GDD creation, playtest flow with GDD review, design sessions. MUST load before starting assignments.
原文の言語: 英語
Complete PM Coordinator workflow - task assignment, project orchestration, PRD management, worker coordination. Use proactively when starting PM agent work.
原文の言語: 英語
Complete PM Coordinator workflow - task assignment, project orchestration, PRD management, worker coordination. Use proactively when starting PM agent work.
原文の言語: 英語
Complete QA Validator workflow orchestration. References specialized skills for each validation step. Load at session startup for full protocol.
原文の言語: 英語
Base instructions and guidelines for all agents in the system. This skill provides foundational behaviors and communication protocols that all agents should follow.
原文の言語: 英語
Tech Artist orchestration - startup sequence, workflow execution, message handling, exit conditions. Use when starting Tech Artist tasks.
原文の言語: 英語
Tech Artist orchestration - startup sequence, workflow execution, message handling, exit conditions. Use when starting Tech Artist tasks.
原文の言語: 英語
Advanced TypeScript patterns - generics, utility types, React patterns. Use for complex type scenarios.
原文の言語: 英語
Game Design Document creation and structure. Use when no GDD exists in the project, starting a new game project, major feature requires design documentation, GDD needs updating due to changes, or preparing for prototype or production.
原文の言語: 英語
PM self-improvement patterns and reflection practices
原文の言語: 英語
Phaser unit testing patterns with MockScene. Provides patterns for testing Phaser objects, Matter.js physics, and game systems without requiring a running game instance.
原文の言語: 英語
Bug report format and documentation for failed validations. Use when validation fails and status must be set to needs_fixes.
原文の言語: 英語
Test coverage check and creation workflow. Ensures tests exist for all features. Creates unit tests when missing following acceptance criteria. Use during validation before code review.
原文の言語: 英語
Full validation workflow for QA agent. Runs automated checks (type-check, lint, test, build) and code quality review with enforced checkpoints. Use when validating implementation after code review.
原文の言語: 英語
Process lifecycle management and auxiliary script rules for Ralph agents
原文の言語: 英語
Type-check, lint, test, build validation sequence. Use proactively before every commit across all agents.
原文の言語: 英語
UI and visual polish checklist for game presentation. Use when adding final polish, styling, animations, visual feedback.
原文の言語: 英語
You are a code refactoring expert specializing in clean code principles, SOLID design patterns, and modern software engineering best practices. Analyze and refactor the provided code to improve its quality, maintainability, and performance.
原文の言語: 英語
Phaser game configuration, scenes, and lifecycle management
原文の言語: 英語
Map and level design documentation. Use when designing map layouts, creating level templates, placing loot and spawns, designing flow and pacing, or creating navigation systems.
原文の言語: 英語
Priority algorithm for selecting next PRD task based on category, dependencies, and risk
原文の言語: 英語
E2E test creation and execution for QA. Validates implementations using Playwright API tests that become persistent artifacts for regression.
原文の言語: 英語
Playwright E2E test creation patterns. Provides patterns for page objects, multi-client testing, and accessibility selectors. Use when creating end-to-end tests for user flows and gameplay features.
原文の言語: 英語
E2E gameplay testing patterns using Playwright API. Tests continuous movement, mouse control, and complete gameplay loops. Use when validating game controls, combat mechanics, and player interactions.
原文の言語: 英語
Vitest unit test creation patterns. Provides patterns for AAA structure, mocking, fixtures, and test data factories. Use when creating unit tests for components, services, utilities, or stores.
原文の言語: 英語
E2E visual testing using Playwright screenshot API with Vision MCP helpers for qualitative GDD compliance analysis. Use when validating shaders, materials, UI elements, and visual appearance against design specifications.
原文の言語: 英語
Complete QA Validator workflow orchestration. References specialized skills for each validation step. Load at session startup for full protocol.
原文の言語: 英語
Configures Phaser games and manages scene lifecycle. Use proactively when setting up Phaser scenes, creating game config, or managing scene transitions.
原文の言語: 英語
Input validation and anti-cheat patterns for multiplayer servers. Use when implementing server-side validation.
原文の言語: 英語
Colyseus client SDK for React, connection methods, room events, and messaging. Use when connecting to multiplayer server.
原文の言語: 英語
Colyseus server setup, room handlers, lifecycle events, and scaling. Use when setting up multiplayer server.
原文の言語: 英語
Colyseus state schema definition, types, decorators, and serialization patterns. Use when defining room state.
原文の言語: 英語
Client-side prediction and server reconciliation core concepts. Use when implementing responsive multiplayer controls.
原文の言語: 英語
Movement prediction with server reconciliation for WASD controls. Use when implementing player movement.
原文の言語: 英語
Server-authoritative multiplayer architecture principles. Use when designing multiplayer features.
原文の言語: 英語
Haptic feedback patterns for mobile games using Vibration API. Use when adding tactile feedback.
原文の言語: 英語
Object pooling for high-performance R3F components (decals, particles, projectiles)
原文の言語: 英語
Game UI and HUD animation patterns with Framer Motion. Use when animating HUD elements.
原文の言語: 英語
Instanced rendering for repeated objects in R3F. Use when rendering many identical objects.
原文の言語: 英語