一键导入
nt-game-feature
Use when creating a reusable feature or deciding whether game code belongs in a root module, a template feature-pointer, or game-owned code.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when creating a reusable feature or deciding whether game code belongs in a root module, a template feature-pointer, or game-owned code.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
Use for the items catalog CLI, ownership API, reason tags, quarantine/reconcile, or items state and migrations.
Use for layout-affecting in-game UI work in this repository: new or changed HUDs, game screens, modal/dialogue sheets, menus, bottom navigation, responsive PC/phone layout, floating layers, clipping/scrolling/overflow, hit targets, or visual proof for a changed game UI surface. Forces a short widget/mode inventory before non-trivial edits so agents reuse existing Neotolis UI APIs. Skip for pure copy tweaks, asset swaps, or runtime automation tasks that do not change layout.
Use ONLY after a source-first search (shared asset library + free CC0/OFL sources) finds no fit, to generate real raster art for AI Studio asset workflows: fake shots, icon/source sheets, sprites, UI art, or source images for later asset tools. Generation is the last resort, not the default. Prefer Codex CLI imagegen via `codex exec` and `scripts/codex_imagegen.sh`; use Antigravity/agy CLI only as fallback. Owns raster creation only; nt-asset-workflow coordinates asset tools, catalog/intake handoff, and ai_studio/quality visual acceptance.
Use when the user asks for a full retrospective or analysis of an AI-assisted work session, chat history, agent run, long task, profiling data, slow progress, repeated failures, weak tool/subagent use, context loss, planning gaps, quality risks, or process improvements. Produces one comprehensive evidence-based session review with bottlenecks, causes, better workflow, and concrete changes for future runs.
Use for layout-affecting in-game UI work in this repository: new or changed HUDs, game screens, modal/dialogue sheets, menus, bottom navigation, responsive PC/phone layout, floating layers, clipping/scrolling/overflow, hit targets, or visual proof for a changed game UI surface. Forces a short widget/mode inventory before non-trivial edits so agents reuse existing Neotolis UI APIs. Skip for pure copy tweaks, asset swaps, or runtime automation tasks that do not change layout.
Use when starting or revising a game concept, first GDD, visual GDD, fake gameplay shot, gameplay loop, design pillars, reference pack, implementation handoff, or design-source cleanup for a specific game. Also use when converting loose ideas into scoped first playable requirements, gameplay data, UI flow, risks, and next implementation steps.
基于 SOC 职业分类
| name | nt-game-feature |
| description | Use when creating a reusable feature or deciding whether game code belongs in a root module, a template feature-pointer, or game-owned code. |
Workflow router for reusable modules and template feature-pointers. Canonical feature contracts live with their owners, not in this skill.
features/README.md for category selection and current modules.templates/template/src/features/README.md for template-pointer
conventions, layers, lifecycle, state, and asset boundaries.README.md,
INSTALL.md, and feature.json. Those files own its public surface,
wiring, validation, compatibility, and extension rules.features/.templates/template/src/features/.Consumer count does not decide the category. Do not add speculative switches, registries, or hooks without a real consumer need.
features/README.md; synchronize its version with dependency records.feature.json.games/new_game.mjs consumer.nt-game-items.nt-game-state-management.nt-runtime-automation.nt-quality-checks.