Nine agent skills for building Makepad/Rust games, ported from majidmanzarpour/threejs-game-skills. Same director-routed workflow and premium bar; runtime rewritten for this fork's game crates. - makepad-game-director entrypoint, routing, continuity, asset probe - makepad-gameplay-systems loop, movers vs rigid bodies, input, camera, netplay - makepad-aaa-graphics-builder lighting, shaders, budget, visual scorecard - makepad-game-ui-designer HUD, menus, touch and XR UI - makepad-debug-profiler defect bisection and profiling - makepad-qa-release verification ladder, evidence, packaging - makepad-3d-generator CC0 model search, casts, procedural geometry - makepad-image-generator texgen textures, palettes, sky, icons - makepad-audio-generator sample bank, mixer, material impacts, 3D audio Written against the real APIs in libs/game/*, libs/sim and apps/arcade: the game.* verb table, GameRenderer adaptive quality, the packed 6-float GameMeshVertex layout, script_mod! splash styling, makepad-test driving, and the BUDGETS.md numbers. No paid generation API is required - the CC0 library plus seeded makepad-game-gen replaces them. Includes install.sh (Codex/Claude), validate-skills.sh and a repo-aware probe_assets.sh; both scripts verified against this checkout.
69 lines
4.6 KiB
Markdown
69 lines
4.6 KiB
Markdown
# Visual scorecard
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Ten categories, scored 0–3 from screenshots of the actual build. **Premium means no category below 2 and an average of at least 2.3.**
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Score from captures at the target aspect ratio, in the states that exist (menu, playing, win, lose). Scoring from memory of the code is not scoring.
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## Scale
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- **0 — absent.** The category was not addressed at all.
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- **1 — placeholder.** Engine default, or the first thing that worked.
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- **2 — authored.** Someone clearly decided this. Consistent, intentional, no obvious artefact.
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- **3 — crafted.** Decided *and* refined, with a detail that only deliberate iteration produces.
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## Categories
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**1. Silhouette and hero readability.** Can you identify the player instantly, at speed, against the busiest background in the game?
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*1:* hero is a primitive or reads the same as scenery. *2:* distinct shape, contrasts with background. *3:* distinct at a glance even in the most cluttered frame, with a rim or value contrast holding it out.
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**2. Lighting.** Direction, colour, and separation of key from ambient.
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*1:* flat, uniform, or default noon. *2:* directional key with coloured hemispheric ambient, consistent `light_dir` across all draw types. *3:* time-of-day committed, low sun with long shadows, warm/cool key-ambient split, bounce reading on undersides.
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**3. Materials and surface variety.** Do surfaces differ from each other?
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*1:* untextured flat colour everywhere. *2:* tint variety and texture where it matters; palette respected. *3:* material families are legible (metal vs cloth vs ground) and props are varied by tint/scale/rotation jitter so nothing is stamped.
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**4. Ground and world kit.** The largest surface in most frames.
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*1:* flat plane or bare terrain. *2:* textured or displaced ground with edge treatment and props anchored by contact shading. *3:* layered ground — path, wear, debris, transitions — that tells you where to go.
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**5. Composition and camera.** Framing, FOV, distance, lag.
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*1:* camera exists. *2:* framing suits the genre, lag and lookahead tuned, hero occupies a sensible screen fraction. *3:* framing directs attention; FOV responds to speed; camera collision handled without snapping.
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**6. Colour.** Palette discipline and value structure.
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*1:* default or arbitrary colours. *2:* 3 dominant + 2 accent held consistently; accents reserved for gameplay-relevant things. *3:* value structure separates fore/mid/background; colour carries meaning the player learns.
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**7. Shadows and contact.** Do objects sit on the ground?
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*1:* no shadows; props float. *2:* shadow casters budgeted sensibly, hero always shadowed, baked AO in contact regions. *3:* contact shading tight under props, soft at distance, no peter-panning or visible cascade seam.
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**8. Effects.** Particles, impacts, fireworks, trails.
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*1:* none, or one generic puff. *2:* impacts have flash + burst + trace, driven by real collision events. *3:* effects are layered and short, colour-matched to the palette, and read as caused by the thing that caused them.
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**9. Sky and atmosphere.** Backdrop and depth.
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*1:* solid clear colour. *2:* sky configured, fog agreeing with the horizon, depth reads. *3:* atmosphere supports the time of day, aerial perspective separates distance bands.
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**10. Motion and feel (visual).** Animation and responsiveness as seen.
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*1:* static or a single looping clip. *2:* locomotion states blend, hits produce visible reaction, camera shake on impact. *3:* anticipation and follow-through present, animation speed matches ground velocity (no foot-skate), idle variety.
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## Scoring template
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```
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1 silhouette 2 hero knight reads against dunes; rim light would push to 3
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2 lighting 3 18deg sun, warm key + cool sky ambient, consistent across draws
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3 materials 2 five palette tints on crates; ground still one material
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4 ground 1 flat terrain, no texture <-- BLOCKS PREMIUM
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5 composition 2
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6 colour 3
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7 shadows 2
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8 effects 2
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9 sky 3
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10 motion 2
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avg 2.2 - not premium: category 4 below 2, average below 2.3
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next: texgen ground material + path wear, re-score
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```
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## Rules
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- **Score the build, not the intent.** "The shader supports it" is not a 2.
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- **A single category below 2 blocks the premium claim**, whatever the average.
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- Interpret through the genre. A minimalist puzzle game is not required to have volumetric atmosphere; it is still required to have decided its colour, lighting and ground.
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- If the user explicitly chose a flat/primitive/low-poly style, that style *is* the bar — score against it, and say so.
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- Do not score your own work generously to close the task. The reviewer prompt exists because self-scoring drifts up; ask for defects, not agreement.
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