Art direction for RPG, JRPG, CRPG, ARPG, and MMORPG worlds in Blender including loot rarity reads and region identity.
日本語の概要は準備中です。原文の説明を表示しています。
25 件 ・ 関連度順
概要と使いどころ
Art direction for RPG, JRPG, CRPG, ARPG, and MMORPG worlds in Blender including loot rarity reads and region identity.
日本語の概要は準備中です。原文の説明を表示しています。
Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
日本語の概要は準備中です。原文の説明を表示しています。
Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.
日本語の概要は準備中です。原文の説明を表示しています。
Knowledge base from the DoD M&S VV&A Recommended Practices Guide (RPG web edition). Use for verification, validation, and accreditation of models and simulations — role responsibilities (user, developer, M&S PM, V&V agent, accreditation agent), fidelity, validation fundamentals, data V&V, risk-informed accreditation, T&E/V&V integration, referent development, and conceptual-model validation. Complements nasa-ms-7009 and T&E packs; does not replace DoDI 5000.61 or Service VV&A policies.
日本語の概要は準備中です。原文の説明を表示しています。
KI-gestuetzte Textproduktion in drei Teilskills: Allgemeine Texte (Blogpost, Social, Newsletter, Copy, E-Mail, Bericht), narrative Storys (Skript, Kurzgeschichte, RPG, Weltenbau) und PR-Kommunikation (Pressemitteilung, Positionspapier) mit lokalem LaTeX-PDF-Compiler. Kein externer Dienst zwingend erforderlich.
日本語の概要は準備中です。原文の説明を表示しています。
Unterstützt systemneutral bei Abenteuern, Szenen, Figuren und Kampagnenorganisation.
日本語の概要は準備中です。原文の説明を表示しています。
A multi-frame gamified mobile-app prototype — three phone frames on a dark showcase stage. Frame 1: cover / poster, Frame 2: today's quests with XP ribbons and a level bar, Frame 3: quest detail. Vivid quest tiles, level ribbon, bottom tab bar. Use when the brief asks for a "gamified app", "habit tracker", "RPG-style life app", "level-up app", "daily quests", "XP / streak app", or "ELI5-style explainer app".
日本語の概要は準備中です。原文の説明を表示しています。
三屏: 封面 / 今日任务带 XP / 任务详情, 暗色舞台
日本語の概要は準備中です。原文の説明を表示しています。
Fast codebase search via WarpGrep (20x faster than grep)
日本語の概要は準備中です。原文の説明を表示しています。
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
日本語の概要は準備中です。原文の説明を表示しています。
Generates, normalizes, and converts bedGraph signal tracks (4-column chrom/start/end/value, 0-based half-open) with bedtools genomecov, deepTools bamCoverage/bamCompare/bigwigCompare, bedtools unionbedg, and UCSC bedGraphToBigWig. Covers why a raw coverage bedGraph is not comparable across samples until normalized, the CPM/RPKM/BPM/RPGC normalization menu and the conserved-total assumption that makes them wrong under a global perturbation, the strict sorted-non-overlapping-chrom.sizes bedGraphToBigWig contract that silently corrupts a bigWig, effective-genome-size selection, and bin-size aliasing. Use when building or normalizing a coverage/signal track from a BAM, comparing tracks across samples or conditions, converting bedGraph to a browser-ready bigWig, or diagnosing a track that looks plausible but reports wrong heights.
日本語の概要は準備中です。原文の説明を表示しています。
Visualizes ChIP-seq data using deepTools (computeMatrix, plotHeatmap, plotProfile, bamCoverage, bamCompare), pyGenomeTracks (modern INI-driven track plots), Gviz (R browser-style), EnrichedHeatmap (ComplexHeatmap-based), ChIPseeker tag heatmaps, and IGV batch screenshots. Handles bigWig normalization choices (CPM, BPM, RPGC, spike-in scaled), bamCompare operations (log2 ratio, subtract) with SES scaling, k-means clustering of heatmaps for biological subgrouping, and spike-in-scaled tracks for global-shift experiments. Use when generating publication-quality ChIP-seq signal heatmaps, profile plots, genome-browser tracks, or comparing samples visually.
日本語の概要は準備中です。原文の説明を表示しています。
场景化讲解 PPT(图片版,一页一张 16:9 图)。读一篇文章或一个主题,把整套内容放进你的默认「世界」里讲(小课堂、后厨、RPG、像素小岛、复古广告…第一次看样张选),逐页设计场景、定好图上每个字,交给 Codex 内置 imagegen 原样出图。当用户说「做成 PPT」「出一套讲解幻灯片」「用 PPT 讲 XX」「把这篇文章做成 PPT」「换默认世界」时触发。
日本語の概要は準備中です。原文の説明を表示しています。
Run bounded tabletop scenes with explicit rules assumptions, character state and player choices. Use for this Bot Generator Bot template; creates drafts or simulations within its declared scope.
日本語の概要は準備中です。原文の説明を表示しています。
Fast codebase search via WarpGrep (20x faster than grep)
日本語の概要は準備中です。原文の説明を表示しています。
NGS CLI for ChIP/RNA/ATAC-seq. BAM→bigWig with RPGC/CPM/RPKM, sample correlation/PCA, heatmaps/profiles around features, fingerprints. For alignment use STAR/BWA; for peak calling use MACS2.
日本語の概要は準備中です。原文の説明を表示しています。
Visualizes ChIP-seq data using deepTools (computeMatrix, plotHeatmap, plotProfile, bamCoverage, bamCompare), pyGenomeTracks (modern INI-driven track plots), Gviz (R browser-style), EnrichedHeatmap (ComplexHeatmap-based), ChIPseeker tag heatmaps, and IGV batch screenshots. Handles bigWig normalization choices (CPM, BPM, RPGC, spike-in scaled), bamCompare operations (log2 ratio, subtract, SES), k-means clustering of heatmaps for biological subgrouping, and spike-in-scaled tracks for global-shift experiments. Use when generating publication-quality ChIP-seq signal heatmaps, profile plots, genome-browser tracks, or comparing samples visually.
日本語の概要は準備中です。原文の説明を表示しています。
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
日本語の概要は準備中です。原文の説明を表示しています。
Autonomous novel writing CLI agent with web workbench (JiaOS Studio) - use for creative fiction writing, standalone short-fiction packages, cover generation, novel generation, style imitation, chapter continuation/import, EPUB export, AIGC detection, and fan fiction. Native English support with 10 built-in English genre profiles (LitRPG, Progression Fantasy, Isekai, Cultivation, System Apocalypse, Dungeon Core, Romantasy, Sci-Fi, Tower Climber, Cozy Fantasy). Also supports Chinese web novel genres (xuanhuan, xianxia, urban, horror, other). Multi-agent pipeline, two-phase writer (creative + settlement), stronger long-form chapter craft rules, hook-ledger payoff checks, 33-dimension auditing, token usage analytics, creative brief input, structured logging (JSON Lines), multi-model routing, custom OpenAI-compatible provider support, and JiaOS Studio web UI for visual book management, short-fiction runs, cover generation, chapter review, real-time writing progress, market radar, and analytics.
日本語の概要は準備中です。原文の説明を表示しています。
host chinese call of cthulhu and similar investigative tabletop rpg sessions as kp/keeper. use when the user asks to start, continue, simulate, or play a coc scenario, wants chatgpt to be kp, asks for preset investigator cards, npc teammates, dice checks, horror investigation pacing, solo/co-op tabletop roleplaying, or persistent pre-session prep/project folders for a campaign. ask only the minimum setup questions: whether the user wants a custom investigator persona and how many npc teammates; otherwise handle scenario selection, character card creation, npc teammates, dice, pacing, narration, and campaign notes automatically.
日本語の概要は準備中です。原文の説明を表示しています。
Generate fantasy character names in zh-TW with original spelling and etymology, across human, elf, dwarf, orc/beastfolk, and halfling naming traditions. Use when the user needs a name for a character, NPC, party member, villain, shopkeeper, or monster, asks to think of, suggest, or rename such a character, names entities for a MUD/TRPG/game world or worldbuilding document, or writes lore, quests, presets, or seed data that require in-world personal names.
日本語の概要は準備中です。原文の説明を表示しています。
Visualizes ChIP-seq data using deepTools (computeMatrix, plotHeatmap, plotProfile, bamCoverage, bamCompare), pyGenomeTracks (modern INI-driven track plots), Gviz (R browser-style), EnrichedHeatmap (ComplexHeatmap-based), ChIPseeker tag heatmaps, and IGV batch screenshots. Handles bigWig normalization choices (CPM, BPM, RPGC, spike-in scaled), bamCompare operations (log2 ratio, subtract) with SES scaling, k-means clustering of heatmaps for biological subgrouping, and spike-in-scaled tracks for global-shift experiments. Use when generating publication-quality ChIP-seq signal heatmaps, profile plots, genome-browser tracks, or comparing samples visually.
日本語の概要は準備中です。原文の説明を表示しています。
Generates, normalizes, and converts bedGraph signal tracks (4-column chrom/start/end/value, 0-based half-open) with bedtools genomecov, deepTools bamCoverage/bamCompare/bigwigCompare, bedtools unionbedg, and UCSC bedGraphToBigWig. Covers why a raw coverage bedGraph is not comparable across samples until normalized, the CPM/RPKM/BPM/RPGC normalization menu and the conserved-total assumption that makes them wrong under a global perturbation, the strict sorted-non-overlapping-chrom.sizes bedGraphToBigWig contract that silently corrupts a bigWig, effective-genome-size selection, and bin-size aliasing. Use when building or normalizing a coverage/signal track from a BAM, comparing tracks across samples or conditions, converting bedGraph to a browser-ready bigWig, or diagnosing a track that looks plausible but reports wrong heights.
日本語の概要は準備中です。原文の説明を表示しています。
Visualizes ChIP-seq data using deepTools (computeMatrix, plotHeatmap, plotProfile, bamCoverage, bamCompare), pyGenomeTracks (modern INI-driven track plots), Gviz (R browser-style), EnrichedHeatmap (ComplexHeatmap-based), ChIPseeker tag heatmaps, and IGV batch screenshots. Handles bigWig normalization choices (CPM, BPM, RPGC, spike-in scaled), bamCompare operations (log2 ratio, subtract, SES), k-means clustering of heatmaps for biological subgrouping, and spike-in-scaled tracks for global-shift experiments. Use when generating publication-quality ChIP-seq signal heatmaps, profile plots, genome-browser tracks, or comparing samples visually.
日本語の概要は準備中です。原文の説明を表示しています。