game-qa
Verify a game with evidence on its selected target runtime. Launch the actual build and prove real rendering, input, the core loop, at least one designed outcome, restart, and explicit limitations without dressing subjective fun up as a certain verdict. Use for test a generated game, QA a game build, check whether the game is fully playable, or verify the build. 游戏证据化质量验证。在选定的目标运行环境中启动实际构建,证明真实渲染、输入、核心循环、至少一个设计结果、重开和明确限制,不把主观趣味包装成确定性结论。用于测试生成游戏、检查游戏能否完整游玩或验证构建。
git clone --depth 1 https://github.com/zenstory-ai/novel-to-game /tmp/game-qa && cp -r /tmp/game-qa/skills/game-qa ~/.claude/skills/game-qaSKILL.md
# 游戏质量验证 验证当前候选能否完成最小可玩闭环,不把自动化结果包装成趣味、平衡、权利或发布质量结论。 读取 [qa-contract.md](references/qa-contract.md) 定判据,按 [test-design-method.md](references/test-design-method.md) 设计最少但有区分力的检查。 产物语言由 `PRODUCT_BRIEF.md` 锁定;未锁定时跟随对话语言,不默认产出中文。 ## 唯一必需合同 每个候选都必须用真实运行证据覆盖:`launch`、`render`、`input`、`coreLoop`、`outcome`、`restart`。 `targetFinish` 描述成色,不改变这组六项。`checks` 恰好只含六键;项目回归与诊断只能映射回其中 一项、写入 `verify.suites` / evidence,或作为 limitation,不得生成第七道门。 这是一条自动化或代理可执行的运行验证,不要求真人试玩、主观评分或逐项人工批准。需要真人研究时 另立产品研究任务,不得把它变成当前候选 PASS 的隐藏前置条件。 ## 执行 1. 读取 `targetRuntime`、`testedRuntime` 和权威 verify;与 PRODUCT_BRIEF/BUILD_BRIEF 冲突时先报错, 不由 QA 猜值。 2. 只运行一次权威 verify:它在 testedRuntime 从 clean start → 核心动作 → 设计结果 → restart 完成整条路径,并记录 command、exit code、环境、六项结果、最小证据和实际失败。 3. 对照 GAME_DESIGN 中会改变结果的不变量和三段弧结束标记;只验证批准的设计承诺,不遍历所有 代码路径。 4. 若候选有可执行模型、事件日志或 patch,由同一权威 verify 内嵌项目回归,不由 QA 另跑第二条命令: 同版本同初态/seed/输入得到同一终态,非法动作不提交,未选分支不污染,角色与玩家不读取未获知事实; patch 只改变声明节点并重放受影响路径。若有 `signature_command`,还验证规范化候选的确定性提交、 否定/含混/冲突输入不误命中、执行阻力可拒绝或部分完成、实际结果与反馈一致、到期事项准时且只触发 一次;谈话不得越权提交效果或泄露知识。失败按影响映射到 `coreLoop` / `outcome` / `restart` 或写 limitation,不新增 checks。 5. 记录 limitation 和问题的 product/design/art/build 归属。趣味、长期平衡、留存和商业价值只能写成 未验证风险,不给确定性 PASS。 优先使用已有可观察状态;只有无法判断结果时才增加最小测试钩子。不要为了 QA 重构游戏或强制某种 框架、测试库或调试接口。 ## 输出 - `qa/verification.json`:唯一 QA 事实源,包含三态 status、权威命令、complete run、六项 checks、 一条证据路径和 limitations。证据文件保留运行细节,不再复制一份 `qa` 结论对象,也不再生成 重复的人工可读 QA 报告。 状态只取 `NOT_RUN` / `FAIL` / `PASS`。缺口写结构化 limitation,不发明 `PASS_WITH_GAPS`;未运行或 失败的必需项不能满足整体 PASS。
Direct game art and creative vision. Turn GAME_DESIGN into a production-level ART_DIRECTION defining a recognizable visual style, camera and composition, world and character grammar, functional colour/light/material, HUD feedback, motion and transition specs, audio direction, and a signature moment for every screen and mode. Use for what should the game look like, set the art direction, define the visual style. 游戏美术与创意方向。把 GAME_DESIGN 转成策划级 ART_DIRECTION,定义可辨识视觉风格、镜头构图、世界与角色语法、功能性色光材质、界面反馈、运动与转场规格、声音方向和每个界面/模式的签名游戏时刻。用于判断游戏应该长什么样、制定游戏美术方向等需求。
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when production begins, into a minimal BUILD_BRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game design, or turn this design into a running game. 游戏构建执行。先按最大风险做白盒,或在正式生产时把批准后的 GAME_DESIGN 与 ART_DIRECTION 压缩成最小 BUILD_BRIEF,在目标运行环境中实现可运行候选并用可回放证据迭代。用于验证高风险设计问题、构建游戏原型或实现批准方案。
Design game concepts from a novel. From SOURCE_BIBLE and PRODUCT_BRIEF, generate three genuinely different directions on the dimensions still unlocked, then pick the most worthwhile playable prototype using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game concepts, choose a game direction for this book, decide whether this novel should become an interactive story. 小说游戏概念设计。根据 SOURCE_BIBLE 与 PRODUCT_BRIEF 在未锁定维度上生成三个真正不同的方案,用硬否决和关键取舍选择最值得做的可玩原型。用于判断小说适合做成什么游戏、该不该做成互动叙事、比较游戏方案等需求。
Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败和可完整游玩的原型。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。
Deconstruct a novel for game adaptation. Compress a raw novel, deconstruction library, or writing project into a SOURCE_BIBLE with cited textual evidence, extracting world rules, player verbs, spaces, character will, systems, and visual anchors — without inventing a genre yet. Use for gameable book analysis, analyze a novel for game adaptation, extract game systems from a book. 游戏化拆书。把原始小说、拆文库或写作工程压缩成有必要原文证据的 SOURCE_BIBLE,提取世界规则、玩家动词、空间、角色意志、系统和视觉锚点,不提前发明游戏类型。用于游戏化拆书、分析小说的游戏改编基础等需求。
Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any language. Use for novel to game, story to game, book to game, adapt this novel into a game, turn this book into a playable prototype, make an interactive story or text adventure from this novel. NovelToGame 总入口。把任意语言的原始小说、拆文库或 oh-story 写作工程转成有原著依据、可在目标平台完整游玩的游戏,编排游戏化拆解、概念选择、游戏与视觉设计、目标运行环境构建和证据化质量验证。用于小说转游戏、把这本书做成游戏、把小说改成互动小说 / 互动叙事 / 文字冒险游戏等需求。