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Game Dev Specialist

  • 1 installs
  • Updated August 2, 2026
  • ahmetakyapi/dungeon-mates

game-dev-specialist is a Claude Code skill that maps the architecture and rules of a browser-based co-op dungeon crawler for working on Canvas rendering, particle systems, monster AI, and game networking.

About

game-dev-specialist is a Claude Code skill that documents the architecture of a specific browser-based co-op dungeon crawler game. It maps critical files and rules for the Canvas render pipeline, procedural sprite drawing, a pool-based particle system, camera and hit-feel effects, the Web Audio sound engine, monster AI, and the server-authoritative WebSocket tick protocol. A developer uses it when working on performance-sensitive game code in this project. The document is written in Turkish.

  • Specialist map for a browser-based co-op dungeon crawler (~18,000 lines of TypeScript)
  • Covers Canvas render pipeline, pool-based particle system, and 14 monster-AI types
  • Documents server-authoritative WebSocket tick protocol and hard performance rules

Game Dev Specialist by the numbers

  • 1 all-time installs (skills.sh)
  • Ranked #218 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Aug 3, 2026 (Skillselion catalog sync)
At a glance

game-dev-specialist capabilities & compatibility

Capabilities
game rendering · game ai · multiplayer netcode
Use cases
frontend
From the docs

What game-dev-specialist says it does

Browser tabanlı co-op dungeon crawler. 40 kaynak dosya, ~18.000 satır TypeScript.
SKILL.md
Havuz boyutu sabit: 768 parçacık
SKILL.md
**Server authoritative**: client combat sonucu ASLA hesaplamaz
SKILL.md
npx skills add https://github.com/ahmetakyapi/dungeon-mates --skill game-dev-specialist

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Listed on Skillselion
Installs1
Last updatedAugust 2, 2026
Repositoryahmetakyapi/dungeon-mates

What it does

Work on performance-sensitive game code (Canvas rendering, particles, monster AI, netcode) in a browser co-op dungeon crawler.

Who is it for?

Editing performance-critical rendering, particle, AI, and netcode in this specific dungeon-crawler codebase.

Skip if: Generic game engines; it is tied to one project's file layout and conventions.

When should I use this skill?

Working on Canvas rendering, particle systems, sprite drawing, monster AI, collision, game-loop optimization, or WebSocket game state in this project.

What you get

  • Changes to game rendering, particles, AI, or netcode consistent with project rules

By the numbers

  • ~18,000 lines of TypeScript across 40 source files
  • 14 monster AI types
  • Particle pool fixed at 768 particles

Files

SKILL.mdMarkdownGitHub ↗

Game Development Specialist

Browser tabanlı co-op dungeon crawler. 40 kaynak dosya, ~18.000 satır TypeScript. Tüm sprite'lar prosedürel Canvas API ile çizilir — sprite sheet yok.

Kritik Dosya Haritası

DosyaSatırSorumluluk
src/game/renderer/GameRenderer.ts~2200Ana canvas render pipeline, freeze frame, movement interpolation
src/game/renderer/SpriteRenderer.ts~260014 canavar + 3 sınıf prosedürel sprite çizimi
src/game/renderer/ParticleSystem.ts~1100Pool-based particle engine (768 havuz)
src/game/renderer/Camera.ts~290Kamera: shake, zoom, look-ahead, directional punch
src/game/audio/SoundManager.ts~780Web Audio synthesizer, per-floor müzik, ambient katmanları
src/game/input/InputManager.ts~300Keyboard + gamepad input
src/game/input/TouchControls.ts~590Mobil joystick + butonlar
server/GameRoom.ts~1120Oyun döngüsü, 20 tick/sn, oda yönetimi
server/entities/Monster.ts~74014 canavar AI (skeleton, slime, bat, goblin, rat, spider, wraith, mushroom, gargoyle, dark_knight, phantom, lava_slime, boss_spider_queen, boss_demon)
server/dungeon/DungeonGenerator.ts~525BSP tree zindan üretimi, 10 kat config
shared/types.ts~260Server-client köprü dosyası

Render Pipeline — Katman Sırası (BOZMA)

Floor → Decor → Loot → Monsters → Projectiles → Players → Particles → Fog → UI

Kurallar:

  • imageSmoothingEnabled = false — pixel art zorunlu
  • Offscreen buffer kullan — pixelation artifact önler
  • Mantıksal çözünürlük: masaüstü 480×270, mobil 280×210
  • Canvas context'i her frame yeniden alma — bir kez al, sakla
  • clearRect kullan, fillRect(black) ile silme

Hit Feel Sistemi (Yeni)

GameRenderer'da freeze frame + Camera'da directional punch:

  • freezeFrame(ms) → canavar ölümü: 50ms, boss hit: 35ms, boss ölüm: 80ms, ağır hasar: 60ms
  • camera.punch(dirX, dirY, amount, decayRate) → vuruş yönüne kamera sarsıntısı
  • Monster kill'de beyaz ekran flash (0.12 intensity)
  • Movement interpolation: prevEntityPositions Map, lerp factor 0.35

Particle System

  • Havuz boyutu sabit: 768 parçacık
  • Öncelik: combat > ambient — ambient'i önce geri dönüştür
  • Render döngüsünde new ile nesne oluşturma YASAK
  • Yeni efekt eklerken havuz boyutunu artırma, geri dönüşüm mantığını iyileştir

Ses Motoru (SoundManager)

  • Per-floor müzik: playFloorMusic(floor) — tempo 60→84 BPM, katmanlı sentez
  • Bass: tüm katlar | Melodi: kat 3+ | Dissonans: kat 5+ | Perküsyon: kat 7+
  • Ambient: startAmbience(floor) — su damlaları, rüzgar (3+), fısıltılar (6+), kalp atışı (9+)
  • Saldırı ses çeşitliliği: ±10% frekans randomizasyon
  • Ayak sesi: playFootstep() — 220ms cooldown, bandpass-filtered noise

Monster AI — 14 Tip

TipDavranışEklenen
skeleton, slime, bat, goblin, rat, spider, wraith, mushroomOrijinal AIv1
gargoyleskeleton AI, büyük boyutv2
dark_knightgoblin AI, yüksek HP/saldırıv2
phantomwraith AI, hızlıv2
lava_slimeslime AI, ateş temalıv2
boss_spider_queenboss AI, kat 5 mid-bossv2
boss_demon (Mor'Khan)boss AI, kat 10 final bossv1

Yeni canavar ekleme sırası: 1. shared/types.tsMonsterType union + MONSTER_STATS 2. server/entities/Monster.ts → AI davranış case 3. server/GameRoom.tsMONSTER_POOL_BY_FLOOR + gerekirse boss logic 4. src/game/renderer/SpriteRenderer.tsdrawMonster switch case 5. src/components/game/HUD.tsxXP_TO_NAME kayıtları (2 yerde) 6. src/components/game/LoadingScreen.tsxGAME_TIPS (opsiyonel)

WebSocket / Tick Protokolü

  • Server tick: 20 FPS (50ms), client input: ~22 FPS (45ms throttle)
  • Saldırı / yetenek / etkileşim → one-shot socket event (kayıp önleme)
  • Her tick'te FULL state broadcast — delta encoding yok
  • Server authoritative: client combat sonucu ASLA hesaplamaz
  • Transport: polling first → websocket upgrade (mobil güvenilirlik)
  • Ping: 10s interval, 20s timeout

Performans Kırmızı Çizgiler

  • Render döngüsünde allocation yok (new, spread, map, filter — tümü yasak)
  • Object pool pattern'ını bozma
  • Quality sistemi (Low/Medium/High) FPS izleme ile çalışıyor — kendi kalite switch'i ekleme
  • useGameLoop.ts'deki requestAnimationFrame tek döngüdür — ikinci açma
  • useGameSocket.ts dışında socket instance oluşturma
  • useEffect'te socket listener → cleanup zorunlu (return () => socket.off)

Related skills

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