
Game Production
- 1 installs
- Updated August 2, 2026
- ahmetakyapi/dungeon-mates
game-production is a Claude Code skill that provides content-addition pipelines, a pre-commit quality checklist, and a parallel-agent workflow for a Next.js + Socket.io multiplayer dungeon game.
About
game-production is a Claude Code workflow skill for a specific multiplayer dungeon-crawler game built on Next.js, Socket.io, and TypeScript. It gives ordered file-by-file pipelines for adding new game content (monsters, floors, sounds, socket events, UI components), a pre-commit quality checklist, and a strategy for splitting work across parallel agents. A developer uses it when planning multi-file changes or reviewing code quality on this project. It also documents the game's lore terms and three-act floor structure for narrative consistency.
- Step-by-step pipelines for adding a monster, floor, sound, socket event, or UI component to the game codebase
- Pre-commit quality checklist plus a parallel-agent file-grouping strategy
- Enforces lore consistency and a fixed commit-message format
Game Production 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)
game-production capabilities & compatibility
- Capabilities
- game content pipeline · code review · commit workflow · parallel agent coordination
- Use cases
- code review · frontend
What game-production says it does
Activate when planning multi-file changes, adding new game content (monsters, floors, sounds, UI), reviewing code quality, or managing the development workflow of this project.
Bu projede 3-4 paralel agent cok etkili:
npx skills add https://github.com/ahmetakyapi/dungeon-mates --skill game-productionAdd your badge
Show developers this skill is listed on Skillselion. Paste this into your README.
| Installs | 1 |
|---|---|
| Last updated | August 2, 2026 |
| Repository | ahmetakyapi/dungeon-mates ↗ |
What it does
Add new game content or manage the dev workflow for a Next.js + Socket.io multiplayer dungeon game.
Who is it for?
Developers extending this specific dungeon-crawler game who need the exact file sequence for each content type.
Skip if: General game development outside this repository; the pipelines reference project-specific files.
When should I use this skill?
Planning multi-file changes, adding new game content (monsters, floors, sounds, UI), reviewing code quality, or managing this game project's workflow.
What you get
- new game content wired across all required files
- pre-commit quality-checked changes
By the numbers
- 3-4 parallel agents
- 10 dungeon floors across 3 acts
- 6-step new-monster pipeline
Files
Game Production Pipeline
Icerik Ekleme Pipeline'lari
Yeni Canavar
1. shared/types.ts → MonsterType union + MONSTER_STATS
2. server/entities/Monster.ts → AI davranis switch case
3. server/GameRoom.ts → MONSTER_POOL_BY_FLOOR (uygun katlara weight)
4. src/game/renderer/SpriteRenderer.ts → drawMonster() switch case
5. src/components/game/HUD.tsx → XP_TO_NAME kayitlari (2 YERDE!)
6. src/components/game/LoadingScreen.tsx → GAME_TIPS (opsiyonel)Yeni Kat
1. server/dungeon/DungeonGenerator.ts → FLOOR_CONFIG'e kat ekle
2. server/GameRoom.ts → MONSTER_POOL_BY_FLOOR + maxFloors guncelle
3. src/components/game/FloorTransition.tsx → FLOOR_LORE + FLOOR_QUOTES
4. src/components/game/StoryIntro.tsx → FLOOR_INTROS
5. src/components/game/LoadingScreen.tsx → FLOOR_NAMES + GAME_TIPS
6. src/game/audio/SoundManager.ts → Muzik/ambient katman ayarlariYeni Ses
1. src/game/audio/SoundManager.ts → Yeni metod (oscillator + gain + envelope)
2. src/hooks/useSound.ts → useCallback wrapper + useMemo return
3. src/app/game/page.tsx → Uygun useEffect veya event handler'da cagirYeni Socket Event
1. shared/types.ts → ServerEvents / ClientEvents interface
2. server/GameRoom.ts → socket.emit() veya io.to().emit()
3. src/hooks/useGameSocket.ts → socket.on() + state + cleanup
4. src/app/game/page.tsx → Yeni state'i UI'a baglaYeni UI Bileseni
1. src/components/game/YeniBilesen.tsx → 'use client' + bileseni yaz
2. src/app/game/page.tsx → import + state + render (uygun fazda)Kalite Kontrol Listesi (Commit Oncesi)
# 1. Type check — SIFIR HATA olmali
npx tsc --noEmit
# 2. Kontrol
grep -rn "console.log" src/ server/ --include="*.ts" --include="*.tsx" # Olmamali
grep -rn "// @ts-ignore" src/ server/ --include="*.ts" --include="*.tsx" # Olmamali
grep -rn "as any" src/ server/ --include="*.ts" --include="*.tsx" # Minimize etKod Kalite Kurallari
- [ ] Magic number yok — named constant kullan
- [ ] useEffect cleanup var (socket listener, timer, event listener)
- [ ] Render dongusunde allocation yok (GameRenderer, SpriteRenderer, ParticleSystem)
- [ ] 'use client' dosyanin ilk satiri
- [ ] server/ → src/ import yok (sadece shared/types.ts kopru)
- [ ] Yeni entity ID icin
nanoid()kullanildi
Agent Paralellestirme Stratejisi
Bu projede 3-4 paralel agent cok etkili:
Cakismayan Dosya Gruplari
Agent 1 (Ses): SoundManager.ts + useSound.ts
Agent 2 (Render): GameRenderer.ts + Camera.ts + SpriteRenderer.ts
Agent 3 (Server): GameRoom.ts + Monster.ts + DungeonGenerator.ts
Agent 4 (UI): components/game/*.tsxKurallar
- shared/types.ts degisiyorsa → ONCE types'i degistir, SONRA agent'lari baslat
- Her agent'a bagimsiz dosya grubu ver (cakisma olmasin)
- Agent sonrasi →
npx tsc --noEmitile entegrasyon dogrula - Entegrasyon noktalari (game/page.tsx, useSound.ts) → agent'lar bittikten sonra elle bagla
Commit Formati
<tip>: <kisa aciklama>
Tipler: feat, fix, style, refactor, docs, chore, perf
Ornekler:
feat: add floor 5 mid-boss encounter
fix: mobile connection stuck on loading screen
perf: reduce particle allocation in render loop
refactor: extract minimap into sub-componentsHikaye/Lore Tutarliligi
Yeni icerik eklerken mevcut lore'a uygunluk kontrol et:
| Terim | Aciklama | Kullanim |
|---|---|---|
| Zephara | Dusmüs sehir | Tum hikaye bunun etrafinda |
| Mor'Khan | Yozlasmis kral, final boss | Kat 10, trajik karakter |
| Ilk Ates | Guc kaynagi, Mor'Khan'i yozlastiran | Hikayenin cekirdegi |
| Orumcek Kralice | Mid-boss | Kat 5, "Zephara'nin Dokumacisi" |
3 Perde Yapisi
Perde I (Kat 1-4): Yuzey — Yikik Kapilar, Sessiz Sokaklar, Derin Tuneller, Terkedilmis Pazar
Perde II (Kat 5-7): Derinlikler — Orumcek Kralice'nin Ini, Yikik Kutuphane, Tas Bahceler
Perde III(Kat 8-10): Karanligin Kalbi — Lav Nehirleri, Ruhlar Tapinagi, Taht SalonuBuild & Deploy
npm run dev # Gelistirme (client :3002 + server :3001)
npm run build # Frontend production build
npm run build:server # Backend TypeScript compile
npm run start:server # Production server
# Deploy oncesi:
# - Environment variables kontrol (NEXT_PUBLIC_WS_URL, PORT, ALLOWED_ORIGINS)
# - npx tsc --noEmit
# - npm run build basarili mi?