smithery/feliperyba

gd-design-level

Map and level design documentation. Use when designing map layouts, creating level templates, placing loot and spawns, designing flow and pacing, or creating navigation systems.

Installation

$ npx skills add smithery/feliperyba --skill gd-design-level

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Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 6,123 B
  • docs SUMMARY.md 200 B

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  1. First recorded snapshot · 0 installs

SKILL.md

Level Design

Map Template Format

## Map: [Name]
**ID:** MAP-[NNN]
**Size:** [Dimensions]
**Player Count:** [Min-Max]
**Match Duration:** [Minutes]

### Zone Layout
[ASCII art or visual description]

### Zones
| Zone | Risk Level | Loot Tier | Purpose |
|------|------------|-----------|---------|
| [Name] | [Level] | [Tier] | [Function] |

### Extraction Points
| Extract | Location | Type | Requirements | Risk |
|---------|----------|------|--------------|------|
| [Name] | [Position] | [Type] | [Needs] | [Level] |

### Loot Distribution
| Zone | Common % | Uncommon % | Rare % |
|------|----------|------------|--------|
| [Name] | [X%] | [X%] | [X%] |

### Flow Analysis
**Rotation patterns:** [How players move]
**Choke points:** [Conflict locations]
**Camping risks:** [Defensible spots]
**Anti-camping:** [Mitigations]

### AI Spawns (if applicable)
| Patrol | Route | Difficulty | Loot |
|--------|-------|------------|------|
| [Name] | [Path] | [Level] | [Drops] |

Level Design Principles

Flow

Players should move through the space with purpose:

  • Clear paths - Intuitive routes between areas
  • Multiple options - No single "correct" way
  • Decision points - Players choose their path
  • Risk gradient - Danger increases with reward

Landmarks

Players should orient themselves easily:

  • Silhouettes - Distinct visual shapes
  • Lighting - Key areas highlighted
  • Audio cues - Sounds indicate location
  • Unique features - Memorable elements

Pacing

Match the intended experience:

  • Buildup - Start slow, increase intensity
  • Peaks - High-tension moments
  • Breathing room - Brief downtime
  • Climax - Final push to objective

Level Design Process

Step 1: Concept Sketch

Create a rough layout showing:

  • Overall shape
  • Major zones
  • Key landmarks
  • Spawn/extract points

Step 2: Zone Definition

Define each area by:

  • Primary purpose
  • Risk level
  • Loot quality
  • Flow role

Step 3: Connection Design

Create paths between zones:

  • Main routes (obvious)
  • Alternative routes (hidden)
  • Shortcuts (risk/reward)
  • Choke points (conflict areas)

Step 4: Loot Placement

Place rewards following:

  • Risk gradient (deeper = better)
  • Exploration reward (off-path = bonus)
  • Flow guidance (loot attracts movement)
  • Balance considerations (not all in one spot)

Step 5: Playtest Validation

Test and iterate:

  • Do players flow as intended?
  • Are there camping spots?
  • Is loot distributed fairly?
  • Are spawns safe?

Common Level Patterns

Arena

Symmetrical, focused on fair competition:

  • Central conflict zone
  • Mirrored starting positions
  • Clear sightlines
  • Equal distance to objectives

Linear

Progressive, narrative-driven:

  • Clear forward path
  • Branching side areas
  • Setpiece encounters
  • Progressive difficulty

Open World

Exploration-focused:

  • Non-linear progression
  • Multiple objectives
  • Fast travel points
  • Dynamic events

Hub and Spoke

Central base with destinations:

  • Central safe zone
  • Radiating paths
  • Distinct themed areas
  • Return to hub mechanic

JSON Level Data Format

Standard Level JSON Structure

When implementing levels in JSON format for Phaser 3 games:

{
  "id": "level001",
  "name": "Tutorial - First Shot",
  "description": "Learn the basics with an impossible-to-fail tutorial shot",
  "birds": ["red", "red", "red"],
  "starThresholds": {
    "one": 5000,
    "two": 32000,
    "three": 72000
  },
  "pigs": [
    { "x": 800, "y": 500, "type": "small" }
  ],
  "blocks": [
    { "x": 750, "y": 500, "material": "glass", "rotation": 0 }
  ],
  "ground": { "y": 550 },
  "slingshot": { "x": 200, "y": 450 }
}

Level Design Best Practices for JSON

  1. Progressive Difficulty

- Early levels: Tutorial patterns, single solution - Mid levels: Multiple valid approaches - Late levels: Complex structures requiring mastery

  1. Star Threshold Formula

``javascript 2-star: 30,000 + (level × 2,000) 3-star: 60,000 + (level × 6,000) ``

  1. Bird Allocation

- Tutorial levels: 3 birds (fail-proof) - Practice levels: 3-4 birds - Complexity levels: 4-5 birds - Mastery levels: 5-7 birds

  1. Validation Checklist

- [ ] All x/y coordinates within world bounds - [ ] All material types are valid (glass, wood, stone, explosive) - [ ] All pig types are valid (small, medium, large) - [ ] All bird types are valid (red, yellow, black, white, blue) - [ ] Star thresholds follow progressive formula - [ ] At least 2 valid solutions exist - [ ] Level is solvable within bird count

Level Documentation Template

## Level {N}: {Name}

**Difficulty:** Tutorial | Practice | Complexity | Mastery | Challenge
**Target Time:** 30-90 seconds
**Birds:** {count} × {type}
**Pigs:** {count}

### Solution Paths
1. **Brute Force (1-star):** {description}
2. **Strategic (2-star):** {description}
3. **Optimal (3-star):** {description}

### Design Notes
- {key mechanic introduction}
- {difficulty considerations}
- {fail-safes for tutorial levels}

Level Review Checklist

Before marking a level complete:

  • Layout supports target player count
  • Spawns are safe and accessible
  • Extractions are balanced
  • Loot distribution is fair
  • Flow creates meaningful choices
  • Landmarks provide orientation
  • Choke points have counterplay
  • Performance is acceptable
  • Art style is consistent
  • JSON format is valid
  • Coordinates are within bounds
  • Materials and types are valid
  • Star thresholds follow formula
  • Multiple solutions exist
  • Level is solvable

Reference