算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
design-iteration-tracker【设计与创意】Track what changed, why it changed, and what the result was. Prevent circular design and build institutional memory. Use this skill when: (1) logging design decisions with rationale and supporting data, (2) detecting when a proposed change moves back toward a previously rejected state, (3) tracking the impact chain of changes across systems, (4) main…
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Games are built through iteration. Every playtest changes something. Every insight reshapes the design. Without tracking, teams make the same mistakes twice, undo good changes, and lose the reasoning behind critical decisions. This skill is the project's design memory.
Prevent circular design — "Let's try making combat faster." "We tried that in v3. Players felt rushed and couldn't read the board state. We slowed it back down in v4 for that reason."
Preserve reasoning — Six months from now, why is this value set to 7? Because it was 5 and players felt starved, then 10 and players felt flooded, then 7 which tested well.
Enable informed decisions — When proposing a change, know what's already been tried.
Onboard new contributors — New team members understand not just what the design IS but how it got there.
The primary record. Every meaningful design change gets an entry:
DECISION ID: [Unique identifier — e.g., DEC-042]
DATE: [When]
CHANGE: [What was changed, specifically]
FROM: [Previous state/value]
TO: [New state/value]
RATIONALE: [Why this change was made]
DATA SOURCE: [What evidence supported this? Playtest, intuition, data?]
AFFECTED SKILLS: [Which design areas are impacted?]
DECIDED BY: [Who made the call?]
STATUS: [Implemented / Pending / Reverted / Superseded]
Quality rules for decision entries:
The most valuable feature. Detects when a proposed change would move toward a previously rejected state:
WARNING: Proposed change [X] resembles reverted decision DEC-023.
DEC-023 attempted: [What was tried]
DEC-023 result: [What happened — why it was reverted]
DEC-023 data: [What evidence drove the revert]
PROCEED IF: [Conditions that make this time different]
ABORT IF: [Conditions that make this the same mistake]
The "this time is different" check:
When a change cascades through the design:
CHANGE: [The initial change — e.g., DEC-042: Increased starting health to 150]
DIRECT IMPACTS:
→ Balance: All damage values may need rescaling
→ Economy: Health potion value changed relative to health pool
→ Encounters: Early encounter difficulty shifts
INDIRECT IMPACTS:
→ Progression: Health upgrades less impactful (smaller % gain)
→ Build diversity: Tanky builds less differentiated from baseline
MONITORED BUT NO ACTION YET:
→ Player experience: Does this change the emotional arc of early game?
For key design values, maintain a history:
PARAMETER: Starting Player Health
────────────────────────────────────────
v1 (initial): 100 [Designer estimate]
v2 (PT-003): 80 [Players felt too safe, reduced to add tension]
v3 (PT-005): 120 [80 was too punishing, overcorrected]
v4 (PT-007): 100 [Returned to baseline, problem was damage not health]
v5 (PT-009): 150 [Damage rebalanced, health increased for build diversity]
CURRENT: 150
This is invaluable for avoiding the "tuning treadmill" — adjusting the same value back and forth without progress.
Periodic summaries of design evolution:
ITERATION PERIOD: [Date range or playtest range]
TOTAL CHANGES: [Count]
MAJOR CHANGES: [List the significant ones]
REVERTS: [Any changes that were undone]
OPEN QUESTIONS: [What remains unresolved?]
DESIGN DIRECTION: [How has the game's direction shifted?]
NEXT PRIORITIES: [What should the next iteration focus on?]
Always track:
Track when significant:
Don't track:
Change types:
Change drivers:
The Undocumented Change — "Oh, I changed that last week." Nobody knows why. Nobody can evaluate the impact.
The Amnesia Loop — Trying the same failed approach every few months because nobody remembers why it was rejected.
The Tracking Tax — Documentation so onerous that designers stop updating it. Keep entries concise.
The Justification Theater — Writing rationale AFTER the change to justify it, not BEFORE to evaluate it.
The Frozen Design — Using the change log as a reason not to change things. "We already tried that" shouldn't end discussion if context has changed.
This skill produces:
These outputs feed into: