chore: share game-studio hermes plugin
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.hermes/plugins/game-studio/references/frontend-prompts.md
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# Frontend Prompts
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Use these prompt shapes to keep browser-game UI intentional instead of generic.
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## Prompt ingredients
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- game genre and fantasy
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- camera or viewpoint
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- player verbs
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- HUD zones
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- menu surfaces
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- motion tone
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- desktop and mobile expectations
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- playfield protection and disclosure strategy
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- anti-patterns to avoid
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## HUD implementation prompt
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```text
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Design and implement the HUD for a browser game.
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Game fantasy: <genre and world>
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Viewpoint: <top-down, side-view, tactical grid, third-person, first-person>
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Primary verbs: <attack, move, cast, build, dodge, inspect>
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HUD zones: <top status, bottom command bar, side objectives, modal panels>
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Tone: <ornate, rugged, clean sci-fi, painterly, arcade>
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Motion: <restrained, snappy, dramatic only on important state changes>
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Platforms: desktop and mobile
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Constraints: readable over active gameplay, DOM-based overlays, CSS variables, no generic dashboard look
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Playfield protection: keep the central play area clear during normal play, prefer one primary persistent HUD cluster, and move long-form notes or controls behind menus
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Avoid: flat admin UI, default font stack, cluttered overlays, constant micro-animation, equal-weight cards around every edge, broad always-on panels that cover the world
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```
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## Menu implementation prompt
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```text
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Build the shell UI for a browser game with the following surfaces:
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- title screen
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- pause menu
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- settings panel
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- game-over or victory screen
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Keep the menus visually tied to the game world, not to a SaaS app aesthetic. Use strong hierarchy, intentional typography, meaningful motion, and responsive layout.
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```
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## Low-chrome 3D starter prompt
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```text
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Design the initial playable HUD for a browser 3D game.
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Goal: the first screen should feel playable in under 3 seconds, not like a dashboard.
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Camera mode: <third-person, first-person, orbit, rail>
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Primary verbs: <move, inspect, interact, attack, build>
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Persistent UI budget:
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- one compact objective chip or status cluster
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- one optional small secondary surface
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- one transient controls or interaction hint
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Interaction rules:
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- keep the center of the playfield clear
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- keep the lower-middle playfield mostly clear during normal play
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- lore, notes, quest details, and long control lists live behind a drawer, pause menu, or toggle
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- modal and pause states must gate camera input correctly
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Avoid:
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- giant title cards over live gameplay
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- field notes, controls, and objectives all open at once
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- equally weighted glass panels in every corner
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- full-screen overlay chrome during normal movement
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```
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## 3D overlay prompt
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```text
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Design and implement the HUD and menu overlays for a browser 3D game.
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Engine context: <vanilla Three.js or React Three Fiber>
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Camera mode: <third-person, first-person, orbit, rail>
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Primary verbs: <move, inspect, interact, attack, build>
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Overlay surfaces: <reticle, quest log, inventory, pause menu, settings>
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Interaction constraints:
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- DOM overlays, not in-scene UI by default
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- modal and menu states must suspend or gate camera input correctly
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- keyboard and pointer states must be explicit
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- reduced-motion support for non-essential transitions
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- keep the center of the screen clear during normal play
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- keep the lower-middle playfield mostly clear during normal play
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- start with one compact objective surface and transient hints rather than multiple permanent cards
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- secondary content such as notes, lore, and full control references should be collapsed by default
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Avoid:
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- dashboard UI
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- cluttered full-screen overlays
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- boxed panels around every edge of the viewport
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- full-width top-and-bottom panel stacks
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- permanent text-heavy cards competing with the scene
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- camera movement continuing under active menus
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```
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