Roblox Game Design

TabooHarmony/roblox-brain/skills/design/roblox-game-design

作者 TabooHarmony38826be57ee37bcf023e9c2b85681bea3909281c无许可证收录于 2026年10月9日更新于 2026年10月9日

Use when designing core loops, tutorials/FTUE, levels, economies, retention phases, juice, Bartle balance, grind avoidance, or curation readiness.

仅含说明Design & Creative
AI 生成的概览

指导 Roblox 游戏设计:核心循环、教程、关卡、经济、留存阶段与策展准备。

功能
提供设计 Roblox 体验的结构化框架,涵盖核心循环与元游戏架构、教程与 FTUE 结构、关卡设计、经济设计、留存阶段规划、游戏手感、Bartle 玩家平衡以及避免刷取。还涉及 Roblox 策展项目(如 Today's Picks 和 Moments)的准备。参考文件包含更完整的框架细节、检查清单和案例研究。
适用场景
适用于规划或评审 Roblox 体验的结构设计时,例如核心循环、新手引导、关卡、经济或留存阶段。也适合为 Roblox 策展或发现项目做准备时使用。
运行要求
无需脚本或工具,仅包含说明和一份参考文档。使用该技能不需要网络访问。

Roblox Game Design Fundamentals

When to Load

Load for the structural craft of a Roblox experience: core loop and meta-game architecture, tutorial/FTUE structure, level design, economy design, retention-phase planning, juice/game feel, Bartle balance, grind avoidance, Today's Picks or Moments readiness. Route elsewhere: metrics/discovery → roblox-growth-design; persuasion/pricing → roblox-player-psychology; VFX → roblox-animation-vfx; economy telemetry → roblox-analytics.

Quick Reference

  • Core loop first: three layers must each work: core loop (moment-to-moment), meta-game (hour-to-hour), long-term progression (day-to-day). If the raw actions aren't fun, nothing above them survives.
  • Retention phases: D0–7 understandability/novelty/stability → D7–30 progression/mastery/return triggers → D30–90 social comparison/LiveOps → D90+ community.
  • Teach invisibly: teach through experience, never popups; environmental teaching, dynamic UI, kinesthetic learning, show don't tell, inverted pyramid of complexity.
  • Levels: Kishōtenketsu (safe intro → develop → twist → conclusion) plus the invisible hand (coins/lighting guide without text) and fairness (deaths feel the player's fault).
  • Economy: every source needs a sink; soft/hard/social currencies; prices must scale with the power curve; watch hoarding, churn at choke points, currency devaluation.
  • Anti-grind: grind is a state of mind, not a mechanic. Fix with juice, skill ceilings, and measurable chunks.
  • Bartle: Achievers/Explorers/Socializers/Killers form an ecosystem; over-serve one and the others leave.
  • Field data: measured onboarding/monetization/retention numbers (2026; see full.md).

Full framework details, checklists, case studies (Stardew, Hades, Artifact), and the curation/Moments prep: references/full.md [blocked]

来源与署名

来源:TabooHarmony/roblox-brain位于skills/design/roblox-game-design提交38826be

许可证: 无许可证

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