Roblox Game Design

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

作者 TabooHarmony38826be57ee37bcf023e9c2b85681bea3909281c無授權條款收錄於 2026年10月9日更新於 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.

僅含說明Design & Creative
AI 產生的概覽

指導 Roblox 遊戲設計:核心循環、教學、關卡、經濟、留存階段與策展準備。

功能
提供設計 Roblox 體驗的結構化框架,涵蓋核心循環與後設遊戲架構、教學與 FTUE 結構、關卡設計、經濟設計、留存階段規劃、遊戲手感、Bartle 玩家平衡以及避免刷取。也涉及 Roblox 策展計畫(如 Today's Picks 和 Moments)的準備。參考檔案包含更完整的框架細節、檢查清單和案例研究。
適用情境
適用於規劃或審查 Roblox 體驗的結構設計時,例如核心循環、新手引導、關卡、經濟或留存階段。也適合為 Roblox 策展或探索計畫做準備時使用。
執行需求
無需指令碼或工具,僅包含說明和一份參考文件。使用此技能不需要網路存取。

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]

來源與署名

來源:TabooHarmony/roblox-brain位於skills/design/roblox-game-design提交38826be

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