Git
v1.0.0

dialogue-beat

by @jammyfu0 pulls
URLopenbooklet.com/s/dialogue-beat
Pinnedopenbooklet.com/s/[email protected]
APIGET /api/v1/skills/dialogue-beat

Generic talk. Choices are verbs or flavor. Do not freeze a combat clock for a paragraph.

21 skills from this repojammyfu/open-game-skills
dialogue-beatviewing
a11y-controlsskills/disciplines/a11y-controls/SKILL.md

Use when input, text, color, audio, flashing, motion, holds, repeated presses, timing, or UI presentation can exclude players and accessibility preferences need explicit behavior without changing hidden gameplay rules.

ability-gateskills/disciplines/ability-gate/SKILL.md

Use when access depends on a capability, story predicate, or both, and the project needs a stable gate identity, deterministic predicate evaluation, unlock migration, and explicit soft-lock/recovery evidence.

action-feelskills/disciplines/action-feel/SKILL.md

Use when attacks feel floaty, cancels fire illegally, hitstop freezes unrelated actors, or combat outcomes change with render rate or same-tick processing order.

ad-breakskills/disciplines/ad-break/SKILL.md

Use when a game integrates rewarded, interstitial or banner ads and needs explicit placement, lifecycle, resume and reward-grant boundaries without interrupting authoritative gameplay actions.

analytics-funnelskills/disciplines/analytics-funnel/SKILL.md

Use when product or gameplay telemetry must be grouped into a versioned funnel with explicit steps, cohort, denominator and observation window so drop-off claims are auditable rather than inferred from screenshots or raw event counts.

asset-pack-intakeskills/assets/asset-pack-intake/SKILL.md

Use when a project receives a pre-built genre asset pack (sprite atlases, tilesets, level maps, feel/animation/audio data) described by a pack manifest and must validate it, map every folder to the owning skill, and plan the engine build without editing the art.

asset-runtimeskills/disciplines/asset-runtime/SKILL.md

Use when assets load twice, stale callbacks resurrect objects, shared textures disappear on scene exit, or repeated scene changes leak memory or block interaction.

audio-feelskills/disciplines/audio-feel/SKILL.md

Use when authoritative gameplay or UI events need audible cues, music-state changes, surface/speed feedback or looping audio whose identity, lifecycle and fallback must remain separate from gameplay timing.

avatar-createskills/disciplines/avatar-create/SKILL.md

Use when a character creator needs stable part, slider/morph or hotspot identities, save/load compatibility, rig/socket constraints, cosmetic ownership and explicit separation from gameplay-affecting body rules.

balance-designskills/disciplines/balance-design/SKILL.md

Use when comparing options, matchups, roles, economies or catch-up systems and the project needs explicit balance goals, metrics, tradeoffs and versioned evidence instead of universal fairness rules.

boss-designskills/disciplines/boss-design/SKILL.md

Use when a boss or major encounter needs a clear exam, phase/state structure, authored risk/readability policy and recoverable transitions without copying a shipped encounter or forcing universal phase rules.

climb-vaultskills/disciplines/climb-vault/SKILL.md

Use when characters need ledge mantle, vault, or sustained climb states with explicit geometry probes, attach/detach transitions, stamina policy, and failure recovery.

cloud-saveskills/disciplines/cloud-save/SKILL.md

Use when local and remote progress can diverge across devices, accounts, offline sessions, reinstalls, or interrupted synchronization.

cover-spaceskills/disciplines/cover-space/SKILL.md

Use when level geometry needs explicit cover affordances, stable anchors, stance/peek capabilities, occupancy and clearance evidence. It owns cover-space data, not input bindings, shooting, or the actor's cover state machine.

crafting-loopskills/disciplines/crafting-loop/SKILL.md

Use when recipes, stations, fusion, cooking, schematics, or material transforms can consume the wrong inputs, grant twice, overflow inventory, hide requirements, or duplicate another progression system.

death-carryskills/disciplines/death-carry/SKILL.md

Use when a death/defeat transition must define what state is kept, transformed, dropped or reset and where recovery resumes without conflating presentation, checkpointing or run rules.

enemy-aiskills/disciplines/enemy-ai/SKILL.md

Use when an NPC needs explicit idle, alert, search, combat, retreat, or reset state transitions and those transitions are currently snapping, looping, or contradicting other AI systems.

enemy-perceptionskills/disciplines/enemy-perception/SKILL.md

Use when NPC detection, line of sight, hearing, last-known position, alert sharing, or chase acquisition/drop behavior is unstable, omniscient, or inconsistent with stealth feedback.

equipment-progressionskills/disciplines/equipment-progression/SKILL.md

Use when weapons, armor, tools, loadouts, upgrades, affixes, fusion, set effects, or replacement gear need a clear ownership and progression model without mixing incompatible item identities.

face-morphskills/disciplines/face-morph/SKILL.md

Use when facial blendshape/morph, viseme, FACS-like, look/blink or stylized expression channels need a stable cross-asset schema, neutral baseline, ranges and LOD/fallback behavior without affecting gameplay collision.

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