Xianxia Pinball Gameplay
Purpose
Use this skill as the game-specific layer below ai-mini-game-development, cocos-ai-automation-development, and cocos-ball-physics-gameplay for the xianxia arcane pinball mobile game.
Keep generic workflow, Cocos execution, and ball-physics troubleshooting in those broader skills. Keep this skill focused on this game's rules, art direction, reusable asset taxonomy, and implementation defaults.
Core Concept
Build a 2.5D vertical mobile pinball-like game where the player uses left and right hand energy fields to guide and rebound a magic orb through an arcane board.
Default first playable target:
- Fixed vertical 2.5D Cocos 3D view.
- One dynamic arcane orb.
- Dark stone board with gold rune paths, rails, energy nodes, and an abyss failure gate.
- Left touch controls teal-blue attraction/guide energy.
- Right touch controls gold rebound/return energy.
- The orb remains physics-driven; player fields influence, redirect, or amplify it without directly dragging it.
- Core loop: guide, rebound, chain hits, build overload, harvest safely, avoid abyss loss.
Workflow
Establish playable physics before high art.
- Verify orb spawn, collision, wall rebound, field influence, failure gate, reset, and scoring.
- Use simple debug visuals for force fields before heavy particles.
Layer style after mechanics are readable.
- Apply dark stone board material, gold rune line material, arcane wall material, and abyss gate material.
- Add energy trails, lightning links, hit sparks, activation rings, and overload effects as reusable effect atoms.
Keep visual and physical layers separate.
- Use simple colliders for rails, walls, nodes, and abyss triggers.
- Let ornate meshes, transparent planes, glow strips, and particles sit on top of simplified collision.
Validate on mobile assumptions.
- Prefer a small number of reusable particles and texture strips over many unique animated effects.
- Tune glow and bloom for readability, not concept-art density.
References
Read only the reference needed for the current task:
references/game-rules.md: use when designing mechanics, states, scoring, failure, or controls.
references/art-direction.md: use when generating materials, UI, VFX, color palettes, or asset prompts.
references/cocos-implementation.md: use when implementing this game in Cocos with MCP, scripts, prefabs, materials, and validation.
references/new-machine-bootstrap.md: use when setting up this game workflow on another computer, restoring synced skills/code, verifying Cocos/MCP, or resuming the project from archives.
Defaults
Use these defaults unless the user overrides them:
- Target: first playable prototype before high-fidelity art.
- Camera: vertical 2.5D fixed view.
- Controls: left half screen for teal guide/attract field, right half for gold rebound/return field.
- Art style: dark fantasy xianxia, black-blue stone, antique gold runes, teal/gold/purple lightning, red-purple abyss danger.
- Asset strategy: generate reusable material tiles, transparent strips, VFX atoms, and prefab modules rather than full-board concept images.
Stop Points
Stop for user confirmation when deciding:
- Whether to change the core control model.
- Whether to move from prototype visuals to high-fidelity art production.
- Whether to overwrite existing final assets or scenes.
- Whether to add expensive render features, complex shaders, or third-party VFX tooling.
1---2name: xianxia-pinball-gameplay3description: Design, prototype, tune, and polish the specific xianxia dark-fantasy arcane pinball mobile game concept. Use when Codex works on this game's dual-hand energy-control pinball mechanics, arcane orb states, overload/harvest/deep-abyss rules, dark stone and gold rune board art, teal/gold/purple lightning effects, Cocos implementation plans, MCP automation, generated material assets, or future iterations of this game's reusable art/gameplay rules.4---56# Xianxia Pinball Gameplay78## Purpose910Use this skill as the game-specific layer below `ai-mini-game-development`, `cocos-ai-automation-development`, and `cocos-ball-physics-gameplay` for the xianxia arcane pinball mobile game.1112Keep generic workflow, Cocos execution, and ball-physics troubleshooting in those broader skills. Keep this skill focused on this game's rules, art direction, reusable asset taxonomy, and implementation defaults.1314## Core Concept1516Build a 2.5D vertical mobile pinball-like game where the player uses left and right hand energy fields to guide and rebound a magic orb through an arcane board.1718Default first playable target:1920- Fixed vertical 2.5D Cocos 3D view.21- One dynamic arcane orb.22- Dark stone board with gold rune paths, rails, energy nodes, and an abyss failure gate.23- Left touch controls teal-blue attraction/guide energy.24- Right touch controls gold rebound/return energy.25- The orb remains physics-driven; player fields influence, redirect, or amplify it without directly dragging it.26- Core loop: guide, rebound, chain hits, build overload, harvest safely, avoid abyss loss.2728## Workflow29301. Establish playable physics before high art.31 - Verify orb spawn, collision, wall rebound, field influence, failure gate, reset, and scoring.32 - Use simple debug visuals for force fields before heavy particles.33342. Layer style after mechanics are readable.35 - Apply dark stone board material, gold rune line material, arcane wall material, and abyss gate material.36 - Add energy trails, lightning links, hit sparks, activation rings, and overload effects as reusable effect atoms.37383. Keep visual and physical layers separate.39 - Use simple colliders for rails, walls, nodes, and abyss triggers.40 - Let ornate meshes, transparent planes, glow strips, and particles sit on top of simplified collision.41424. Validate on mobile assumptions.43 - Prefer a small number of reusable particles and texture strips over many unique animated effects.44 - Tune glow and bloom for readability, not concept-art density.4546## References4748Read only the reference needed for the current task:4950- `references/game-rules.md`: use when designing mechanics, states, scoring, failure, or controls.51- `references/art-direction.md`: use when generating materials, UI, VFX, color palettes, or asset prompts.52- `references/cocos-implementation.md`: use when implementing this game in Cocos with MCP, scripts, prefabs, materials, and validation.53- `references/new-machine-bootstrap.md`: use when setting up this game workflow on another computer, restoring synced skills/code, verifying Cocos/MCP, or resuming the project from archives.5455## Defaults5657Use these defaults unless the user overrides them:5859- Target: first playable prototype before high-fidelity art.60- Camera: vertical 2.5D fixed view.61- Controls: left half screen for teal guide/attract field, right half for gold rebound/return field.62- Art style: dark fantasy xianxia, black-blue stone, antique gold runes, teal/gold/purple lightning, red-purple abyss danger.63- Asset strategy: generate reusable material tiles, transparent strips, VFX atoms, and prefab modules rather than full-board concept images.6465## Stop Points6667Stop for user confirmation when deciding:6869- Whether to change the core control model.70- Whether to move from prototype visuals to high-fidelity art production.71- Whether to overwrite existing final assets or scenes.72- Whether to add expensive render features, complex shaders, or third-party VFX tooling.