# Xianxia Pinball Gameplay

> 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.

- Skill: `hzq510473048/xianxia-pinball-gameplay` (Agent Skill, multi-file: 6 files)
- Install (CLI): `npx skillmds@latest add hzq510473048/xianxia-pinball-gameplay`
- Raw SKILL.md: https://api.skillmd.com/api/skills/hzq510473048/xianxia-pinball-gameplay/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: hzq510473048 (https://skillmd.com/u/hzq510473048)
- Updated: 2026-09-22
- Page: https://skillmd.com/skills/hzq510473048/xianxia-pinball-gameplay

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# 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

1. 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.

2. 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.

3. 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.

4. 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.

