| name | game-generator |
| description | Generate GameSpec JSON and Lua scripts for the AI Game Platform. Use when creating games, adding features like player movement, enemies, collectibles, or fixing Lua script issues. Supports FPS, 2D side-scrollers, and 3D platformers. |
Game Generator
Assists in generating valid GameSpec JSON + Lua scripts for the AI Game Platform.
When to Use
- User requests a new game ("create a platformer game")
- User wants to add features ("add enemies that patrol")
- User wants to modify Lua scripts ("make the player jump higher")
- User asks about game mechanics ("how do I implement collectibles?")
Instructions
1. Understand the Request
Identify the game type:
- FPS: First-person shooter with mouse look
- 2D Side-Scroller: Horizontal movement, jumping
- 3D Platformer: Top-down or angled view, WASD movement
2. Generate GameSpec Structure
{
"meta": { "title": "Game Title", "version": "1.0.0" },
"players": { "min": 1, "max": 1, "spawn_points": [{ "x": 0, "y": 1, "z": 0 }] },
"worlds": [{
"id": "world-1",
"name": "Main World",
"environment": {
"ambient_light": { "color": "#ffffff", "intensity": 0.5 },
"directional_light": { "color": "#ffffff", "intensity": 1, "position": { "x": 10, "y": 10, "z": 10 } }
},
"objects": [/* GameObjects */]
}],
"scripts": [/* Lua scripts */]
}
3. Create GameObjects
Each GameObject needs:
- Unique ID:
"obj-player-1","obj-enemy-1" - Transform: position, rotation (radians), scale
- Components: mesh, light, or camera
- Optional script_id: Reference to Lua script
Mesh Component (Required for Visuals)
{
"type": "mesh",
"properties": {
"geometry": "box|sphere|plane|cylinder",
"color": 0xff0000,
"width": 1, "height": 1, "depth": 1,
"hasCollision": true,
"collisionShape": "box|sphere|auto",
"isTrigger": false
}
}
IMPORTANT: Set hasCollision: true for physics interaction!
Camera Component
{
"type": "camera",
"properties": {
"fov": 75,
"isMainCamera": true,
"usePointerLock": false // true for FPS, false for 2D/platformer
}
}
4. Write Lua Scripts
Essential Pattern for Transform Updates
function on_update(dt)
-- ALWAYS use this pattern:
local pos = gameobject.transform.position
pos.x = pos.x + speed * dt
gameobject.transform.position = pos -- Must reassign!
end
Input Handling
function on_update(dt)
if not input then return end -- Optional safety check
if input["w"] or input["arrowup"] then
-- Move forward
end
if input[" "] then -- Space key
-- Jump
end
end
Available Keys:
input["w"],input["a"],input["s"],input["d"]input["arrowup"],input["arrowdown"],input["arrowleft"],input["arrowright"]input[" "](space),input["shift"],input["control"]
Jump with Edge Detection
local velocity_y = 0
local was_space_pressed = false
function on_update(dt)
if not input then return end
local is_space_pressed = input[" "] == true
if is_grounded and is_space_pressed and not was_space_pressed then
velocity_y = jump_force
end
was_space_pressed = is_space_pressed
velocity_y = velocity_y + gravity * dt
pos.y = pos.y + velocity_y * dt
end
Find Other GameObjects
function on_update(dt)
local player = find_gameobject("Player")
if player then
local dx = player.transform.position.x - gameobject.transform.position.x
-- Use dx for AI, camera following, etc.
end
end
Collision Callbacks
function on_collision(other)
-- Solid collision (walls, floor)
if other.name == "Wall" then
print("Hit wall")
end
end
function on_trigger_enter(other)
-- Trigger collision (items, goals)
if other.name == "Coin" then
print("Collected!")
end
end
5. Common Patterns
2D Side-Scroller Player
local velocity_y = 0
local gravity = -15
local jump_force = 7
local move_speed = 5
local is_grounded = false
local was_space_pressed = false
function on_update(dt)
if not input then return end
local pos = gameobject.transform.position
-- Horizontal movement
if input["arrowleft"] or input["a"] then
pos.x = pos.x - move_speed * dt
end
if input["arrowright"] or input["d"] then
pos.x = pos.x + move_speed * dt
end
-- Jump
local is_space_pressed = input[" "] == true
if is_grounded and is_space_pressed and not was_space_pressed then
velocity_y = jump_force
is_grounded = false
end
was_space_pressed = is_space_pressed
-- Gravity
velocity_y = velocity_y + gravity * dt
pos.y = pos.y + velocity_y * dt
-- Ground check
if pos.y <= 0.6 then
pos.y = 0.6
velocity_y = 0
is_grounded = true
end
gameobject.transform.position = pos
end
FPS Mouse Look
local rotation_y = 0
local mouse_sensitivity = 0.002
function on_update(dt)
if mouse_movement then
rotation_y = rotation_y - mouse_movement.x * mouse_sensitivity
end
gameobject.transform.rotation.y = rotation_y
end
Camera must have: "usePointerLock": true
Enemy Patrol
local patrol_distance = 3
local start_x = 0
local direction = 1
local speed = 2
function on_start()
start_x = gameobject.transform.position.x
end
function on_update(dt)
local pos = gameobject.transform.position
pos.x = pos.x + direction * speed * dt
if pos.x > start_x + patrol_distance then direction = -1 end
if pos.x < start_x - patrol_distance then direction = 1 end
gameobject.transform.position = pos
end
Collectible Item
local rotation_speed = 3
local collected = false
function on_update(dt)
if collected then
gameobject.transform.position.y = -100 -- Hide
return
end
local rot = gameobject.transform.rotation
rot.y = rot.y + rotation_speed * dt
gameobject.transform.rotation = rot
end
function on_trigger_enter(other)
if other.name == "Player" and not collected then
collected = true
print("Collected!")
end
end
Checklist
Before generating GameSpec:
- All GameObjects have unique IDs
- Main camera exists with
isMainCamera: true - Camera has correct
usePointerLock(true for FPS, false for 2D) - Lights are configured (ambient + directional/point)
- Collision objects have
hasCollision: true - Triggers have
isTrigger: true - Script IDs reference existing ScriptDefinitions
- Lua scripts use correct Transform update pattern
- Input handling includes safety check
if not input then return end
Common Mistakes to Avoid
- ❌
gameobject.transform.position.x = x + 1→ ✅ Use local variable pattern - ❌ Forgetting
hasCollision: true→ Objects pass through each other - ❌
usePointerLock: truefor 2D games → Breaks keyboard input - ❌ Jump without edge detection → Continuous jumping
- ❌ Not multiplying by
dt→ Frame-rate dependent movement
Reference
For detailed API reference, see: