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This document contains a set of rules and guidelines to follow during the development of this project. These are based on previous interactions and are meant to prevent repeated mistakes.
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This document contains a set of rules and guidelines to follow during the development of this project. These are based on previous interactions and are meant to prevent repeated mistakes.
GameManager.server.lua: This is the authoritative script for all world generation.GameManager loads a random map model from the ServerStorage/Maps folder. It does not create map geometry programmatically.GameManager also programmatically spawns mini-game machines across the loaded map. It assigns a random GameType attribute to each machine.version.md file exists in the root directory.submit tool call), the version number in this file must be incremented.message_user tool before creating a new plan.read_file or ls to verify the change was applied correctly before marking a plan step as complete.AGENTS.md file to reflect the new strategy. Code implementation must wait until the documentation is aligned.submit tool cannot create new branches. All commits will be added to the existing branch (gemi-dnf-1). The branch_name parameter is ignored.MiniGameManager.lua)This is a client-side
ModuleScript located in src/shared.
GameType attribute from the machine part to determine which game to run. It should not choose a game randomly.IsCompleted attribute), preventing further interaction. A large, green "SUCCESS" message should be displayed to the player.startQTE (Memory Check): A sequence-clicking game. Must include a round counter.startButtonMashing: A simple click-mashing game. Must include a timer and a click counter.This system is designed to facilitate testing by ensuring a minimum number of "players" are in a round.
GameManager.server.lua (src/server): The integration point. This script now handles the bot lifecycle.SimulatedPlayerManager.lua (src/shared): The core module responsible for the low-level logic of spawning, moving, and despawning bot character models.GameManager will automatically create the necessary test assets (BotTemplate in ReplicatedStorage and PlayableArea in Workspace) if they do not exist. No manual Studio setup is required.GameManager checks the number of real players. If the count is below the MIN_PLAYERS config variable, it calls SimulatedPlayerManager.spawnSimulatedPlayers() to create enough bots to meet the minimum.GameManager when the game returns to the "Waiting" state at the end of a round.