flame-templates_skill

This skill provides complete flame game templates for RPG, Platformer, and Roguelike, including core loops, UI, and basic classes.
  • JavaScript

0

GitHub Stars

1

Bundled Files

2 months ago

Catalog Refreshed

4 months ago

First Indexed

Readme & install

Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.

Installation

Preview and clipboard use veilstrat where the catalogue uses aiagentskills.

npx veilstrat add skill miles990/flame_demo_game --skill flame-templates

  • SKILL.md1.3 KB

Overview

This skill delivers three ready-to-use game templates for the Flame Engine: RPG, Platformer, and Roguelike. Each template provides a complete starter structure with player code, core game loop, and basic UI so you can prototype quickly. Templates are implemented in JavaScript and targeted at small-to-medium game projects.

How this skill works

The skill supplies three focused reference templates that outline architecture, systems, and example flows for each game type. Each template includes a main entry, player class patterns, core loop setup, and minimal UI components so you can adapt or extend them into a full game. Use the reference guide for each template to follow recommended patterns and integrate engine systems.

When to use it

  • You need a fast prototype for an RPG, platformer, or roguelike using Flame Engine.
  • You want clear architecture and starter code to learn Flame Engine patterns.
  • You need example systems like combat, progression, or procedural map layout.
  • You are building a small team project and want consistent base templates.
  • You want to compare design differences across top-down, side-view, and procedural genres.

Best practices

  • Start from the provided template that most closely matches your game loop (top-down vs side-view).
  • Keep game logic modular: separate player, map, UI, and system code for easier extension.
  • Use the template’s core loop and event hooks rather than modifying engine internals.
  • Replace placeholder assets early to validate performance and layout.
  • Iterate on one system at a time (movement, combat, progression, procedural generation).

Example use cases

  • Create a turn-based or action RPG prototype with town and dungeon layouts.
  • Build a side-scrolling platformer with player controls, checkpoints, and hazards.
  • Implement a roguelike with procedural dungeon generation and permadeath mechanics.
  • Teach students engine architecture and game systems using concrete examples.
  • Rapidly test gameplay ideas by swapping systems between templates.

FAQ

They are solid starter architectures for prototypes and small projects; production readiness requires polishing, asset replacement, and performance testing.

Can I mix systems between templates?

Yes. The templates are modular so you can reuse player controllers, combat systems, or procedural map code across projects.

What engine language do the templates use?

Templates are implemented in JavaScript and follow Flame Engine patterns tailored for JS projects.

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