game-design
Installation
SKILL.md
Decentraland Game Design & Scene Optimization
1. DCL Game Design Philosophy
Decentraland is a continuous, shared 3D world. Design around these constraints:
- No startup screen: The scene is always live. Players walk in from adjacent parcels — there is no splash screen, no "press start." Your scene must be meaningful the instant a player arrives.
- No forced endings: You cannot force a "game over" state. Players can leave at any time by walking away or teleporting. Design loops that accommodate drop-in / drop-out naturally.
- Cannot remove players: There is no API to eject a player from a scene. You can teleport a player, but only with their consent (they must accept the prompt). Design around misbehaving players with game mechanics, not eviction.
- Boundary awareness: Players standing outside your parcel can see into it. Your scene is always on display. Neighboring scenes are visible too — consider visual harmony.
- Shared space: Multiple players are always potentially present. Even a "single-player" puzzle is witnessed by others. Embrace or account for this.
2. Scene Limitation Formulas
All limits scale with parcel count n. Except for hard MB file-size limits on deploy, all other limits CAN be exceeded — scenes won't crash, but performance degrades and the scene may be unusable on low-end devices. Treat the table as guidelines, not enforcement.