office-game-feel

Designs animation, movement, and interaction patterns for an Excalibur.js office visualization.

1|1|Updated Feb 25, 2026
One-click install
npx skills add https://github.com/williamthorsen/codeassembly --skill office-game-feel-williamthorsen
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: office-game-feel
Source: https://github.com/williamthorsen/codeassembly/tree/main/.agents/skills/office-game-feel
Command: npx skills add https://github.com/williamthorsen/codeassembly --skill office-game-feel-williamthorsen

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? The office visualization receives transition plans with waypoints and timing from its adapter pipeline but discards them and teleports entities, making the scene feel static and lifeless. This Skill provides the design principles and implementation patterns to consume those plans and produce engaging, readable animation. ## Core Features & Use Cases - Orchestrator heartbeat animation: Implements the walk-dispatch-return errand pattern (2-4 second trips with 500-800ms pauses) that serves as the visualization's primary rhythm. - Agent state machines and transitions: Maps idle, working, done, blocked, and concerned states to distinct visual signatures, with sub-500ms transition cues and 150ms staggered ripple effects. - Information design: Defines thought bubble cycling with freeze-on-hover, color-coded time-on-task indicators (green/amber/red), three HUD modes toggled with H, and attention guidance that reserves strong signals for actual problems. - Use Case: When implementing the scene renderer, use this Skill to wire Excalibur.js actor action queues (moveTo, delay, callMethod) to the TransitionPlan output so agents walk corridor waypoints instead of teleporting. ## Quick Start Use the office-game-feel skill to implement the orchestrator's walk-to-dispatch animation from the TransitionPlan waypoints in the Excalibur scene.

Frequently Asked Questions about office-game-feel

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I animate agent movement in Excalibur.js along waypoints?

Chain actor.actions.moveTo(x, y, speed) calls for each waypoint in the pre-computed corridor path. Target 3-4 tiles per second with ease-in on departure and ease-out on arrival, and add a 200ms pause before changing facing direction after arrival.

How should I visualize agent state changes in a game scene?

Map each state (idle, working, done, blocked, concerned) to a distinct posture, thought bubble, and color indicator. Keep transition cues under 500ms and stagger simultaneous changes by 150ms so updates ripple across the room instead of snapping at once.

Does this approach require implementing pathfinding?

No. All paths are pre-computed by the transition planner as waypoint sequences routed through doorways via corridorPath(fromZone, toZone). The scene only animates along those waypoints sequentially and should not implement its own pathfinding.

How do I show elapsed time without cluttering the game UI?

Use a small 6-8 pixel colored pip or ring near each agent's station, color-coded by thresholds: green under 100% of expected duration, amber at 100-200%, and red beyond 200%. Avoid large progress bars that compete with the office aesthetic.

When should I not add attention effects to a visualization?

Reserve strong signals like red pulses and alert borders for actual problems such as stalled phases or blocked agents. Healthy progress should stay calm with no screen shake, flashes, or sounds, so that urgency indicators remain meaningful.