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build-game-map-editor — Claude Code skill: how it works and setup

Guides the creation of production-linked browser map editors for Three.js and isometric games. It keeps drafts isolated from live gameplay saves.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill build-game-map-editor -a claude-code
Open on GitHub

What build-game-map-editor does

This skill outlines the architecture for a paused browser-based director view built on top of your production world. The runtime engine freezes combat, progression, and live simulations while designers edit. Coordinates stay locked to the flat gameplay plane, rejecting nonzero Y values instead of flattening them silently.

Controls rely on an orthographic camera, raycast selection proxies, and grid snapping on X and Z axes. The inspector displays source-derived properties, including enemy facing, aggro radius, leash boundaries, and patrol waypoints. Exports act strictly as proposals. Drafts cannot mutate live gameplay state until an external validation pass and a code review finish.

Internal editor routes are guarded by dynamic routing, strict IP allowlists, HMAC-signed session tokens, and secure HTTP-only cookies.

What it helps with

  • build an isolated browser director view for Three.js games
  • render enemy aggro, leash, and patrol overlays in world space
  • prevent draft edits from corrupting live gameplay save files
  • protect private editor routes with IP allowlists and HMAC tokens

Example prompts for the agent

  • Build a paused Three.js map editor that locks the Y coordinate to zero and isolates drafts
  • Add enemy aggro, leash bounds, and patrol waypoint overlays to our isometric inspector
  • Secure the internal map editor route with client IP allowlisting and HMAC session cookies

How to install build-game-map-editor

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill build-game-map-editor -a claude-code

2Manually: put the files in place

~/.claude/skills/build-game-map-editor/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/build-game-map-editor/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about build-game-map-editor

How to install build-game-map-editor in Claude Code?

Run npx skills add MengTo/Skills --skill build-game-map-editor -a claude-code.

What does build-game-map-editor do?

It provides architecture rules for building paused browser map editors in Three.js and isometric games. It structures entity selection, overlays, draft history, and route security.

How does the editor protect production gameplay data?

The editor derives an isolated, versioned document from authored sources instead of mutating runtime data. Any export is treated as a proposal that requires separate test validation and source integration.

Source text

SKILL.md · MIT
---
name: build-game-map-editor
description: Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay data.
---

# Build Game Map Editor

Build a paused director tool around the real game world. Let designers inspect and draft placements quickly while keeping production data, gameplay saves, and release integration explicit.

## Establish the authority boundary

Inspect the repository before designing the editor:

- Locate authoritative world, zone, encounter, spawn, pickup, gate, interactable, and enemy-AI definitions.
- Locate the production world builder and reusable runtime assets.
- Locate collision, navigation, flat-plane, persistence, and deployment contracts.
- Identify the repository-approved browser, tests, release path, and access-control requirements.

Do not create an independent map source of truth. Derive the initial editor document from production definitions through adapters. Keep stable source IDs so every draft value can be traced back to authored code.

State the lifecycle in the UI and implementation:

`production source -> editor document -> isolated draft -> validated export -> reviewed source integration`

Treat export as a proposal. Do not claim that a draft changes gameplay until a separate integration updates authoritative source, passes gameplay tests, is committed, and is released.

## Define a versioned editor document

Use a small serializable document instead of storing Three.js objects or React state.

Include:

- a fixed schema identifier and document version;
- a world or level version;
- a save timestamp;
- stable entity `id`, `sourceId`, `kind`, label, zone, position, facing, and typed settings;
- explicit entity kinds such as enemy, player spawn, pickup, interactable, and gate.

Keep editor position data on the gameplay plane. For a flat-world game, use `{ x, y: 0, z }` and reject nonzero Y rather than silently flattening imported data.

Validate at every import and integration boundary:

- require the exact schema and supported version;
- cap document size, file size, entity count, coordinates, and setting ranges;
- reject duplicate IDs, non-finite values, unknown kinds, invalid bounds, and malformed nested settings;
- require the imported entity manifest to match the current production manifest unless entity creation or deletion is an explicit feature;
- preserve source IDs and zone ownership through edits.

Keep detailed game-specific adapters and limits outside the reusable editor component.

## Render a paused director scene

Reuse the production world builder in a deliberate director or preview mode. Do not run combat, progression, persistence, enemy simulation, or live save mutations inside the editor.

- Prefer an orthographic top-down camera for isometric or flat-world placement.
- Render production geometry, canonical entity visuals, and canonical icons when available.
- Add simple fallbacks when heavy assets fail, but label them as fallbacks.
- Give each entity one root group, a visible marker, an icon or reference sprite, and a separate invisible selection proxy.
- Raycast proxies for reliable selection and raycast a fixed ground plane for dragging.
- Apply transform edits to X, Z, and facing while keeping Y locked.
- Dispose geometries, materials, textures, renderers, animation frames, observers, and event listeners on teardown.

Keep visual layers independent from editor data. Layer visibility may hide roots and overlays, but it must not delete or rewrite entities.

## Make navigation and selection predictable

Provide:

- click-to-select and select-to-focus;
- outliner search by label, source ID, and zone;
- kind layers with visible object counts;
- fit-all and fit-zone actions;
- wheel zoom with project-specific limits;
- middle-, right-, or Space-drag pan;
- an `F` shortcut to frame the map;
- reduced-motion-aware camera focus.

Focus the selected point and zoom in enough to identify it. Never zoom out when focusing an entity the user is already viewing closely. Cancel focus animation when the user starts manual camera input.

Keep pointer gestures atomic:

- capture the pointer during drag or pan;
- preserve the entity-to-pointer offset;
- snap X and Z using the selected increment;
- update the draft during drag;
- create one undo entry when the drag ends, not one entry per pointer move;
- treat a click without movement as selection and focus.

## Expose gameplay meaning in the inspector

Show identity, canonical asset path, source ID, zone, position, facing, and source settings for every entity.

For enemies, expose only settings that have a clear gameplay contract:

- aggro radius and acquisition timing;
- target-loss and boundary-linger timing;
- hold, area, or path patrol modes;
- patrol radius or explicit waypoint path;
- leash bounds and return tolerance.

Draw facing, aggro, leash, patrol-area, and waypoint overlays in world space. Keep overlay colors and legend labels consistent.

Make source-owned settings read-only unless the editor has a validated write-back path. Do not turn arbitrary runtime state into editable JSON.

## Keep drafts reversible and isolated

Use immutable document snapshots and a bounded history.

- Restore a valid local draft before enabling automatic persistence.
- Ignore an invalid local draft and report that production source was loaded.
- Clear redo history after a new edit.
- Timestamp committed edits and exported files.
- Validate before export and import.
- Reject oversized, unreadable, schema-invalid, or manifest-mismatched imports.
- Require confirmation before resetting all draft changes.
- Keep gameplay saves, account state, and server state outside the draft store.
- Display `Draft only` or equivalent status persistently.

If collaborative editing, server persistence, or source write-back is requested later, design it as a separate authenticated workflow with conflict handling, audit history, and explicit publish approval.

## Gate private production tools

Treat a private URL as insufficient protection.

- Render the route dynamically and set `noindex, nofollow`.
- Fail closed when access configuration is absent.
- Apply an exact IP allowlist using the trusted edge IP header for the deployment.
- Compare passwords without an early-exit plaintext comparison.
- Sign short-lived session claims with HMAC or an equivalent server-side mechanism.
- Bind the session to the allowed client IP and expiration time.
- Store the token in a secure, HTTP-only, strict same-site cookie.
- Reject oversized credentials and malformed tokens.
- Keep passwords, allowlists, and signing material in deployment secrets; never bundle, log, export, or test-snapshot them.
- Do not render the editor client or canvas for unauthorized requests.
- Provide a POST logout action that invalidates the cookie.

Test missing configuration, denied IP, wrong password, valid token, wrong IP, wrong secret, expiration, and logout.

## Integrate a reviewed draft

Read the exported document as a diff keyed by stable source ID.

1. Validate schema, version, manifest, bounds, flat-plane rules, and per-kind settings.
2. Compare every changed field against production definitions.
3. Map approved changes back to the smallest authoritative source modules.
4. Run level, navigation, collision, enemy, persistence, and editor coverage tests.
5. Play the affected routes and encounters in the repository-approved browser.
6. Commit and release through the repository's normal path.

Never copy a draft wholesale into production without understanding which system owns each field.

## Verify the editor

Add deterministic tests for:

- production-to-document coverage by entity kind;
- stable IDs, schema validation, flat-plane enforcement, bounds, and setting ranges;
- canonical icon or model resolution and shipped-file existence;
- camera focus, zoom limits, and reduced motion;
- undo, redo, drag atomicity, snap, local restore, import, export, reset, and manifest checks;
- access configuration, exact allowlisting, password comparison, token binding, expiry, cookie flags, and fail-closed server rendering.

Then run targeted tests, full tests, build, lint, and diff checks. In the approved browser, verify unauthorized and authorized states, outliner and layer behavior, selection and focusing, drag and snap, inspector edits, overlays, undo and redo, local restore, import and export rejection paths, reset confirmation, logout, desktop layout, mobile or narrow layout if supported, console health, and renderer cleanup.

Read [references/vesperfall-implementation.md](references/vesperfall-implementation.md) when working in Vesperfall or when a concrete production implementation map is useful.

© MengTo · MIT · MengTo/Skills

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