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create_scene

Destructive

Create a scene in a game using a game and environment ID.

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "name": "<name>",
      "sceneStyleKey": "<sceneStyleKey>",
      "gameId": "<gameId>",
      "environmentId": "<environmentId>"
    },
    "name": "create_scene"
  }
}

Input Schema

NameRequiredDescriptionDefault
nameYes
gameIdYes
introTextNo
objectiveNo
tilesetIdNo
timeLimitNo
npcDialogueNo
tilemapDataNo
environmentIdYes
healthBarTypeNo
sceneStyleKeyYes
timeBasedScoreNo
characterDialogueNo
objectiveElementIdNo
additionalElementIdNo
objectiveElementTypeNo
additionalElementTypeNo
objectiveElementMovementNo
objectiveElementSpriteIdNo
additionalElementMovementNo
additionalElementSpriteIdNo
objectiveElementAttachmentTypeNo
additionalElementAttachmentTypeNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

C2.4/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

The annotations already declare readOnlyHint=false and destructiveHint=true, so the safety profile is known. The description adds no behavioral context: it does not explain whether creation is reversible, what side effects occur, what permissions are required, or what happens to existing scenes. This is a gap, though not a contradiction.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The single sentence is front-loaded and free of filler, which is good. However, it is under-sized for a 23-parameter creation tool and provides no structure to help an agent distinguish required from optional inputs or understand the scene configuration surface.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness1/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a destructive 23-parameter create tool with no output schema and 0% schema description coverage, the description is far too thin. It omits required fields beyond the two IDs, optional configuration semantics, and any return or error behavior, leaving the agent poorly equipped to invoke it correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters1/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0% across 23 parameters. The description mentions only game and environment ID, restating two parameter names, and says nothing about required fields like name and sceneStyleKey or the many optional scene configuration fields. It does not compensate for the schema's lack of parameter descriptions.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description uses a specific verb, "Create," and resource, "scene," and scopes it to a game and environment ID. It does not explicitly distinguish this from update_scene or get_scene, but the resource is clear enough for an agent to identify the operation.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

There is no guidance on when to use this tool versus update_scene, get_scene, or other create_* siblings. It also omits prerequisites such as whether the referenced game and environment must already exist, leaving usage only implied by the verb "Create."

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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