gameplay-systemslisted
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# Gameplay Systems
## Purpose
Mechanics start simple and accumulate exceptions: a damage calculation that
grows a special case per weapon, a character controller with fifteen booleans, a
buff system where each new buff needs a new branch. The result is a system
nobody can change safely, in the part of the codebase that changes most often.
This skill covers the structures that absorb new content without new branches.
## When to use
- Building combat, abilities, status effects, progression, crafting, or any
rule-driven mechanic.
- Adding the third variant of something that already has two hard-coded cases.
- When a character or entity's behaviour is controlled by a growing set of
boolean flags.
- When designers need to add content without a programmer.
## When NOT to use
- The mechanic is genuinely one-off and will not vary. A direct implementation
is correct; do not build a framework for one case.
- Structuring the codebase as a whole. Use `game-architecture`.
- Specific subsystems with their own skills: `inventory-systems`,
`quest-systems`, `dialogue-systems`, `save-systems`, `game-ai`.
## Required context
| Fact | Why it matters |
|---|---|
| The rules, as the designer states them | Ambiguity here becomes bugs later |
| What varies between instances | Decides what becomes data |
| Whether it is networked | Authority and determinism constraints (`client-server-trust`) |
| Who authors the content | Decides the data format and tooling |
| Expected content volum