AgentSkillsCN

gd-design-mechanic

游戏机制设计与文档撰写。当您需要设计核心游戏系统、记录玩家行为与反应、平衡游戏系统,或向开发者解释游戏机制时,可使用此技能。

SKILL.md
--- frontmatter
name: gd-design-mechanic
description: Game mechanics documentation and design. Use when designing core gameplay systems, documenting player actions and responses, balancing game systems, or explaining mechanics to developers.

Game Mechanics Design

Mechanics Documentation Template

For each mechanic, document:

markdown
## [Mechanic Name]

### Description
[What the mechanic does in plain language]

### Purpose
[Why this mechanic exists - what player fantasy it fulfills]

### Trigger
[What causes this mechanic to activate]

### Input
[Player controls required]
- Primary: [input]
- Alternative: [input]

### Process
[Step-by-step of what happens]

### Output
[Result of the mechanic]

### Feedback
[Visual/audio cues to player]
- Visual: [what player sees]
- Audio: [what player hears]
- Haptic: [touch feedback]

### Edge Cases
[What happens in unusual situations]
- Edge case 1: [handling]
- Edge case 2: [handling]

### Balance Considerations
[How to keep this fair and fun]
- Tuning lever 1: [description]
- Tuning lever 2: [description]

### Dependencies
- Requires: [other mechanics/systems]
- Blocks: [what this prevents]

Core Mechanics Categories

Movement

Player locomotion through the game world.

Consider:

  • Ground movement (walk, run, crouch, crawl)
  • Aerial movement (jump, double jump, glide, fly)
  • Swimming/water movement
  • Climbing/vaulting
  • Teleportation
  • Speed curves and acceleration

Combat

Player vs player or player vs environment conflict.

Consider:

  • Attack types (melee, ranged, magic)
  • Damage calculation
  • Hit detection
  • Defense/blocking
  • Hit points and damage
  • Death/respawn

Interaction

How players manipulate objects and the world.

Consider:

  • Pick up/drop items
  • Use consumables
  • Open doors/containers
  • Activate switches/levers
  • Talk to NPCs
  • Craft items

Progression

How players advance and grow.

Consider:

  • Experience points
  • Leveling up
  • Skill unlocks
  • Stat increases
  • Equipment acquisition
  • Currency earning

Economy

How resources flow through the game.

Consider:

  • Currency types
  • Earning methods (faucets)
  • Spending methods (sinks)
  • Trading between players
  • Vendor transactions

Mechanics Design Principles

Clarity

Mechanics should be:

  • Discoverable - Players can learn through play
  • Consistent - Same inputs produce same outputs
  • Predictable - Experienced players can plan ahead

Depth

Mechanics should have:

  • Skill ceiling - Room for mastery
  • Counterplay - No unbeatable strategies
  • Variety - Multiple valid approaches

Fairness

Mechanics should be:

  • Balanced - No overpowered options
  • Transparent - Rules are visible
  • Forgiving - Mistakes aren't catastrophic

Common Mechanics Patterns

Rock-Paper-Scissors

Each option has a counter:

code
A beats B
B beats C
C beats A

Risk/Reward

Higher risk = higher potential reward:

code
Safe action → Low reward
Risky action → High reward

Resource Management

Limited resources force choices:

code
Resource pool → Action → Depletion
Regeneration method → Renewal

Progression Gates

Content unlocks over time:

code
Requirement → Unlock → New content

Balance Documentation

For each mechanic, document balance considerations:

Tuning Levers

Variables that can be adjusted:

LeverCurrentRangeEffect
[Name][Value][Min-Max][Impact]

Counterplay

What beats this mechanic:

SituationCounterWhy It Works
[Scenario][Counter-strategy][Reasoning]

Mechanics Review Checklist

Before finalizing a mechanic:

  • Purpose is clear
  • Inputs are discoverable
  • Feedback is immediate
  • Edge cases handled
  • Balance levers identified
  • Counterplay exists
  • Fun to use
  • Feels fair
  • Technical feasibility confirmed