跳到正文
cccskills
免费在 GitHub 公开

rpg

Design connected RPG systems for character growth, equipment, combat, quests, dialogue, and saved progress. Provides patterns for experience curves, calculated stats, quest states, and choices that affect later events, with links to implementation skills.

中文简介正在准备中。当前显示英语简介。

原文查看原文说明

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

实测评分 未实测

查看安装方法

适用场景

  • Designing experience curves and combat formulas
  • Structuring inventory and equipment bonuses
  • Connecting quest progress with dialogue choices
  • Planning saved character and world progress

包含的文件(2)

  • SKILL.md6.2 KB
  • references/stats-combat-quests.md4.4 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

RPG

A playbook for role-playing games — stats and progression, inventory/equipment, quests, dialogue, and combat. This is a compositional skill: it ties data-driven content, dialogue, and saving together. It does not re-teach those primitives; it defines the systems that make growth and choice feel meaningful, and points to the skills that implement each.

When to use

  • Use when building an RPG/JRPG/action-RPG: the player has stats that grow, an inventory, quests, dialogue, and persistent progress.
  • Use when designing a leveling curve, a damage formula, an inventory/equipment model, or a quest state machine.

When not to use: permadeath dungeon runs with no persistent character → roguelike. Pure conversation/branching story → visual-novel. Open-world needs/crafting/base-building → survival-crafting. For the dialogue engine itself, use dialogue-systems.

Core loop

Explore → encounter (fight / talk / solve) → earn rewards (XP, loot, story) → grow (level up, gear up, unlock) → take on harder content. The fantasy is getting stronger and shaping who your character is; every system should feed that growth-and-choice loop.

Must-have systems

  1. Stats + leveling — base attributes, derived combat stats, XP curve, level-up gains.
  2. Inventory + equipment — data-defined items, stacking, slots, stat modifiers.
  3. Combat — turn-based or action; damage formula, status effects, win/loss.
  4. Quests — objectives, state machine (available→active→complete→turned-in), rewards.
  5. Dialogue — branching lines, conditions on game state, choices that matter.
  6. Save/load — persist character, inventory, quest progress, world flags, with versioning.
  7. Economy + progression gating — gold/shops; gate power behind level/quest/region.
  8. UI — HUD, inventory, quest log, dialogue box, character sheet.

Design knobs

KnobEffectNotes
XP curve shapepacing of powerFast early, slow late (see refs).
Stat→derived scalingbuild diversityOne attribute shouldn't dominate.
Damage formulatactical feelSubtractive vs. ratio mitigation (refs).
Random variance / critswinginess±10% and ~1.5× crit are safe defaults.
Drop rates / economyreward cadenceAvoid trivializing shops with loot.
Power gatingdifficulty gatingLevel/region/quest locks.
Reversible modifiersbuff/gear correctnessLayer mods; never edit base stats.
Choice consequencerole-play weightQuest/dialogue flags should branch outcomes.

Patterns

1. Derived stats from base attributes (recompute, never store as truth)

# Pseudocode. Base attributes are the only "truth"; combat stats are derived each time.
def derive(base, mods):
    s = apply_modifiers(base, mods)          # base + flat adds + percent, then clamp
    return {
        "max_hp":  20 + s["VIT"] * 8,
        "attack":  s["STR"] * 2,
        "defense": s["VIT"] + s["AGI"] * 0.5,
    }
# Equipping pushes a modifier; unequipping pops it. HP/attack recompute automatically.

2. XP curve + level-up

# Pseudocode. Quadratic curve: fast early levels, long late ones.
def xp_to_next(level, base=100): return base * level * level

def gain_xp(actor, amount):
    actor.xp += amount
    while actor.xp >= xp_to_next(actor.level):
        actor.xp -= xp_to_next(actor.level)
        actor.level += 1
        actor.base["STR"] += 2; actor.base["VIT"] += 2   # grant gains / skill points
        on_level_up(actor)                                # heal, unlock, notify

3. Quest objective update driven by game events

# Pseudocode. Game events advance matching objectives; completion grants rewards.
def on_event(kind, data):
    for q in active_quests:
        for obj in q.objectives:
            if obj.event == kind and matches(obj, data) and not obj.done:
                obj.count += 1
                if obj.count >= obj.needed: obj.done = True
        if all(o.done for o in q.objectives):
            q.state = "complete"                # turn-in grants xp/gold/items

Pitfalls / failure modes

  • Editing base stats for buffs/gear → values drift and corrupt on save/reload. Keep a modifier layer; push/pop it (Pattern 1).
  • Storing derived stats as truth → desync after a stat change. Recompute from base.
  • Runaway XP/damage numbers → either an exponential curve with no cap or a subtractive formula at huge values. Pick a curve and a formula family deliberately (refs).
  • Content as code → every item/quest hardcoded. Define items, enemies, and quests as data (godot-resources / unity-scriptableobjects).
  • Save format with no version field → old saves break on update. Add a version and a migration path from day one (see save-systems).
  • Choices without consequences → dialogue branches that reconverge immediately feel hollow. Set flags that actually change later quests/world state.
  • Quest progress not persisted → reloading loses mid-quest state. Save quest state, not just completion.

Composition (build it from these skills)

  • Dialogue: dialogue-systems (Yarn Spinner / Ink) — branching lines, conditions, variables.
  • Persistence: save-systems — character, inventory, quest flags, world state, versioning.
  • Content data: godot-resources / unity-scriptableobjects — items, enemies, quests, skills as assets.
  • Combat AI: game-ai for enemy behavior; for turn order reuse the scheduler idea in roguelike.
  • UI: game-ui-ux for HUD/menu layout, resolution scaling, and controller/keyboard nav; godot-ui-control for the concrete inventory, quest log, character sheet, and dialogue box.
  • World: level-design plus your engine's tilemap/3D skill (godot-tilemap, godot-3d-essentials).

References

  • For stat/damage formulas, leveling curves, turn-vs-action combat timelines, inventory/equipment data shapes, and the quest state model, read references/stats-combat-quests.md.

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Implement reusable decision systems for game characters using behavior trees, which organize conditional actions, and Utility AI, which scores available choices. Build either approach or combine them to control patrols, combat, targeting, and needs-based behavior.

中文简介正在准备中。当前显示英语简介。

  • Build a reusable behavior tree runtime
  • Choose attacks or targets using action scores
  • Combine patrol and combat trees with Utility AI
gamedev-skills/awesome-gamedev-agent-skills37332026年10月23日 更新

Design game audio with grouped volume controls, music that responds to gameplay, and varied sound effects. Plan how music lowers during dialogue and how events follow the beat, using principles that can be adapted to different game engines.

中文简介正在准备中。当前显示英语简介。

  • Plan grouped volume controls for music, effects, and dialogue
  • Lower background music while dialogue plays
  • Change music layers or segments with gameplay intensity
gamedev-skills/awesome-gamedev-agent-skills37332026年10月23日 更新

bevy-ecs

免费

Build and debug Rust games in Bevy using ECS, a way to separate game data from behavior. Organize apps and plugins, query entities, control execution order, and fix conflicting data access or frame-dependent movement.

中文简介正在准备中。当前显示英语简介。

  • Organizing a Bevy app with plugins
  • Defining components and shared resources
  • Fixing conflicting queries and execution order
gamedev-skills/awesome-gamedev-agent-skills37332026年10月23日 更新

Build and tune game cameras for smooth 2D following and 3D viewing. Covers motion smoothing, look-ahead, level boundaries, wall avoidance, and framing multiple targets, with techniques that apply across engines.

中文简介正在准备中。当前显示英语简介。

  • Smooth player-follow cameras in 2D games
  • Keep the camera view within level boundaries
  • Prevent third-person cameras from clipping through walls
gamedev-skills/awesome-gamedev-agent-skills37332026年10月23日 更新

card-game

免费

Design the core rules of a card game, including decks, hands, discards, drawing, shuffling, turns, and resource costs. Represent card effects as data and define their resolution order so card movement and gameplay outcomes follow explicit rules.

中文简介正在准备中。当前显示英语简介。

  • Building a deckbuilder or trading card game
  • Implementing draws and discard reshuffling
  • Defining turn phases and card costs
gamedev-skills/awesome-gamedev-agent-skills37332026年10月23日 更新

Plan and prepare consistent game artwork, from sprites and backgrounds to UI icons and 3D briefs. Organize asset requirements, generate or source related visuals, standardize files, and check their appearance and technical fit inside the game.

中文简介正在准备中。当前显示英语简介。

  • Create sprites and backgrounds with a consistent visual style
  • Check asset dimensions, transparency, and tile seams
  • Track asset sources and licenses before release
gamedev-skills/awesome-gamedev-agent-skills37332026年10月23日 更新

查看 gamedev-skills 的全部技能

报告此技能的问题