--- name: gd-design-character description: Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems. --- # Character Design ## Character Template ```markdown ## [Character Name/Class] ### Role [What this character does in the game] ### Fantasy [The player fantasy this fulfills] ### Base Stats | Stat | Value | Description | |------|-------|-------------| | Health | [X] | Hit points | | Speed | [Y] | Movement speed | | Damage | [Z] | Base damage | | [Etc] | [...] | [...] | ### Abilities #### Ability 1: [Name] **Type:** Passive | Active | Ultimate **Description:** [What it does] **Trigger:** [How to activate] **Effect:** [Detailed mechanics] **Duration:** [How long it lasts] **Cooldown:** [Between uses] **Damage/Healing:** [Numbers] **Visual:** [What player sees] **Audio:** [What player hears] ### Equipment - **Primary:** [Weapon/Tool] - **Secondary:** [Weapon/Tool] - **Armor:** [Protection] - **Consumables:** [Items] ### Strengths - [What this character excels at] ### Weaknesses - [What this character struggles with] ### Counters - [Who/what beats this character] ### Synergies - [Works well with...] ### Progression | Level | Unlock | |-------|--------| | 1 | [Base ability] | | 5 | [Upgrade 1] | | 10 | [Upgrade 2] | ``` ## Character Design Principles ### Rock-Paper-Scissors Every character should have: - **Strengths** - Situations where they excel - **Weaknesses** - Situations where they struggle - **Counters** - Specific hard counters ### Clear Fantasy Each character should embody: - **An identity** - "I am the..." statement - **A fantasy** - Power trip or fantasy fulfillment - **A moment** - When this character shines ### Accessibility Characters should be: - **Easy to learn** - Basic understanding in minutes - **Hard to master** - Skill ceiling for dedicated players - **Distinct** - No overlap with other characters ## Class Types ### Offensive Focused on dealing damage: - High damage output - Low survivability - Skill-based positioning ### Defensive Focused on protection and support: - High health/armor - Team utility - Low damage output ### Support Focused on helping team: - Healing/buffing - Utility and control - Resource generation ### Hybrid Mixed capabilities: - Multiple roles - Flexibility - Jack of all trades, master of none ## Balance Considerations ### Statistical Balance Ensure characters are numerically balanced: | Aspect | Considerations | |--------|---------------| | DPS | Damage per second across time | | TTK | Time to kill average opponent | | Survivability | Time to die under fire | | Utility | Value added to team | ### Skill Expression Ensure skill matters: - Low floor - New players can contribute - High ceiling - Experts can outplay basics - Multiple techniques - Different playstyles - Outplay potential - Can beat stronger opponents ### Team Balance For team-based games: - No mandatory character - No trap characters - Multiple viable compositions - Each character has a role ## Character Review Checklist Before finalizing a character: - [ ] Clear fantasy and role - [ ] Unique identity - [ ] Balanced stats - [ ] Fun abilities - [ ] Clear strengths and weaknesses - [ ] Has counters - [ ] Has synergies - [ ] Progression path defined - [ ] Technical feasibility confirmed