--- 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: ``` A beats B B beats C C beats A ``` ### Risk/Reward Higher risk = higher potential reward: ``` Safe action → Low reward Risky action → High reward ``` ### Resource Management Limited resources force choices: ``` Resource pool → Action → Depletion Regeneration method → Renewal ``` ### Progression Gates Content unlocks over time: ``` Requirement → Unlock → New content ``` ## Balance Documentation For each mechanic, document balance considerations: ### Tuning Levers Variables that can be adjusted: | Lever | Current | Range | Effect | |-------|---------|-------|--------| | [Name] | [Value] | [Min-Max] | [Impact] | ### Counterplay What beats this mechanic: | Situation | Counter | Why 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