--- name: gd-design-weapon description: Weapon and item design documentation. Use when designing weapons, creating item systems, balancing equipment, or designing consumables. --- # Weapon Design ## Weapon Template ```markdown ## [Weapon Name] ### Type [Category: melee, ranged, magic, etc.] ### Role [Combat role: close-range, area denial, sniping, etc.] ### Stats | Stat | Value | Description | |------|-------|-------------| | Damage | [X] | Per hit | | Fire Rate | [Y] | Attacks per second | | Accuracy | [Z] | Spread/recoil | | Range | [R] | Effective distance | | Magazine | [M] | Ammo capacity | | Reload | [S] | Reload time | | [Etc] | [...] | [...] | ### Handling - **ADS speed:** [Zoom time] - **Movement speed:** [While aiming] - **Swap time:** [Equip speed] - **Recoil pattern:** [Visual feedback] ### Damage Model | Distance | Head | Body | Legs | |----------|-----|------|------| | [Close] | [X] | [Y] | [Z] | | [Medium] | [X] | [Y] | [Z] | | [Far] | [X] | [Y] | [Z] | ### Features - **Feature 1:** [Description] - **Feature 2:** [Description] ### Counterplay **Countered by:** - [Weapon/Strategy] - [Why it works] - [Weapon/Strategy] - [Why it works] ### Skill Expression **Floor:** [Minimum effectiveness] **Ceiling:** [Maximum effectiveness with skill] ### Visual Design - **Shape:** [Silhouette recognition] - **Color:** [Team/affiliation indicators] - **Animation:** [Attack animations] - **Audio:** [Fire sounds, reload, etc.] ### Acquisition - **Unlock:** [How to get it] - **Cost:** [Price/crafting] - **Rarity:** [Spawn rate] ### Asset Requirements - **Asset Source:** [Asset pack name or "Custom"] - **Format:** [FBX / GLB / GLTF / Custom] - **Scale Factor:** [Documented scale value from asset testing] - **Bone Attachment:** [Attachment point - e.g., "RightHand", "mixamorigRightHand"] **Scale Reference:** | Asset Pack | Typical Scale | Notes | |------------|---------------|-------| | Blaster Kit | 0.015 | CRITICAL: 0.15 is 10x too large | | Mixamo | 1.0 | Standard meter scale | | Custom | TBD | To be determined during implementation | **Example Entry:** ``` Asset Source: Blaster Kit Format: FBX Scale Factor: 0.015 Bone Attachment: mixamorigRightHand Notes: CRITICAL scale - 0.15 makes weapon GIGANTIC ``` **Why This Matters:** - Asset packs have wildly different scale expectations - Scale documentation prevents 10x size errors during implementation - Bone attachment requirements vary by rig format (Mixamo vs custom) - Pre-documenting reduces Developer-Tech Artist coordination overhead ``` ## Weapon Categories ### Melee Close-quarters combat: - Swords, axes, maces - Fist weapons - Spears and polearms - Daggers and knives ### Ranged Distance combat: - Pistols, rifles, shotguns - Bows, crossbows - Thrown weapons - Magic staves ### Area of Effect Multiple targets: - Explosives - Sprays and cones - DoTs (Damage over Time) - Summons ### Utility Support items: - Shields - Grenades - Traps - Boosts ## Balance Framework ### Rock-Paper-Scissors Every weapon category has counters: ``` Melee beats Shotgun Shotgun beats Sniper Sniper beats Rifle Rifle beats LMG etc. ``` ### Niche Protection Each weapon needs a role: - **CQC** - Shotguns, SMGs - **Mid-range** - Rifles - **Long-range** - Snipers - **Area denial** - LMGs, explosives ### Skill Indexing Reward player skill: - **Headshots** - Precision rewarded - **Tracking** - Leading targets - **Timing** - Window-based abilities - **Positioning** - Map knowledge ## Item Design ### Consumables Single-use items: ``` Effect → Duration → Cooldown ``` ### Equipment Persistent items: ``` Slot → Effect → Drawback ``` ## Balance Levers Tunable values for balance: | Lever | Effect | |-------|--------| | Damage | Time to kill | | Fire rate | DPS, ammo consumption | | Accuracy | Effective range | | Magazine | Sustained fire duration | | Reload | Vulnerability window | | Mobility | Positioning advantage | ## Weapon Review Checklist Before finalizing a weapon: - [ ] Clear role and use case - [ ] Balanced stats for its role - [ ] Has meaningful counterplay - [ ] Skill ceiling exists - [ ] Satisfying to use - [ ] Distinct from other weapons - [ ] Visual clarity - [ ] Audio feedback - [ ] Technical feasibility confirmed