Gsp Mechanics Systems Design

Use when translating a locked concept into concrete game systems, progression, state, and encounter rules.

mike007jd Updated

File contents

Game Mechanics Systems Design

Goal

Turn the concept into a concrete systems design that game developers can reason about and extend.

Outputs

Follow the gsp-orchestrator output strategy:

  • inline (default): present systems design in conversation.
  • minimal or full: write docs/game-studio/system-design.md.

Use:

  • ../../shared/templates/system-design.md
  • ../../shared/reference/game-dev-abstractions.md

Spec-driven compatibility

When gsp-spec-driven-planning is active:

  • persist the systems design into changes/<change-id>/design.md
  • consolidate UX, feedback, and systems decisions into the same design file instead of scattering them across unrelated docs

Cover

  • primary and secondary verbs
  • core loop and loop exits
  • state model
  • encounter / obstacle / challenge model
  • progression or meta progression
  • save / persistence boundaries
  • sound ownership and feedback ownership

Important

Prefer game-native concepts such as GameManager, StateMachine, EncounterDirector, HUDFlow, and SoundLayer. Do not let runtime-specific jargon replace actual game design clarity.

mike007jd/game-superpowers/tree/main/skills/gsp-mechanics-systems-design commit d1e58c49ed

Frequently asked questions

npx skillmds@latest add mike007jd/gsp-mechanics-systems-design