gameplay-mechanics
from pluginagentmarketplace/custom-plugin-game-developer
Game developer roadmap plugin with engine-specific patterns and optimization
3 stars0 forksUpdated Jan 5, 2026
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill gameplay-mechanicsSKILL.md
Gameplay Mechanics Implementation
Core Mechanics Framework
┌─────────────────────────────────────────────────────────────┐
│ ACTION → EFFECT LOOP │
├─────────────────────────────────────────────────────────────┤
│ INPUT PROCESS OUTPUT FEEDBACK │
│ ┌─────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
│ │Press│──────→│Validate │─────→│Update │───→│Visual │ │
│ │Button│ │& Execute│ │State │ │Audio │ │
│ └─────┘ └─────────┘ └─────────┘ │Haptic │ │
│ └─────────┘ │
│ │
│ TIMING REQUIREMENTS: │
│ • Input → Response: < 100ms (feels responsive) │
│ • Animation start: < 50ms (feels instant) │
│ • Audio feedback: < 20ms (in sync with action) │
└─────────────────────────────────────────────────────────────┘
Feedback Loop Design
FEEDBACK TIMING LAYERS:
┌─────────────────────────────────────────────────────────────┐
│ IMMEDIATE (0-100ms): │
│ ├─ Button press sound │
│ ├─ Animation start │
│ ├─ Screen shake │
│ └─ Controller vibration │
│ │
│ SHORT-TERM (100ms-1s): │
│ ├─ Damage numbers appear │
│ ├─ Health bar updates │
│ ├─ Enemy reaction animation │
│ └─ Particle effects │
│ │
│ LONG-TERM (1s+): │
│ ├─ XP/Score increase │
│ ├─ Level up notification │
│ ├─ Achievement unlock │
│ └─ Story progression │
└─────────────────────────────────────────────────────────────┘
Combat Mechanics
// ✅ Production-Ready: Combat State Machine
public class CombatStateMachine : MonoBehaviour
{
public enum CombatState { Idle, Attacking, Blocking, Recovering, Staggered }
[Header("Combat Parameters")]
[SerializeField] private float attackDamage = 10f;
[SerializeField] private float attackRange = 2f;
[SerializeField] private float attackCooldown = 0.5f;
[SerializeField] private float blockDamageReduction = 0.7f;
[SerializeField] private float staggerDuration = 0.3f;
private CombatState _currentState = CombatState.Idle;
private float _stateTimer;
public event Action<CombatState> OnStateChanged;
public event Action<float> OnDamageDealt;
public event Action<float> OnDamageTaken;
public bool TryAttack()
{
if (_currentState != CombatState.Idle) return false;
TransitionTo(CombatState.Attacking);
StartCoroutine(AttackSequence());
return true;
}
private IEnumerator AttackSequence()
{
// Wind-up phase
yield return new WaitForSeconds(0.1f);
// Active hit frame
var hits = Physics.OverlapSphere(transform.position + transform.forward, attackRange);
foreach (var hit in hits)
{
if (hit.TryGetComponent<IDamageable>(out var target))
{
target.TakeDamage(attackDamage);
OnDamageDealt?.Invoke(attackDamage);
}
}
// Recovery phase
yield return new WaitForSeconds(attackCooldown);
TransitionTo(CombatState.Idle);
}
public float TakeDamage(float damage)
{
float finalDamage = _currentState == CombatState.Blocking
? damage * (1f - blockDamageReduction)
: damage;
OnDamageTaken?.Invoke(finalDamage);
if (finalDamage > 5f) // Stagger threshold
{
TransitionTo(CombatState.Staggered);
StartCoroutine(RecoverFromStagger());
}
return finalDamage;
}
private void TransitionTo(CombatState newState)
{
_currentState = newState;
_stateTimer = 0f;
OnStateChanged?.Invoke(newState);
}
}
Resource Economy System
ECONOMY BALANCE FORMULA:
┌─────────────────────────────────────────────────────────────┐
│ INCOME vs EXPENDITURE: │
│ │
│ Hourly Income = (Enemies/hr × Gold/Enemy) + PassiveIncome │
│ Hourly Spend = (Upgrades + Consumables + Deaths) │
│ │
│ BALANCE RATIO:
...
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