arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
Weapon and item design documentation. Use when designing weapons, creating item systems, balancing equipment, or designing consumables.
--- 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--- 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
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
Resource notes updated 2026-10-27 · Original instructions by feliperyba