Installable skillMIT

gd-design-weapon

Weapon and item design documentation. Use when designing weapons, creating item systems, balancing equipment, or designing consumables.

BY feliperybaUPDATED Oct 27, 2026
INTENDED FOR◈OpenClawInstall in a listed agent.

instructions.md

---
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
COMPATIBILITY & REFERENCES

Platform guidance

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