core-mechanics

Design deterministic turn-based RPG mechanics with Rust-compatible technical specifications.

Updated Dec 13, 2025
One-click install
npx skills add https://github.com/EliasVahlberg/saltglass-steppe --skill core-mechanics
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: core-mechanics
Source: https://github.com/EliasVahlberg/saltglass-steppe/tree/main/.kiro_snapshot_2026-04-04_1209/skills/core-mechanics
Command: npx skills add https://github.com/EliasVahlberg/saltglass-steppe --skill core-mechanics

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a single-source design and implementation guide for the core gameplay systems of Saltglass Steppe, bridging game design intent and engineering requirements so designers and developers can align on mechanics, balancing, and deterministic behavior.

Core Features & Use Cases

  • Action economy & combat: Defines AP, initiative, body targeting, status effects, cover, and psychic systems for tactical encounters and balance tuning.
  • Movement, visibility & environment: Specifies 8-directional movement, line-of-sight, dynamic lighting, weather effects, and seed-based lazy tile generation for deterministic maps.
  • Systems integration: Documents inventory/equipment, crafting recipes (data-driven), quests, AI demeanors and aggro, and the verified state store pattern for safe state transitions.
  • Use Case: Use this document to produce implementation-ready specs for Rust systems, to create JSON schemas for recipes/quests, or to generate test scenarios for the Debug Execution System.

Quick Start

Create a concise specification for the combat system that defines action point costs, tracked stats, body targeting rules, deterministic resolution, and example JSON schemas for weapons and status effects.

Frequently Asked Questions about core-mechanics

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design deterministic turn-based combat systems in Rust?

To design deterministic turn-based combat systems in Rust, define action point costs, initiative, body targeting, and status effects. This produces implementation-ready specifications compatible with a verified state store and deterministic RNG for safe state transitions.

What is seed-based lazy tile generation for deterministic map generation?

Seed-based lazy tile generation is a map generation technique that dynamically creates environment tiles only when needed. It uses deterministic RNG seeds to ensure maps, lighting, and weather effects render identically across multiple game sessions.

How do I balance action economy and enemy AI behaviors for tactical RPG encounters?

Balance action economy and enemy AI by specifying AP costs, tracked stats, cover mechanics, and psychic systems alongside AI demeanors and aggro rules. This yields data-driven specifications for tuning tactical encounters and generating test scenarios.

Can I use JSON formats for data-driven crafting recipes and quest progression?

Yes, you can use JSON formats for data-driven crafting recipes and quest progression. The system documents inventory and equipment schemas, enabling you to produce JSON formats that integrate directly with Rust implementation patterns.

Does this approach support 8-directional movement and line-of-sight rules?

Yes, this approach supports 8-directional movement and line-of-sight rules. It specifies movement and visibility mechanics, including dynamic lighting and weather effects, to produce deterministic environment dynamics for turn-based RPG maps.