What problem does it solve?
This Skill addresses the common issue of AI-generated features lacking a cohesive game loop, resulting in isolated systems and no clear progression or session boundaries. It translates design intent into robust code architecture for core loops, session lifecycles, win/lose conditions, meta progression, difficulty tuning, and pacing.
Core Features & Use Cases
- Core Loop Scaffolding: Enforces ordered phases (e.g., Explore, Collect, Craft, Survive) with extensible
IGamePhase implementations.
- Session Lifecycle Management: Manages distinct play sessions with explicit start/end events, enabling restarts without scene reloads.
- Win/Lose Condition Architecture: Allows designers to define win/lose conditions using ScriptableObjects, evaluated by a
ConditionEvaluator.
- Meta Loop Hooks: Facilitates persistent progression (currency, unlocks) between sessions via a
MetaProgressionService.
- Tunable Difficulty System: Enables designers to tune difficulty parameters using
AnimationCurves in DifficultyConfig.
- Pacing & Encounter Timing: Manages game rhythm and intensity using a
PacingDirector and PacingCurveConfig.
- Use Case: A game designer wants to create a roguelike where each run has a clear start and end, escalating difficulty, and persistent unlocks between runs. This Skill provides the architectural patterns to implement these features robustly.
Quick Start
Implement a new game phase by creating a class that inherits from IGamePhase and configuring it in a GamePhaseConfig asset.