> and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill rpg
A playbook for role-playing games — stats and progression, inventory/equipment, quests,
dialogue, and combat. This is a compositional skill: it ties data-driven content,
dialogue, and saving together. It does not re-teach those primitives; it defines the systems
that make growth and choice feel meaningful, and points to the skills that implement each.
inventory, quests, dialogue, and persistent progress.
quest state machine.
When *not* to use: permadeath dungeon runs with no persistent character → roguelike.
Pure conversation/branching story → visual-novel. Open-world needs/crafting/base-building →
survival-crafting. For the dialogue engine itself, use dialogue-systems.
**Explore → encounter (fight / talk / solve) → earn rewards (XP, loot, story) → grow
(level up, gear up, unlock) → take on harder content.** The fantasy is *getting stronger and
shaping who your character is*; every system should feed that growth-and-choice loop.
| Knob | Effect | Notes |
|------|--------|-------|
| XP curve shape | pacing of power | Fast early, slow late (see refs). |
| Stat→derived scaling | build diversity | One attribute shouldn't dominate. |
| Damage formula | tactical feel | Subtractive vs. ratio mitigation (refs). |
| Random variance / crit | swinginess | ±10% and ~1.5× crit are safe defaults. |
| Drop rates / economy | reward cadence | Avoid trivializing shops with loot. |
| Power gating | difficulty gating | Level/region/quest locks. |
| Reversible modifiers | buff/gear correctness | Layer mods; never edit base stats. |
| Choice consequence | role-play weight | Quest/dialogue flags should branch outcomes. |
# Pseudocode. Base attributes are the only "truth"; combat stats are derived each time.
def derive(base, mods):
s = apply_modifiers(base, mods) # base + flat adds + percent, then clamp
return {
"max_hp": 20 + s["VIT"] * 8,
"attack": s["STR"] * 2,
"defense": s["VIT"] + s["AGI"] * 0.5,
}
# Equipping pushes a modifier; unequipping pops it. HP/attack recompute automatically.
# Pseudocode. Quadratic curve: fast early levels, long late ones.
def xp_to_next(level, base=100): return base * level * level
def gain_xp(actor, amount):
actor.xp += amount
while actor.xp >= xp_to_next(actor.level):
actor.xp -= xp_to_next(actor.level)
actor.level += 1
actor.base["STR"] += 2; actor.base["VIT"] += 2 # grant gains / skill points
on_level_up(actor) # heal, unlock, notify
# Pseudocode. Game events advance matching objectives; completion grants rewards.
def on_event(kind, data):
for q in active_quests:
for obj in q.objectives:
if obj.event == kind and matches(obj, data) and not obj.done:
obj.count += 1
if obj.count >= obj.needed: obj.done = True
if all(o.done for o in q.objectives):
q.state = "complete" # turn-in grants xp/gold/items
modifier layer; push/pop it (Pattern 1).
formula at huge values. Pick a curve and a formula family deliberately (refs).
data (godot-resources / unity-scriptableobjects).
version and amigration path from day one (see save-systems).
Set flags that actually change later quests/world state.
just completion.
dialogue-systems (Yarn Spinner / Ink) — branching lines, conditions, variables.save-systems — character, inventory, quest flags, world state, versioning.godot-resources / unity-scriptableobjects — items, enemies, quests, skills as assets.game-ai for enemy behavior; for turn order reuse the scheduler idea in roguelike.game-ui-ux for HUD/menu layout, resolution scaling, and controller/keyboard nav; godot-ui-control for the concrete inventory, quest log, character sheet, and dialogue box.level-design plus your engine's tilemap/3D skill (godot-tilemap, godot-3d-essentials).data shapes, and the quest state model, read references/stats-combat-quests.md.
Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/rpg from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.