Claude-skill-registry gd-design-character
Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems.
install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/gd-design-character" ~/.claude/skills/majiayu000-claude-skill-registry-gd-design-character && rm -rf "$T"
manifest:
skills/data/gd-design-character/SKILL.mdsource content
Character Design
Character Template
## [Character Name/Class] ### Role [What this character does in the game] ### Fantasy [The player fantasy this fulfills] ### Base Stats | Stat | Value | Description | |------|-------|-------------| | Health | [X] | Hit points | | Speed | [Y] | Movement speed | | Damage | [Z] | Base damage | | [Etc] | [...] | [...] | ### Abilities #### Ability 1: [Name] **Type:** Passive | Active | Ultimate **Description:** [What it does] **Trigger:** [How to activate] **Effect:** [Detailed mechanics] **Duration:** [How long it lasts] **Cooldown:** [Between uses] **Damage/Healing:** [Numbers] **Visual:** [What player sees] **Audio:** [What player hears] ### Equipment - **Primary:** [Weapon/Tool] - **Secondary:** [Weapon/Tool] - **Armor:** [Protection] - **Consumables:** [Items] ### Strengths - [What this character excels at] ### Weaknesses - [What this character struggles with] ### Counters - [Who/what beats this character] ### Synergies - [Works well with...] ### Progression | Level | Unlock | |-------|--------| | 1 | [Base ability] | | 5 | [Upgrade 1] | | 10 | [Upgrade 2] |
Character Design Principles
Rock-Paper-Scissors
Every character should have:
- Strengths - Situations where they excel
- Weaknesses - Situations where they struggle
- Counters - Specific hard counters
Clear Fantasy
Each character should embody:
- An identity - "I am the..." statement
- A fantasy - Power trip or fantasy fulfillment
- A moment - When this character shines
Accessibility
Characters should be:
- Easy to learn - Basic understanding in minutes
- Hard to master - Skill ceiling for dedicated players
- Distinct - No overlap with other characters
Class Types
Offensive
Focused on dealing damage:
- High damage output
- Low survivability
- Skill-based positioning
Defensive
Focused on protection and support:
- High health/armor
- Team utility
- Low damage output
Support
Focused on helping team:
- Healing/buffing
- Utility and control
- Resource generation
Hybrid
Mixed capabilities:
- Multiple roles
- Flexibility
- Jack of all trades, master of none
Balance Considerations
Statistical Balance
Ensure characters are numerically balanced:
| Aspect | Considerations |
|---|---|
| DPS | Damage per second across time |
| TTK | Time to kill average opponent |
| Survivability | Time to die under fire |
| Utility | Value added to team |
Skill Expression
Ensure skill matters:
- Low floor - New players can contribute
- High ceiling - Experts can outplay basics
- Multiple techniques - Different playstyles
- Outplay potential - Can beat stronger opponents
Team Balance
For team-based games:
- No mandatory character
- No trap characters
- Multiple viable compositions
- Each character has a role
Character Review Checklist
Before finalizing a character:
- Clear fantasy and role
- Unique identity
- Balanced stats
- Fun abilities
- Clear strengths and weaknesses
- Has counters
- Has synergies
- Progression path defined
- Technical feasibility confirmed