Claude-skill-registry gd-design-weapon
Weapon and item design documentation. Use when designing weapons, creating item systems, balancing equipment, or designing consumables.
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 "$T/skills/data/gd-design-weapon" ~/.claude/skills/majiayu000-claude-skill-registry-gd-design-weapon && rm -rf "$T"
manifest:
skills/data/gd-design-weapon/SKILL.mdsource content
Weapon Design
Weapon Template
## [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