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.md
source 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:

LeverEffect
DamageTime to kill
Fire rateDPS, ammo consumption
AccuracyEffective range
MagazineSustained fire duration
ReloadVulnerability window
MobilityPositioning 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