Skills gamedev-skills awesome-gamedev-agent-skills Gamedev Agent Skills

rpg

Use it when:
You're building an RPG, JRPG or action RPG, or designing its leveling curve, damage formula, inventory or quest states.
It does:
Frames every system around the loop of explore, encounter, reward and grow, and lists the eight systems an RPG needs, with the knobs that tune each.
You get:
Stats, items and quests defined as data, with combat stats recomputed from base attributes and gear applied as removable modifiers.
Composes:
dialogue-systems for conversations, save-systems for persistence, game-ai for enemies and game-ui-ux for menus; Godot and Unity bindings are examples, not requirements.

Skill 19 of 27 in the Gamedev Agent Skills bundle, after roguelike and before fps-shooter.

TL;DR

A genre playbook from a game-development collection: it ties systems together and points to the repo's other skills for the parts it doesn't teach. Its core loop is explore, encounter, earn rewards, grow and take on harder content, and every system should feed that sense of getting stronger and shaping a character. The eight must-haves are stats and leveling, inventory and equipment, combat, quests, dialogue, save and load, economy with power gating, and UI. A table of design knobs covers the XP curve, stat scaling, damage formula, variance and crits (±10% and about 1.5× crit as safe defaults), drop rates and choice consequences. Its pseudocode derives combat stats from base attributes every time, levels up on a quadratic XP curve, and advances quest objectives from game events. Pitfalls include editing base stats for buffs, multiplying stacked percentages, hardcoding content instead of data, saves with no version, and choices that reconverge at once. It works with custom engines too, binding the concepts to the project's own data, events, UI and saves.

Summarizes the skill at 19d93f9.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill rpg
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First seen
Jun 27, 2026 on skills.sh
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Category

Taste for interfaces that don't look generated: direction, motion and accessibility.

Make games: design, genres, game feel and game-jam workflows, whatever the engine.

Everything for building software: planning, coding, debugging, design, frameworks, cloud, agents and skills.

Type

Knowledge and rules the agent applies while it works: best practices, design principles, API references.

Effect

Adds no side effects of its own. It shapes how the agent thinks, writes or reviews. Guidelines and routers are always effect:none, even when the task they support edits code.

Needs

Instructions only. Works in any agent that supports skills.

Publisher

Everyone else. Unverified vendor claims default to community.

Topics

SKILL.md

From gamedev-skills/awesome-gamedev-agent-skills at 19d93f9. Checked daily, last changed Nov 6, 2026.

Frontmatter
name: rpg
description: >
  Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load,
  and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

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.

These systems also apply to custom/proprietary engines. Keep the project's engine and bind the concepts below to its documented data, events, UI, and save interfaces. Inspect local source/SDK examples before choosing APIs; the router's custom-engine fallback guides that mapping. Godot/Unity bindings below are examples, not prerequisites.

When to use

  • Use when building an RPG/JRPG/action-RPG: the player has stats that grow, an inventory, quests, dialogue, and persistent progress.
  • Use when designing a leveling curve, a damage formula, an inventory/equipment model, or a 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.

Core loop

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.

Must-have systems

  1. Stats + leveling — base attributes, derived combat stats, XP curve, level-up gains.
  2. Inventory + equipment — data-defined items, stacking, slots, stat modifiers.
  3. Combat — turn-based or action; damage formula, status effects, win/loss.
  4. Quests — objectives, state machine (available→active→complete→turned-in), rewards.
  5. Dialogue — branching lines, conditions on game state, choices that matter.
  6. Save/load — persist character, inventory, quest progress, world flags, with versioning.
  7. Economy + progression gating — gold/shops; gate power behind level/quest/region.
  8. UI — HUD, inventory, quest log, dialogue box, character sheet.

Design knobs

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.

Patterns

1. Derived stats from base attributes (recompute, never store as truth)
# 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.
2. XP curve + level-up
# 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
3. Quest objective update driven by game events
# Pseudocode. Game events advance matching objectives; completion grants rewards.
def on_event(kind, data):
    for q in active_quests:
        if q.state != "active": continue
        for obj in q.objectives:
            if obj.event == kind and matches(obj, data) and not obj.done:
                obj.count = min(obj.count + 1, obj.needed)
                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 once

Pitfalls / failure modes

  • Editing base stats for buffs/gear → values drift and corrupt on save/reload. Keep a modifier layer; push/pop it (Pattern 1).
  • Storing derived stats as truth → desync after a stat change. Recompute from base.
  • Runaway XP/damage numbers → either an exponential curve with no cap or a subtractive formula at huge values. Pick a curve and a formula family deliberately (refs).
  • Stacked buffs explode → percent modifiers multiplied together. Sum percents within a layer unless a rule says otherwise (refs §1).
  • Content as code → every item/quest hardcoded. Define items, enemies, and quests as data using the project's content schema/loader (godot-resources / unity-scriptableobjects are catalog examples).
  • Save format with no version field → old saves break on update. Add a version and a migration path from day one (see save-systems).
  • Choices without consequences → dialogue branches that reconverge immediately feel hollow. Set flags that actually change later quests/world state.
  • Quest progress not persisted → reloading loses mid-quest state. Save quest state, not just completion.

Composition (build it from these skills)

  • Dialogue: dialogue-systems (Yarn Spinner / Ink) — branching lines, conditions, variables.
  • Persistence: save-systems — character, inventory, quest flags, world state, versioning.
  • Content data: the engine's content schema/loader — items, enemies, quests, skills as assets; godot-resources / unity-scriptableobjects when using those engines.
  • Combat AI: game-ai for enemy behavior; for turn order reuse the scheduler idea in roguelike.
  • UI: game-ui-ux for HUD/menu layout, resolution scaling, and controller/keyboard nav; the project's UI API for inventory, quest log, character sheet, and dialogue box (godot-ui-control when using Godot).
  • World: level-design plus your engine's tilemap/3D skill (godot-tilemap, godot-3d-essentials).

References

  • For stat/damage formulas, leveling curves, turn-vs-action combat timelines, inventory/equipment data shapes, and the quest state model, read references/stats-combat-quests.md.