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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/design/quest-design/SKILL.md

quest-design

Skill105 starsChanged 8 months agoMITView on GitHub

Design objective structure, gating, branching, and player guidance for mission-like content.

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    ensure logic is testable and debuggable

    line 28
  2. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  3. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Quest Design

Purpose

Design objective structure, gating, branching, and player guidance for mission-like content.

Use When

  • building quests, objectives, or mission chains
  • objective logic is hard to follow
  • branching or failure states need clarity

Inputs

  • narrative intent
  • level flow
  • system dependencies
  • reward or progression hooks

Process

  1. define quest goals, states, triggers, and transitions
  2. specify optionality, branching, fail conditions, and recovery paths
  3. coordinate objective communication with UI and narrative
  4. ensure logic is testable and debuggable
  5. flag telemetry needed for drop-off or confusion points

Outputs

  • quest flow spec
  • state map
  • UI communication notes
  • test cases

Quality Bar

  • supports the core fantasy and player goals
  • defines readable rules, edge cases, and feedback
  • creates concrete hooks for tuning, telemetry, and QA

Common Failure Modes

  • adding systems that do not serve the core loop
  • shipping vague rules that QA and engineering must guess at
  • tuning without instrumentation or hypotheses

Related Agents

  • narrative-designer
  • level-designer
  • ui-ux-designer

Related Commands

  • quest-design
  • gdd
  • verify

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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