act-combat-design
Methodology and Knowledge Base for Combat Design in 2D Action Games
Install & Use
Copy this prompt and send it to your AI assistant (Claude / Cursor / TRAE / Codex / WorkBuddy etc.) to auto-install:
Help me install this AI Skill: act-combat-design. It is used for: Methodology and Knowledge Base for Combat Design in 2D Action Games Full Skill content: https://321skill.com/skills/act-combat-design/raw/index.md Read that page and install it.
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This Skill addresses the question of "how to systematically design an action game character or Boss." It consolidates scattered industry experience, design principles, and engineering baselines into a repeatable methodology. This helps AI agents (such as Claude, GPT, or Cursor) automatically generate comprehensive design documents—from high-level frameworks down to granular move details, and further to animation frame/special effects/programming requirements—after understanding the project's conventions.
How to Use: Start by reading Getting_Started.html to quickly grasp the core concepts. Then, based on your project, fill out conventions/TEMPLATE.md to define your combat system conventions. Next, provide the AI with a design goal in conversation (e.g., "Design a katana-wielding character whose core mechanic is Iaido"). The AI will follow a 6-stage process to iteratively produce a draft, ultimately generating a review-ready HTML design document.
Target Audience: Game designers, action game enthusiasts, indie game developers, teams looking to accelerate combat design workflows with AI, and students in game design-related university programs.
Usage Recommendations: Be sure to read Getting_Started.html first to understand the methodology's scope. Do not skip the convention definition step, as the AI may otherwise produce designs misaligned with your project. This knowledge base is primarily focused on 2D action games and offers limited direct support for other genres.
Key Features
Unlike generic game design prompts, this Skill does not presuppose any combat system. Instead, it allows users to define project-specific rules via a conventions file, which the AI then uses for design. It also incorporates a deep knowledge base including 46 meta-rules, a reference library of 70+ games, and engineering baselines for combat feel, numerical balance, and AI, enabling the generation of review-ready HTML documents suitable for direct implementation.
Limitations
Primarily focused on the 2D/action game genre, with lower adaptability to non-action games (e.g., turn-based, strategy, simulation/management). Requires users to possess a foundational understanding of game design to correctly define project conventions.
FAQ
Can this Skill be used directly for my non-action game project?
The methodological framework can be partially referenced. However, the knowledge base elements—such as character archetypes, Boss paradigms, and combat feel parameters—are specifically designed for action games. For non-action projects, it's recommended to only reference the overall process and document structure.
Do I need to install any specific environment first?
No specific environment is required. After downloading the repository, simply open `Getting_Started.html` in a browser to read. When using the AI, you'll need to provide the repository contents to the AI agent in an appropriate manner (e.g., by uploading files or pasting text).
Installation guide for AI assistants
If your AI coding assistant (Claude Code, Cursor, TRAE etc.) can see this page, send it this message to auto-install:
Visit https://321skill.com/skills/act-combat-design/raw/index.md to read the original Skill definition (Markdown format) for act-combat-design, and install it according to the instructions.
Raw Markdown URL for AI: /skills/act-combat-design/raw/index.md