Use this skill for CONCEPTUAL multiplayer design - game modes, cooperation patterns, and player dynamics. Trigger phrases: "co-op design", "asymmetric multiplayer", "competitive balance", "how to design multiplayer", "controller sharing ideas", "versus mode design". This skill provides GAME DESIGN THEORY - what makes good multiplayer, mode types, player interaction patterns. For ZX IMPLEMENTATION (GGRS, determinism rules, viewport FFI): use zx-game-design:multiplayer-patterns instead.
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install game-design@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
references/competitive-patterns.mdreferences/controller-sharing.mdreferences/coop-patterns.mdFrameworks for designing 1-4 player local and online multiplayer. Focused on controller-based gameplay with rollback netcode support.
Nethercore fantasy consoles provide:
This skill covers design—see platform-specific plugins for implementation.
| Mode | Player Count | Relationship | Best For |
|---|---|---|---|
| Single-player | 1 | Solo | Story, complex systems |
| Local co-op | 2-4 same device | Cooperative | Social, casual |
| Online co-op | 2-4 networked | Cooperative | Distance play |
| Local versus | 2-4 same device | Competitive | Party games |
| Online versus | 2-4 networked | Competitive | Ranked, serious |
| Asymmetric | 2+ mixed roles | Varies | Unique dynamics |
| Pattern | Description | Example |
|---|---|---|
| Same role | All players identical | Twin-stick shooters |
| Class-based | Distinct but equal roles | Tank/healer/DPS |
| Leader + support | One primary, others assist | Adventure + helpers |
| Asymmetric | Completely different gameplay | One fights, one manages |
| Mode | Structure | Design Focus |
|---|---|---|
| Deathmatch | Kill to win | Combat balance |
| Objective | Capture/hold goals | Map control |
| Race | First to finish | Movement skill |
| Survival | Last standing | Resource management |
| Score attack | Highest points | Optimization |
| Factor | Imbalanced | Balanced |
|---|---|---|
| Start position | Some spots better | Equal or random |
| Character power | Tiers with gaps | All viable |
| Game knowledge | Secrets win games | Skill + knowledge |
| Randomness | Luck determines outcome | Skill dominates |
| Option | Best For | Challenge |
|---|---|---|
| Single shared screen | Same-area gameplay | Camera management |
| Split screen | Independent exploration | Screen real estate |
| Tethered players | Co-op with limits | Tension design |
Standard local multiplayer:
Sequential gameplay:
Different input per player:
Rollback netcode rewrites game state when inputs arrive late. Design for:
| Element | Rollback-Friendly | Avoid |
|---|---|---|
| Randomness | Seeded, synced | External RNG |
| Timing | Frame-based | System clock |
| State size | Minimal necessary | Bloated game state |
| Visual effects | Non-gameplay affecting | Effects that cause desyncs |
See ZX-specific plugins for implementation details.
| Players | Adjustments |
|---|---|
| 1 | AI companions? Solo viable? |
| 2 | Core design target |
| 3 | Odd number handling |
| 4 | Maximum chaos balance |
| Element | How to Scale |
|---|---|
| Enemy count | More enemies with more players |
| Boss HP | +50-100% per additional player |
| Resources | Per player, not per group |
| Difficulty | Dynamic based on player count |
MULTIPLAYER DESIGN
Modes: [ ] Solo [ ] Local co-op [ ] Online co-op [ ] Local vs [ ] Online vs
Player count: _____ to _____
Screen sharing: [ ] Shared [ ] Split [ ] Tethered
CO-OP (if applicable):
Role structure: [ ] Same [ ] Class-based [ ] Asymmetric
Friendly fire: [ ] On [ ] Off [ ] Optional
Revive system: _______________
VERSUS (if applicable):
Win condition: _______________
Match length: _____ minutes
Balancing approach: _______________
NETWORK (if applicable):
Rollback-safe: [ ] Yes [ ] Needs review
Max latency tolerance: _____ ms
references/coop-patterns.md — Co-op design patternsreferences/competitive-patterns.md — Versus mode designreferences/controller-sharing.md — Input design for local playgame-balance — Competitive balancereplayability-engineering — For competitive replayabilityThis skill should be used when the user asks to "create a slash command", "add a command", "write a custom command", "define command arguments", "use command frontmatter", "organize commands", "create command with file references", "interactive command", "use AskUserQuestion in command", or needs guidance on slash command structure, YAML frontmatter fields, dynamic arguments, bash execution in commands, user interaction patterns, or command development best practices for Claude Code.
This skill should be used when the user asks to "create an agent", "add an agent", "write a subagent", "agent frontmatter", "when to use description", "agent examples", "agent tools", "agent colors", "autonomous agent", or needs guidance on agent structure, system prompts, triggering conditions, or agent development best practices for Claude Code plugins.
This skill should be used when the user asks to "create a hook", "add a PreToolUse/PostToolUse/Stop hook", "validate tool use", "implement prompt-based hooks", "use ${CLAUDE_PLUGIN_ROOT}", "set up event-driven automation", "block dangerous commands", or mentions hook events (PreToolUse, PostToolUse, Stop, SubagentStop, SessionStart, SessionEnd, UserPromptSubmit, PreCompact, Notification). Provides comprehensive guidance for creating and implementing Claude Code plugin hooks with focus on advanced prompt-based hooks API.