This skill should be used when the user asks to "create a game design document", "write a GDD", "design my game", "document my game concept", "game design template", "plan my game", or needs structured documentation for a Nethercore ZX game project.
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install zx-game-design@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
examples/gdd-example-fighting.mdreferences/gdd-template-comprehensive.mdreferences/gdd-template-quick.mdreferences/gdd-template-standard.mdGuidance for creating modular Game Design Documents tailored to Nethercore ZX console constraints. Supports three depth levels: Quick, Standard, and Comprehensive.
For rapid prototyping and game jams:
For pre-production and indie projects:
For production and commercial projects:
Start with the core concept:
Before detailed design, confirm feasibility:
Select based on project needs:
Work through template sections in order. Each section builds on previous ones.
Every ZX GDD should include these platform-specific sections:
Document the chosen render mode and why:
Render Mode: [0/1/2/3]
Rationale: [Why this mode fits the game]
Art Style Implications: [How this affects asset creation]
High-level ROM/RAM allocation:
ROM Budget (16 MB):
├── Code: X MB
├── Meshes: X MB
├── Textures: X MB
├── Audio: X MB
├── Animations: X MB
└── Remaining: X MB
RAM State Size: ~X KB (target < 100 KB for fast rollback)
Document the chosen tick rate:
Tick Rate: [24/30/60/120] fps
Rationale: [Why this rate for this game type]
Player Count: [1-4]
Local/Online: [Local only / Online / Both]
Determinism Notes: [What systems need special care]
Input Handling: [How inputs are processed]
Save GDDs to docs/design/:
project/
└── docs/
└── design/
├── game-design.md # Primary GDD
├── asset-specs.md # Asset requirements
└── technical-notes.md # Implementation notes
Instead of: "The game will have good graphics" Write: "Using Mode 2 (MR-Blinn-Phong) for realistic car materials, 512×512 diffuse textures per vehicle"
Don't save technical limitations for the end. Weave them into each section:
Mark assets suitable for procedural generation:
Connect design decisions to implementation:
ZX's constraints are features, not limitations. Respect them:
Instead of "various enemies," specify:
For multiplayer games, design for determinism from the start:
random()For ready-to-use GDD templates:
references/gdd-template-quick.md — 1-page templatereferences/gdd-template-standard.md — 3-5 page templatereferences/gdd-template-comprehensive.md — Full templateFor filled-out examples:
examples/gdd-example-fighting.md — Fighting game GDDexamples/gdd-example-platformer.md — Platformer GDDThe GDD connects to other nethercore plugins:
Asset specifications flow to procedural generation:
GDD: "Rock textures, 256×256, Mode 2 MRE workflow"
↓
Procgen: Generate tileable rock with MRE channels
Technical requirements flow to implementation:
GDD: "4-player fighting with 8 characters"
↓
zx-dev: Scaffold project with multiplayer, character system
The /plan-assets command extracts procgen-ready specs.
The /design-game command generates complete GDDs.
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