Use this skill for ZX gameplay patterns: "platformer", "variable jump", "coyote time", "wall jump", "hitbox", "combat", "i-frames", "knockback", "combo", "inventory", "dialogue", "typewriter", "dash", "dodge". **Load references when:** - Platformer physics, wall jump, moving platforms → `references/platformer-mechanics.md` - Combat, combos, attack state machines → `references/combat-mechanics.md` - 8-dir movement, acceleration, dash → `references/movement-patterns.md` - Items, equipment, stackable inventory → `references/inventory-systems.md` - Text boxes, choices, branching dialogue → `references/dialogue-systems.md` For CONCEPTUAL game mechanics design (without code): use game-design:core-loop-design instead.
/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.
references/combat-mechanics.mdreferences/dialogue-systems.mdreferences/inventory-systems.mdreferences/movement-patterns.mdreferences/platformer-mechanics.mdTested, rollback-safe implementations for Nethercore ZX. All patterns use deterministic logic compatible with GGRS rollback netcode.
All gameplay code MUST be deterministic:
| Rule | Correct | Incorrect |
|---|---|---|
| Time | delta_time(), tick_count() | System clock, std::time |
| Random | random(), random_range() | rand(), external RNG |
| Input | button_pressed(), button_held() | OS input events |
| State | Fixed-point or consistent floats | Platform-dependent floats |
Hold button longer = higher jump. On release while rising, multiply velocity by cut factor (0.5).
Grace period (~6 frames) allowing jumps after leaving platform. Track coyote_timer, decrement each frame when not grounded.
Queue jump input (~8 frames) before landing. Track jump_buffer, execute on ground contact.
Full implementations: See references/platformer-mechanics.md.
Separate collision volumes for attacks (hitbox) and vulnerability (hurtbox). Check AABB overlap only when attack is active.
~45 frames of invulnerability after taking damage. Track iframes counter, decrement each frame.
Push entities backward, freeze input for duration proportional to knockback strength.
Full implementations: See references/combat-mechanics.md.
Read 4 directional inputs, normalize diagonal movement to prevent faster diagonal speed.
Apply acceleration toward input direction, apply friction when no input. Clamp to max speed.
Burst of speed (~8 frames), cooldown (~30 frames). Lock direction at activation.
Full implementations: See references/movement-patterns.md.
Check distance to item, deactivate on collection.
Array of item IDs, use sentinel value (0xFF) for empty slots.
Full implementations: See references/inventory-systems.md.
Track chars_shown, increment each frame. Speed up when button held.
Navigate with D-pad, confirm with A. Track selected index.
Full implementations: See references/dialogue-systems.md.
multiplayer-patterns — Rollback safety and determinism patternsphysics-collision — Underlying collision detectiongame-design:core-loop-design — Conceptual mechanics designCreating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use this when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems. Create original algorithmic art rather than copying existing artists' work to avoid copyright violations.
Applies Anthropic's official brand colors and typography to any sort of artifact that may benefit from having Anthropic's look-and-feel. Use it when brand colors or style guidelines, visual formatting, or company design standards apply.
Create beautiful visual art in .png and .pdf documents using design philosophy. You should use this skill when the user asks to create a poster, piece of art, design, or other static piece. Create original visual designs, never copying existing artists' work to avoid copyright violations.