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rpg

gamedev-skills/awesome-gamedev-agent-skills

Build RPGs with stats, leveling, inventory, quests, dialogue, and combat systems.

What is rpg?

A compositional playbook for role-playing games covering character progression, inventory and equipment, quest design, branching dialogue, and combat. Use this when building an RPG/JRPG where players grow stronger, make meaningful choices, and persist progress.

  • Design and implement stats, leveling curves, and XP progression
  • Build inventory and equipment systems with stat modifiers
  • Create quest state machines with objectives and rewards
  • Integrate branching dialogue with game-state conditions
  • Implement turn-based or action combat with damage formulas and status effects
  • Persist character, inventory, quest progress, and world flags with versioning

How to install rpg

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill rpg
Prerequisites
  • Familiarity with game development in your engine (Godot, Unity, etc.)
  • Understanding of data-driven design (resources/scriptable objects)
  • Basic knowledge of dialogue systems and save/load mechanics
Claude Code
Cursor
Windsurf
Cline

How to use rpg

  1. 1.Define base attributes (STR, VIT, AGI, etc.) and derive combat stats from them
  2. 2.Design an XP curve and level-up progression with stat gains
  3. 3.Create a data-driven item and equipment system with modifier layers
  4. 4.Build a quest state machine with objectives triggered by game events
  5. 5.Implement branching dialogue with conditions based on character state and flags
  6. 6.Design a combat system with a damage formula, variance, and status effects
  7. 7.Set up save/load with versioning to persist all character and world state
  8. 8.Layer progression gates (level locks, region gates, quest requirements)

Use cases

Good for
  • Building a JRPG with character leveling, equipment upgrades, and multi-stage quests
  • Designing a damage formula and stat-scaling system for tactical combat
  • Creating a quest progression system where dialogue choices affect later outcomes
  • Implementing an inventory with equipment that modifies character stats
  • Structuring save/load to handle character growth and persistent world state
Who it's for
  • Game designers defining RPG systems and progression curves
  • Developers building JRPG or action-RPG games
  • Designers creating stat, inventory, quest, or combat subsystems
  • Teams needing a compositional framework for character-driven games

rpg FAQ

When should I use this skill vs. roguelike or visual-novel?

Use RPG for games with persistent character growth and meaningful progression. Use roguelike for permadeath dungeon runs with no persistent character. Use visual-novel for pure conversation and branching story without combat or stat systems.

How do I avoid stat corruption when equipment modifies stats?

Never edit base stats directly. Instead, maintain a modifier layer: push modifiers when equipping, pop them when unequipping, and recompute derived stats each time. This keeps base attributes as the single source of truth.

What's the difference between storing derived stats vs. recomputing them?

Storing derived stats (like max_hp) causes desync after stat changes and save/load corruption. Always recompute derived stats from base attributes and modifiers on demand.

How do I make quest progress persist across save/load?

Save the quest state (available/active/complete), objective progress counts, and any flags set by quest choices. Reload this state and resume from where the player left off, not just track completion.

How do I ensure dialogue choices have real consequences?

Set flags when choices are made, then use those flags to branch later quests and world state. Avoid dialogue branches that immediately reconverge; let choices meaningfully alter subsequent content.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: rpg description: > Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

RPG

A playbook for role-playing games — stats and progression, inventory/equipment, quests, dialogue, and combat. This is a compositional skill: it ties data-driven content, dialogue, and saving together. It does not re-teach those primitives; it defines the systems that make growth and choice feel meaningful, and points to the skills that implement each.

When to use

  • Use when building an RPG/JRPG/action-RPG: the player has stats that grow, an inventory, quests, dialogue, and persistent progress.
  • Use when designing a leveling curve, a damage formula, an inventory/equipment model, or a quest state machine.

When not to use: permadeath dungeon runs with no persistent character → roguelike. Pure conversation/branching story → visual-novel. Open-world needs/crafting/base-building → survival-crafting. For the dialogue engine itself, use dialogue-systems.

Core loop

Explore → encounter (fight / talk / solve) → earn rewards (XP, loot, story) → grow (level up, gear up, unlock) → take on harder content. The fantasy is getting stronger and shaping who your character is; every system should feed that growth-and-choice loop.

Must-have systems

  1. Stats + leveling — base attributes, derived combat stats, XP curve, level-up gains.
  2. Inventory + equipment — data-defined items, stacking, slots, stat modifiers.
  3. Combat — turn-based or action; damage formula, status effects, win/loss.
  4. Quests — objectives, state machine (available→active→complete→turned-in), rewards.
  5. Dialogue — branching lines, conditions on game state, choices that matter.
  6. Save/load — persist character, inventory, quest progress, world flags, with versioning.
  7. Economy + progression gating — gold/shops; gate power behind level/quest/region.
  8. UI — HUD, inventory, quest log, dialogue box, character sheet.

Design knobs

KnobEffectNotes
XP curve shapepacing of powerFast early, slow late (see refs).
Stat→derived scalingbuild diversityOne attribute shouldn't dominate.
Damage formulatactical feelSubtractive vs. ratio mitigation (refs).
Random variance / critswinginess±10% and ~1.5× crit are safe defaults.
Drop rates / economyreward cadenceAvoid trivializing shops with loot.
Power gatingdifficulty gatingLevel/region/quest locks.
Reversible modifiersbuff/gear correctnessLayer mods; never edit base stats.
Choice consequencerole-play weightQuest/dialogue flags should branch outcomes.

Patterns

1. Derived stats from base attributes (recompute, never store as truth)

# Pseudocode. Base attributes are the only "truth"; combat stats are derived each time.
def derive(base, mods):
    s = apply_modifiers(base, mods)          # base + flat adds + percent, then clamp
    return {
        "max_hp":  20 + s["VIT"] * 8,
        "attack":  s["STR"] * 2,
        "defense": s["VIT"] + s["AGI"] * 0.5,
    }
# Equipping pushes a modifier; unequipping pops it. HP/attack recompute automatically.

2. XP curve + level-up

# Pseudocode. Quadratic curve: fast early levels, long late ones.
def xp_to_next(level, base=100): return base * level * level

def gain_xp(actor, amount):
    actor.xp += amount
    while actor.xp >= xp_to_next(actor.level):
        actor.xp -= xp_to_next(actor.level)
        actor.level += 1
        actor.base["STR"] += 2; actor.base["VIT"] += 2   # grant gains / skill points
        on_level_up(actor)                                # heal, unlock, notify

3. Quest objective update driven by game events

# Pseudocode. Game events advance matching objectives; completion grants rewards.
def on_event(kind, data):
    for q in active_quests:
        for obj in q.objectives:
            if obj.event == kind and matches(obj, data) and not obj.done:
                obj.count += 1
                if obj.count >= obj.needed: obj.done = True
        if all(o.done for o in q.objectives):
            q.state = "complete"                # turn-in grants xp/gold/items

Pitfalls / failure modes

  • Editing base stats for buffs/gear → values drift and corrupt on save/reload. Keep a modifier layer; push/pop it (Pattern 1).
  • Storing derived stats as truth → desync after a stat change. Recompute from base.
  • Runaway XP/damage numbers → either an exponential curve with no cap or a subtractive formula at huge values. Pick a curve and a formula family deliberately (refs).
  • Content as code → every item/quest hardcoded. Define items, enemies, and quests as data (godot-resources / unity-scriptableobjects).
  • Save format with no version field → old saves break on update. Add a version and a migration path from day one (see save-systems).
  • Choices without consequences → dialogue branches that reconverge immediately feel hollow. Set flags that actually change later quests/world state.
  • Quest progress not persisted → reloading loses mid-quest state. Save quest state, not just completion.

Composition (build it from these skills)

  • Dialogue: dialogue-systems (Yarn Spinner / Ink) — branching lines, conditions, variables.
  • Persistence: save-systems — character, inventory, quest flags, world state, versioning.
  • Content data: godot-resources / unity-scriptableobjects — items, enemies, quests, skills as assets.
  • Combat AI: game-ai for enemy behavior; for turn order reuse the scheduler idea in roguelike.
  • UI: game-ui-ux for HUD/menu layout, resolution scaling, and controller/keyboard nav; godot-ui-control for the concrete inventory, quest log, character sheet, and dialogue box.
  • World: level-design plus your engine's tilemap/3D skill (godot-tilemap, godot-3d-essentials).

References

  • For stat/damage formulas, leveling curves, turn-vs-action combat timelines, inventory/equipment data shapes, and the quest state model, read references/stats-combat-quests.md.