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Get Started Free →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.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-02 | ✗→✓ | ▲ Improved | 43% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 29% | 0% |
| case-21 | ✗→✓ | ▲ Improved | 134% | 0% |
| case-01 | ✓→✓ | = Same ✓ | 48% | 0% |
| case-03 | ✓→✓ | = Same ✓ | 55% | 0% |
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.
inventory, quests, dialogue, and persistent progress.
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.
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.
| Knob | Effect | Notes | |------|--------|-------| | XP curve shape | pacing of power | Fast early, slow late (see refs). | | Stat→derived scaling | build diversity | One attribute shouldn't dominate. | | Damage formula | tactical feel | Subtractive vs. ratio mitigation (refs). | | Random variance / crit | swinginess | ±10% and ~1.5× crit are safe defaults. | | Drop rates / economy | reward cadence | Avoid trivializing shops with loot. | | Power gating | difficulty gating | Level/region/quest locks. | | Reversible modifiers | buff/gear correctness | Layer mods; never edit base stats. | | Choice consequence | role-play weight | Quest/dialogue flags should branch outcomes. |
python# 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.
python# 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
python# 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
modifier layer; push/pop it (Pattern 1).
formula at huge values. Pick a curve and a formula family deliberately (refs).
data (godot-resources / unity-scriptableobjects).
version and amigration path from day one (see save-systems).
Set flags that actually change later quests/world state.
just completion.
dialogue-systems (Yarn Spinner / Ink) — branching lines, conditions, variables.save-systems — character, inventory, quest flags, world state, versioning.godot-resources / unity-scriptableobjects — items, enemies, quests, skills as assets.game-ai for enemy behavior; for turn order reuse the scheduler idea in roguelike.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.level-design plus your engine's tilemap/3D skill (godot-tilemap, godot-3d-essentials).data shapes, and the quest state model, read references/stats-combat-quests.md.
Other measured skills in the registry, with their headline benchmark lift.