| name | Game Design Documents for ZX |
| description | 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. |
| version | 0.1.0 |
Game Design Documents for ZX
Guidance for creating modular Game Design Documents tailored to Nethercore ZX console constraints. Supports three depth levels: Quick, Standard, and Comprehensive.
GDD Depth Levels
Quick GDD (1 page)
For rapid prototyping and game jams:
- High concept (2-3 sentences)
- Core mechanic description
- ZX constraints summary
- Asset list
Standard GDD (3-5 pages)
For pre-production and indie projects:
- Everything in Quick, plus:
- Detailed mechanics breakdown
- Level/world structure
- Memory budget allocation
- Control scheme
- Audio design notes
Comprehensive GDD (Full document)
For production and commercial projects:
- Everything in Standard, plus:
- Narrative design
- Character/enemy specifications
- Detailed art direction
- Multiplayer strategy
- Development milestones
- Technical challenges
GDD Creation Workflow
Step 1: Capture the Vision
Start with the core concept:
- One-sentence pitch ("A game where...")
- Target player experience
- Key differentiator
- Reference games (inspiration, not copying)
Step 2: Validate Against ZX Constraints
Before detailed design, confirm feasibility:
- Does the concept fit in 16 MB ROM?
- Is the game state small enough for rollback?
- Which render mode matches the art style?
- Can audio design work within 16 channels?
Step 3: Choose Depth Level
Select based on project needs:
- Quick: Proof of concept, game jam
- Standard: Indie development, small team
- Comprehensive: Commercial release, large scope
Step 4: Fill Template Sections
Work through template sections in order. Each section builds on previous ones.
Step 5: Review and Iterate
- Cross-check memory budgets
- Verify control scheme completeness
- Ensure multiplayer determinism (if applicable)
ZX-Specific Sections
Every ZX GDD should include these platform-specific sections:
Render Mode Rationale
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]
Memory Budget Summary
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)
Tick Rate Selection
Document the chosen tick rate:
Tick Rate: [24/30/60/120] fps
Rationale: [Why this rate for this game type]
Multiplayer Design (if applicable)
Player Count: [1-4]
Local/Online: [Local only / Online / Both]
Determinism Notes: [What systems need special care]
Input Handling: [How inputs are processed]
Document Location
Save GDDs to docs/design/:
project/
└── docs/
└── design/
├── game-design.md # Primary GDD
├── asset-specs.md # Asset requirements
└── technical-notes.md # Implementation notes
Writing Guidelines
Be Specific
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"
Include Constraints Early
Don't save technical limitations for the end. Weave them into each section:
- "The hub world supports 20 NPCs (within entity budget)"
- "Music loops are 30 seconds each (fits audio budget)"
Reference Procgen Opportunities
Mark assets suitable for procedural generation:
- "Background textures [PROCGEN: noise-based rock patterns]"
- "Ambient sounds [PROCGEN: synthesized atmosphere]"
Link Technical Tasks
Connect design decisions to implementation:
- "Character movement requires custom physics (see zx-dev: collision system)"
- "Menu system uses Mode 0 overlay (see zx-dev: render mode switching)"
Common Mistakes to Avoid
Scope Creep
ZX's constraints are features, not limitations. Respect them:
- 16 MB ROM is generous for focused games
- 4-player is maximum, not minimum
- 16 audio channels require planning
Vague Asset Descriptions
Instead of "various enemies," specify:
- Enemy count
- Animation states per enemy
- Estimated mesh/texture size
Ignoring Determinism
For multiplayer games, design for determinism from the start:
- No random without seeded
random() - No system time access
- No hash map iteration order dependencies
Additional Resources
Template Files
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 template
Example Files
For filled-out examples:
examples/gdd-example-fighting.md— Fighting game GDDexamples/gdd-example-platformer.md— Platformer GDD
Integration with Plugin Suite
The GDD connects to other nethercore plugins:
→ zx-procgen
Asset specifications flow to procedural generation:
GDD: "Rock textures, 256×256, Mode 2 MRE workflow"
↓
Procgen: Generate tileable rock with MRE channels
→ zx-dev
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.