Claude Code Plugins

Community-maintained marketplace

Feedback

Multiplayer Design (Conceptual)

@nethercore-systems/nethercore-ai-plugins
1
0

|

Install Skill

1Download skill
2Enable skills in Claude

Open claude.ai/settings/capabilities and find the "Skills" section

3Upload to Claude

Click "Upload skill" and select the downloaded ZIP file

Note: Please verify skill by going through its instructions before using it.

SKILL.md

name Multiplayer Design (Conceptual)
description Use this skill for CONCEPTUAL multiplayer design - game modes, cooperation patterns, and player dynamics. Trigger phrases: "co-op design", "asymmetric multiplayer", "competitive balance", "how to design multiplayer", "controller sharing ideas", "versus mode design". This skill provides GAME DESIGN THEORY - what makes good multiplayer, mode types, player interaction patterns. For ZX IMPLEMENTATION (GGRS, determinism rules, viewport FFI): use zx-game-design:multiplayer-patterns instead.
version 1.0.1

Multiplayer Design

Frameworks for designing 1-4 player local and online multiplayer. Focused on controller-based gameplay with rollback netcode support.

Context: Nethercore Multiplayer

Nethercore fantasy consoles provide:

  • 1-4 player support
  • Rollback netcode (GGRS) built-in
  • Controller-based input
  • Local and online play

This skill covers design—see platform-specific plugins for implementation.


Multiplayer Modes

Mode Selection

Mode Player Count Relationship Best For
Single-player 1 Solo Story, complex systems
Local co-op 2-4 same device Cooperative Social, casual
Online co-op 2-4 networked Cooperative Distance play
Local versus 2-4 same device Competitive Party games
Online versus 2-4 networked Competitive Ranked, serious
Asymmetric 2+ mixed roles Varies Unique dynamics

Mode Checklist

  • Which modes are supported?
  • Can modes be mixed (online + local)?
  • Is single-player always available?
  • How does matchmaking work (if online)?

Cooperative Design

Co-op Pillars

  1. Shared goals: Players work toward same objective
  2. Complementary roles: Each player has value
  3. Coordination opportunities: Teamwork beats solo play
  4. Shared stakes: Victory and defeat together

Co-op Patterns

Pattern Description Example
Same role All players identical Twin-stick shooters
Class-based Distinct but equal roles Tank/healer/DPS
Leader + support One primary, others assist Adventure + helpers
Asymmetric Completely different gameplay One fights, one manages

Co-op Design Checklist

  • Can one player complete objectives alone? (Should often be no)
  • Is every player always engaged?
  • Are skill disparities handled? (Carry vs dead weight)
  • Does communication feel rewarding?
  • Is friendly fire on/off/optional?

Competitive Design

Versus Pillars

  1. Fair start: No inherent advantages
  2. Skill expression: Better player usually wins
  3. Comeback potential: Down but not out
  4. Quick resolution: Games don't drag

Competitive Modes

Mode Structure Design Focus
Deathmatch Kill to win Combat balance
Objective Capture/hold goals Map control
Race First to finish Movement skill
Survival Last standing Resource management
Score attack Highest points Optimization

Competitive Balance

Factor Imbalanced Balanced
Start position Some spots better Equal or random
Character power Tiers with gaps All viable
Game knowledge Secrets win games Skill + knowledge
Randomness Luck determines outcome Skill dominates

Shared Screen Design

Screen Sharing Options

Option Best For Challenge
Single shared screen Same-area gameplay Camera management
Split screen Independent exploration Screen real estate
Tethered players Co-op with limits Tension design

Shared Camera Checklist

  • All players visible (or clear reason why not)
  • Camera doesn't fight players
  • Important information visible to all
  • Screen doesn't stretch too far

Controller Sharing Patterns

Same Device, Multiple Controllers

Standard local multiplayer:

  • Each player has full controller
  • Input mapping identical or per-player
  • UI shows player 1, 2, 3, 4 colors

Pass-and-Play

Sequential gameplay:

  • One controller
  • Players take turns
  • Clear turn boundaries

Asymmetric Input

Different input per player:

  • Example: Player 1 controller, Player 2 keyboard
  • Good for different roles
  • Clear about who controls what

Rollback-Friendly Design

Why It Matters

Rollback netcode rewrites game state when inputs arrive late. Design for:

  • Determinism: Same inputs = same result always
  • Small state: Less data to rollback
  • Visual tolerance: Small corrections aren't jarring

Design Considerations

Element Rollback-Friendly Avoid
Randomness Seeded, synced External RNG
Timing Frame-based System clock
State size Minimal necessary Bloated game state
Visual effects Non-gameplay affecting Effects that cause desyncs

See ZX-specific plugins for implementation details.


Player Count Scaling

Design for Range

Players Adjustments
1 AI companions? Solo viable?
2 Core design target
3 Odd number handling
4 Maximum chaos balance

Scaling Patterns

Element How to Scale
Enemy count More enemies with more players
Boss HP +50-100% per additional player
Resources Per player, not per group
Difficulty Dynamic based on player count

Quick Design Template

MULTIPLAYER DESIGN

Modes: [ ] Solo [ ] Local co-op [ ] Online co-op [ ] Local vs [ ] Online vs
Player count: _____ to _____
Screen sharing: [ ] Shared [ ] Split [ ] Tethered

CO-OP (if applicable):
Role structure: [ ] Same [ ] Class-based [ ] Asymmetric
Friendly fire: [ ] On [ ] Off [ ] Optional
Revive system: _______________

VERSUS (if applicable):
Win condition: _______________
Match length: _____ minutes
Balancing approach: _______________

NETWORK (if applicable):
Rollback-safe: [ ] Yes [ ] Needs review
Max latency tolerance: _____ ms

Additional Resources

Reference Files

  • references/coop-patterns.md — Co-op design patterns
  • references/competitive-patterns.md — Versus mode design
  • references/controller-sharing.md — Input design for local play

Related Skills

  • game-balance — Competitive balance
  • replayability-engineering — For competitive replayability