xiaohongshu
xiaohongshu
gd-design-game-loop
Core gameplay loop design documentation. Use when defining the core gameplay loop, mapping the player experience over time, designing session structures, or identifying pacing issues.
Full skill instructions
# Core Loop Specification v[X.X]
**Last Updated:** YYYY-MM-DD
**Owners:** [Designers]
## Loop Overview
[PRE-GAME] → [SESSION] → [POST-GAME] → [LOOP BACK]
## Session Structure
### Pre-Game Phase
**Duration:** [Target time]
**Player Actions:**
1. [Action 1]
2. [Action 2]
3. [Action 3]
**Emotional Beat:** [Feeling player has]
**Objectives:**
- [Goal 1]
- [Goal 2]
---
### Session Start (0:00 - [X:XX])
**State:** Players [enter spawn/start]
**Objectives:** [Initial goals]
**Threats:** [What can hurt players]
**Emotional Beat:** [Feeling]
**Key Events:**
- [X:XX] - [Event 1]
- [Y:YY] - [Event 2]
---
### Early Game ([X:XX] - [Y:YY])
**State:** [Game state description]
**Objectives:** [What players should do]
**Threats:** [What challenges exist]
**Emotional Beat:** [Feeling]
---
### Mid Game ([Y:YY] - [Z:ZZ])
**State:** [Game state description]
**Objectives:** [What players should do]
**Threats:** [What challenges exist]
**Emotional Beat:** [Feeling]
---
### Late Game ([Z:ZZ] - [End])
**State:** [Game state description]
**Objectives:** [Final objectives]
**Threats:** [Maximum challenges]
**Emotional Beat:** [Feeling]
---
### End Game
**Victory Conditions:**
- [Condition 1]
- [Condition 2]
**Defeat Conditions:**
- [Condition 1]
- [Condition 2]
**Rewards:**
- [What players earn]
- [Progression updates]
---
## Post-Game Phase
**Duration:** [Target time]
**Player Actions:**
1. [Action 1]
2. [Action 2]
**Emotional Beat:** [Feeling]
**Session Loop:** [What brings players back]
Keep players engaged by:
Create tension through:
Enable growth through:
┌─────────┐
│ LOBBY │
└────┬────┘
│
▼
┌─────────┐
│ MATCH │◄──────────────────────┐
└────┬────┘ │
│ │
├──────────┬─────────┐ │
│ │ │ │
▼ ▼ ▼ ▼
┌────────┐ ┌───────┐ ┌──────┐ ┌──────┐
│EXPLORE│ │FIGHT │ │LOOT │ │OBJ │
└────────┘ └───────┘ └──────┘ └──────┘
│ │ │ │
└──────────┴─────────┴──────┘
│
▼
┌─────────┐
│EXTRACT │
└─────────┘
│
▼
┌─────────┐
│ SUMMARY │
└────┬────┘
│
▼
┌─────────┐
│ LOBBY │
└─────────┘
Discrete turns with planning phases:
Continuous action with moments:
Complete matches with:
Before finalizing the core loop:
Design considerations for server-authoritative multiplayer games.
┌─────────────────────────────────────────────────────────────┐
│ SERVER AUTHORITATIVE │
│ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │
│ │ Game State │◄───│ Physics │◄───│ Player │ │
│ │ (Truth) │ │ Simulation │ │ Inputs │ │
│ └─────────────┘ └─────────────┘ └─────────────┘ │
└─────────────────────────────────────────────────────────────┘
│ │
│ State sync (20Hz) │ Input (client)
▼ ▼
┌─────────────────┐ ┌─────────────────────┐
│ CLIENT STATE │ │ PREDICTED STATE │
│ (Display only) │ │ (Immediate feedback)│
└─────────────────┘ └─────────────────────┘
Server State (Authoritative):
Client State (Predicted):
Shared State (Synced):
| Category | Update Rate | Authority | Rollback |
|---|---|---|---|
| Player Input | Client → Server (immediate) | Client | No |
| Player Position | Server → Client (20Hz) | Server | Yes |
| Health/Armor | Server → Client (on change) | Server | Yes |
| Visual Effects | Client only | Client | No |
| Match State | Server → Client (on change) | Server | No |
Client sends input → Client predicts result → Display immediately
↓
Server processes input → Sends correction
↓
Client reconciles (smooth correction)
Before adding gameplay features:
Store Structure:
src/store/
├── connectionStore.ts - Server connection status
├── playerStore.ts - Local player state (predicted)
├── matchStore.ts - Match/server state (authoritative)
└── uiStore.ts - UI state (local only)
Integration Points:
connectionStore.sessionId - Unique player identifierplayerStore.position - Predicted local positionmatchStore.players - Server-authoritative player listmatchStore.leaderboard - Synced match stateSources:
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