CODING

Gameplay Ability System Implementation Blueprint

Connect ability states, tags, costs, cooldowns, cancellation, hit logic, animation, authority, code, and tests.

PROMPT
Produce a {{implementation_depth}} deliverable for a {{ability_family}} implemented with {{engine_architecture}} under {{authority_model}}.

Requirements: {{ability_spec}}

1. Define a finite lifecycle covering prerequisites, cost, cooldown, targeting, commitment, cancel/interrupt, success/failure, and recovery.
2. Create the data schema and tag/state rules, then design one flow from input → authority validation → activation → animation event → gameplay hit logic → effects → termination.
3. Connect animation, VFX, and audio as presentation without duplicating truth for damage, cost, or cooldown. Define policy when frame events and authoritative hit logic disagree.
4. For {{authority_model}}, explain ownership, replication, prediction, rollback/correction, duplicate prevention, and hostile-input boundaries.
5. Use real {{engine_architecture}} concepts to provide data definitions, interfaces, core flow code, and one sample ability. Leave uncertain APIs as verification tasks.
6. Provide unit, integration, latency, cancellation-race, reconnection, and network tests; include logs, trace IDs, performance-budget hypotheses, and human approval gates.

Shared execution rules
- First restate the inputs and selectors as a work contract; label unresolved details as explicit assumptions.
- Prefer current official documentation for engine features and separate fact, inference, and recommendation. If browsing is unavailable, do not claim recency.
- Respond in the order analysis → architecture → deliverable → verification table, with testable acceptance criteria for every section.
- Do not copy protected characters, games, or a studio's distinctive expression. Generated video and images are production references, not engine-ready assets.
- Rights, rigging, collision, root motion, networking, performance, and accessibility require human validation in the actual engine and target hardware. Never invent measurements or APIs.

Negative prompt

Avoid trusting the client, duplicate cost/damage, unbounded states, ad-hoc string tags, hit logic owned by animation frames, invented APIs, and untested code.

Use

Provide one existing ability plus its data and networking code. Approve the data contract and tests before implementing the minimal sample on a separate branch.