npx skills add ...
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting
A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the crafting/tech progression, and base building. This is a compositional skill: it orchestrates inventory data, world content, persistence, and threats. It does not re-teach those primitives; it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival tense rather than tedious.
When not to use: crafting as a minor RPG feature → rpg. Permadeath grid dungeon →
roguelike. For inventory/items as data assets, use godot-resources /
unity-scriptableobjects; for world generation, procedural-gen.
Gather raw resources → craft tools/items → build and upgrade a base → manage survival needs → explore farther for better resources → survive escalating threats → repeat at a higher tier. Each loop should unlock the next loop (better tools → reach new biomes → new resources → better crafts). When that ladder breaks, the game becomes a grind.
| Knob | Effect | Notes |
|---|---|---|
| Needs decay rates | pressure cadence | Slow enough to explore, fast enough to matter. |
| Need-failure consequence | stakes | Damage over time, not instant death. |
| Resource scarcity / respawn | exploration push | Scarce near base → travel for more. |
| Tool tiers / gating | progression ladder | Better tool → new node types. |
| Recipe complexity / tech depth | long-term goals | Multi-step chains, not flat lists. |
| Inventory limit (slots/weight) | logistics tension | Forces base trips and storage. |
| Threat escalation curve | difficulty over time | Night/seasonal/event ramps. |
| Day length | rhythm | Day = gather, night = defend. |
dt → needs drain at different speeds on different hardware.
Scale by dt.save-systems).godot-resources / unity-scriptableobjects — items, recipes, tech tree, drop tables.procedural-gen for biomes/resource placement; level-design for authored areas.save-systems for large-world state, base, inventory, needs, and versioning.game-ai for creatures; the engine physics skill for melee/collision.godot-tilemap / unity-tilemap-2d (2D) or godot-3d-essentials (3D) plus UI snapping.game-ui-ux for inventory/crafting/HUD layout and scaling; godot-ui-control for the concrete inventory, crafting menu, needs HUD, and build mode.references/needs-and-crafting.md.