/design-mechanic — Design One Mechanic in Detail
Overview
A "mechanic" is a verb the player performs that produces a meaningful response from the world. Not a system. Not a feature. A verb with feedback. This skill walks the five layers of a real mechanic: input → response → feedback → failure modes → depth — then drops a node-graph sketch + GDScript stub into the project so the next session can implement it.
Core principle: a mechanic is only as good as its weakest feedback layer. A perfect parry with no audio cue is broken. A great audio cue with floaty input is broken. Walk all five layers before scaffolding.
Steps
1. Pin which mechanic
Ask exactly one question and wait:
Which mechanic? (e.g., "double-jump", "parry", "stamina-dash", "pickup", "lock-on", "crafting-recipe-craft").
If the user gives a system name ("inventory", "combat"), push back:
Inventory is a system, not a mechanic. The mechanics inside it are: pickup, equip, drop, use, swap. Which one?
2. Read context if available
If .summer/GameSoul.md exists, read it. The mechanic should fit the game brief, not exist in isolation.
Read .summer/GameSoul.md
Quote the relevant constraint back at the user:
Brief says core loop is "see obstacle, attempt, fail, learn, retry". A double-jump only matters if it changes which obstacles are reachable. Confirm that's what we're solving.
3. Walk the five layers — one at a time
Layer 1: Input. Exactly what does the player press, hold, release, time?
State a candidate, ask for refinement:
Input candidate: tap Space mid-air. Or: hold-and-release for variable height? Or: requires direction + Space? Pick one.
Layer 2: Response. What changes in the world the moment the input fires?
State the deltas. For double-jump:
Response: vertical velocity set to (jump_velocity * 0.85).
_can_double_jumpflag flips false. Visual rig plays "jump_2" anim. Audio cue. Particle burst at feet.
Layer 3: Feedback — and this is where most amateur designs collapse. Three sub-channels, all required:
| Channel | Question to answer | Bad example | Good example |
|---|---|---|---|
| Visual | Can a player who can't hear tell it worked? | "It just jumps." | "GPUParticles3D burst at feet, 0.1s slow-mo on apex, after-image trail behind." |
| Audio | Can a player who can't see tell it worked? | "Plays jump.wav." | "Layered: short whoosh on input, ambient pitch-up while airborne, soft thud on second jump start." |
| Mechanical | Does the input feel different from a single-jump? | "Same jump, just twice." | "Second jump has tighter air control, slightly lower height, different particle color." |
Force the user to answer all three. If they hand-wave one, name it:
You named visual and audio. Mechanical-feel is missing — what makes the second jump feel different from the first beyond just being a second one?
Layer 4: Failure modes. What happens when the input fires but conditions aren't met?
For double-jump:
- Already used? → no input registered? Or denied with a UI shake? Or a small audio cue?
- During wall-slide? → does it count as airborne or grounded?
- During cutscene? → is input gated entirely?
- Spammed input? → buffered or ignored?
State the rules, ask:
Failure rules: (a) already-used → silent ignore. (b) during wall-slide → counts as airborne, can double-jump off wall. (c) cutscene → input fully gated. (d) spam → input buffer of 0.1s. OK?
Layer 5: Depth. What makes this mechanic interesting after 5 minutes of play?
This is the hardest layer. State the depth-vector explicitly:
Depth: double-jump becomes interesting when level design forces a choice — jump now to clear obstacle A, or save it to escape enemy B coming at you. Without that choice, it's just a longer jump. The level-design implication: every double-jump gap should pair with a near-future threat that also wants the resource.
If the user can't articulate depth, the mechanic might not be needed. Say it:
If the only purpose is "can reach higher platforms", that's just a higher-jumping single-jump. Either change the input shape (give it a cost), or cut it.
4. List the tunables
Every mechanic has 3-7 numbers a designer will tweak. Name them. For double-jump:
@export var double_jump_velocity: float = 4.0 # vertical speed of second jump @export var double_jump_air_control: float = 0.7 # multiplier vs ground control @export var input_buffer_time: float = 0.1 # window to register early input @export var ground_grace_period: float = 0.05 # coyote time before lockout @export var slow_mo_on_apex: float = 0.0 # 0 = off, 0.05 = brief
These become @export vars in the stub. The user tunes in the inspector, no recompile.
5. Sketch the node graph
Describe what nodes the mechanic touches in the existing scene. Don't add yet — sketch first.
World/Player (CharacterBody3D) # existing ├── CollisionShape3D # existing ├── Camera3D # existing ├── DoubleJumpFX (GPUParticles3D) # NEW — particles on second jump ├── JumpAudio (AudioStreamPlayer3D) # NEW — input + apex cues └── (script: player_controller.gd, modify) # MODIFY — add _can_double_jump state
Show this to the user. Ask:
Node-graph plan above. May I add
DoubleJumpFXandJumpAudioto./World/Player, and modifyplayer_controller.gdto add the double-jump logic?
6. Scaffold via MCP
Preferred (Summer MCP):
summer_get_scene_tree() # confirm Player exists where expected summer_add_node(scenePath="res://main.tscn", parent="./World/Player", type="GPUParticles3D", name="DoubleJumpFX") summer_set_prop(scenePath="res://main.tscn", path="./World/Player/DoubleJumpFX", key="emitting", value="false") summer_add_node(scenePath="res://main.tscn", parent="./World/Player", type="AudioStreamPlayer3D", name="JumpAudio") summer_input_map_bind(name="jump", events=[{"type": "key", "key": "Space"}]) # idempotent summer_save_scene(scenePath="res://main.tscn") summer_get_script_errors(path="res://scripts/player_controller.gd")
Argument notes, all of which the tool schema enforces:
scenePathis required onsummer_add_node,summer_set_propandsummer_save_scene. It names the exactres://scene; there is no "current scene" default.summer_set_proptakes namedpath/key/value— not positional.summer_input_map_bindevents are dicts.{"type": "key", "key": "Space"}works; key names go through the engine's keycode table, soW,Space,Shift,Escaperesolve and typos silently produce no event.summer_get_script_errorschecks one file and requirespath. Usesummer_get_diagnostics()(no args) for a project-wide check.
Fallback (no MCP): Print the .tscn snippet for the user to paste:
[node name="DoubleJumpFX" type="GPUParticles3D" parent="Player"] emitting = false amount = 16 lifetime = 0.4 [node name="JumpAudio" type="AudioStreamPlayer3D" parent="Player"]
7. Write the GDScript stub
Stub only — implementation is the next session. Typed GDScript throughout (see gdscript-patterns). For double-jump:
gdscriptclass_name PlayerController extends CharacterBody3D # Tunables @export var jump_velocity: float = 4.5 @export var double_jump_velocity: float = 4.0 @export var double_jump_air_control: float = 0.7 @export var input_buffer_time: float = 0.1 # State var _can_double_jump: bool = false var _input_buffer_t: float = 0.0 @onready var fx: GPUParticles3D = $DoubleJumpFX @onready var audio: AudioStreamPlayer3D = $JumpAudio signal jumped signal double_jumped func _physics_process(delta: float) -> void: _input_buffer_t = max(0.0, _input_buffer_t - delta) if Input.is_action_just_pressed("jump"): _input_buffer_t = input_buffer_time if _input_buffer_t > 0.0: if is_on_floor(): velocity.y = jump_velocity _can_double_jump = true _input_buffer_t = 0.0 jumped.emit() elif _can_double_jump: velocity.y = double_jump_velocity _can_double_jump = false _input_buffer_t = 0.0 fx.emitting = true audio.play() double_jumped.emit() move_and_slide()
Ask:
May I write
scripts/player_controller.gd(or merge into the existing script if one is attached)?
8. Save the design doc
Always write the design doc — it's the artifact the next session reads. Path: .summer/mechanics/<mechanic-name>.md.
markdown# Mechanic: Double-Jump **Input:** Tap Space mid-air. Buffered 0.1s before ground. **Response:** velocity.y = double_jump_velocity. `_can_double_jump` flag false. **Feedback:** - Visual: GPUParticles3D burst, 0.1s slow-mo on apex - Audio: short whoosh on input - Mechanical: 70% air control on second jump **Failure modes:** - Already used → silent ignore - During wall-slide → counts as airborne - Cutscene → input gated - Spam → buffered (0.1s window) **Depth:** - Resource the player chooses when to spend - Level design pairs every gap with a near-future threat **Tunables:** see @export vars in player_controller.gd **Open questions:** <list any the user couldn't answer>
Ask:
May I create
.summer/mechanics/double-jump.mdwith this design doc?
Common mistakes
| Mistake | Fix |
|---|---|
| Designing the system, not the verb | "Combat" is a system. "Parry" is a mechanic. Pick the verb. |
| Skipping mechanical-feel in feedback | Visual + audio alone produce hollow mechanics. Mechanical difference is required. |
| No failure modes | Players spam, edge into states you didn't plan for, and find the hole. Plan the failure cases up front. |
| Hand-wave depth | "Players will use it strategically" is not depth. Name the choice the player makes. |
Tunables hard-coded as const | Use @export so designers tune in the inspector. |
| Adding the mechanic without the FX/audio nodes | Without nodes for feedback, the mechanic ships feeling cheap. Scaffold the nodes alongside the script. |
Setting position for movement instead of velocity | Physics objects use velocity in _physics_process. |
| Calling SetResourceProperty before the property holds a resource | Explicit resource is null error, not a silent drop. Assign the resource first (summer_set_prop key="mesh" value="BoxMesh"), then set its sub-properties. Scene-embedded sub_resources are fully supported targets. |
Collaborative protocol
This skill writes scene nodes and one or more files (.gd, .summer/mechanics/<name>.md). Group writes into one ask per phase.
Want a working starter?
For full character mechanics in a runnable starter:
- FPS variant →
summer create 3d-fps-old-school - Platformer →
summer create 3d-third-person-controller(jump-capable character; no dedicated 3D platformer template yet)
This skill is a workflow that designs and scaffolds — the templates are runnable bases the mechanic plugs into.
See also
brainstorm-game— produces.summer/GameSoul.mdthis skill readsdesign-level— design the levels that exercise the mechanicfps-controller— FPS movement scaffoldinggdscript-patterns— state machines and other script patterns for complex mechanicsaudio-direction— defines the SFX vocabulary the mechanic draws from
From a shell
No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
| In this skill | Command |
|---|---|
summer_add_node | summer engine add-node |
summer_get_diagnostics | summer engine get-diagnostics |
summer_get_scene_tree | summer engine get-scene-tree |
summer_get_script_errors | summer engine get-script-errors |
summer_input_map_bind | summer engine input-map-bind |
summer_inspect_node | summer engine inspect-node |
summer_save_scene | summer engine save-scene |
summer_set_prop | summer engine set-prop |


