mcpField
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case-studies-reference

case-studies-reference

github.com/bbeierle12Development963 installsUpdated 1d ago
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About case-studies-reference

case-studies-reference is a design reference skill that analyzes building systems in games and provides decision frameworks for new projects. It is for developers weighing choices such as physics, multiplayer architecture, placement, and upkeep, with examples drawn from named games.

Key features

  1. 01Game-by-game building system analysis
  2. 02Decision matrices for common design choices
  3. 03Guidance on physics and placement models
  4. 04Multiplayer architecture trade-offs
  5. 05Persistence, decay, and cleanup considerations

Use cases

  1. 01Choose grid or free-placement building
  2. 02Select a physics model for a game
  3. 03Plan server-authoritative or cooperative building
  4. 04Assess decay and cleanup for persistent servers

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill case-studies-reference

After installing, type/case-studies-referencein Claude Code to confirm it loaded.

Bundled files_meta.jsonreferences/game-analyses.md

Details

From the project README

Case Studies Reference

Detailed analysis of building systems from successful games, plus decision frameworks for new projects.

Quick Reference

GameBuilding FocusPhysicsScaleKey Innovation
FortniteCombat/actionArcadeSmallEdit system, speed
RustSurvival/raidsHeuristicLargeTool Cupboard, decay
ValheimExplorationHeuristicMediumStability from ground
MinecraftCreativityNoneInfiniteVoxel simplicity
No Man's SkyBase buildingMinimalMediumSnap points, free place
SatisfactoryFactoryGrid-basedLargeHybrid grid/free

When to Use This Skill

Use case studies when making design decisions such as which physics model to implement, how to handle multiplayer building, choosing between grid and free placement, and deciding on decay/upkeep systems. The analyses provide concrete examples of trade-offs and their outcomes.

Reference Documents

See references/ for detailed documentation covering game-by-game breakdowns of building mechanics and performance strategies, decision matrices for common architectural choices, anti-patterns identified from games that struggled, and architectural recommendations organized by game genre.

Decision Framework

For quick decisions, use the matrices in game-analyses.md:

Physics Mode Selection: Are you building a survival game where building is about shelter? Use heuristic physics like Rust or Valheim. Is building core to moment-to-moment combat? Use arcade physics like Fortnite. Is engineering challenge the point? Consider realistic physics with caution since Medieval Engineers showed this approach frustrates most players.

Multiplayer Architecture: Competitive and PvP games require server-authoritative building with latency accepted as the cost of security. Cooperative games can use client prediction with server reconciliation for responsive feel. Single-player can use fully client-side for maximum responsiveness.

Persistence Strategy: Long-running servers need decay and cleanup. Rust's model combines gameplay balance through resource sinks with server health through automatic cleanup. Without decay, servers accumulate abandoned bases until performance degrades.

Key Insights Summary

Rust demonstrates that decay serves dual purposes: gameplay balance by forcing maintenance, and server health by cleaning abandoned structures. Valheim shows that "magic force from ground" stability is more intuitive than realistic physics. Fortnite proves that speed and simplicity trump realism for action games. Satisfactory's hybrid approach of grid for structures plus free placement for conveyors satisfies both organized and creative builders.

Related Skills

This reference skill pairs with implementation skills that provide working code for the patterns discussed here. Use performance-at-scale for spatial indexing, structural-physics for stability systems, multiplayer-building for networking, terrain-integration for foundation systems, decay-upkeep for maintenance systems, and builder-ux for user experience patterns.

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