jgengine-gameplay

Installation
SKILL.md

JGengine gameplay

Ownership

This skill owns non-combat rules and state: systems, catalogs, inventory/items, crafting, economy, quests, dialogue, social state, puzzles, survival, turns, tactics, sessions, and saveable game models. Combat math belongs to jgengine-combat; host persistence adapters belong to jgengine-multiplayer.

Use capabilities.md for intent discovery, api.md for signatures, and reference-systems.md for scheduling details before hand-rolling a subsystem.

Canonical workflow

  1. Define plain serializable state and stable ids.
  2. Put definitions in typed catalogs; keep per-instance mutable state separate.
  3. Express behavior as narrow systems or pure transitions with explicit inputs.
  4. Route player/AI intent through commands; emit typed results/events.
  5. Attach save/restore boundaries and versioning where state persists.
  6. Bind UI through selectors/hooks rather than duplicating state.

Prefer defineSystem and defineGame({ systems }) for scheduled capabilities. Keep boot/join in the game loop only when it is truly lifecycle glue. System ordering, frequency, and serialization are explicit; avoid a giant per-frame callback.

Installs
1
GitHub Stars
6
First Seen
Jul 16, 2026