Gameplay Systems

Systems common across genres, non-trivial to build, and each unlocking its own layer of gameplay — grouped by player progression, environment interaction, and AI behavior

Systems Inventory Crafting AI Behavior Pathfinding

Selection and Classification Criteria

Inclusion Criteria

  • Common across multiple game genres, not a one-off gimmick
  • Non-trivial to design and implement — more than a simple flag or counter
  • Unlocks an entire layer of gameplay once implemented, not just a single feature

Player Progression

Inventory

Manages the items a player carries — storage slots, stacking, weight limits, and equip/unequip logic — unlocking itemization, trading, and loadout building as a full gameplay layer.

🏷️ RPG / Survival / Action 📈 Medium
Read more ↗ 2026-09-22

Skill Tree

A branching graph of unlockable abilities or upgrades a player spends points on, opening up build diversity and long-term character customization.

🏷️ RPG / Action 📈 Medium
Read more ↗ 2026-09-22

Quests

Tracks objectives, progress conditions, and rewards across potentially dozens of interlocking missions, turning exploration and combat into structured, goal-driven progression.

🏷️ RPG / Open World 📈 High
Read more ↗ 2026-09-22

Environment & Interactions

Dialogue

Presents branching conversations between characters, usually as a tree or graph, with localization and voice-acting pipelines in mind — unlocking narrative choice as a gameplay layer.

🏷️ RPG / Adventure 📈 Medium
Read more ↗ 2026-09-22

Crafting / Cooking

Combines gathered resources into new items or consumables via defined recipes, turning exploration and farming into a full production loop.

🏷️ Survival / RPG 📈 Medium
Read more ↗ 2026-09-22

Resource Management

Tracks the production, consumption, and balancing of resources like gold, food, or mana over time, forming the economic backbone of strategy and simulation games.

🏷️ RTS / Simulation 📈 Medium
Read more ↗ 2026-09-22

Procedural Generation

✨ Featured

Algorithmically builds levels, terrain, or items at runtime instead of hand-authoring them, unlocking near-infinite content and replayability.

🏷️ Roguelike / Open World 📈 High
Read more ↗ 2026-09-22

AI Behavior

State Machine (Finite State Machine) (FSM)

Models a character or system as a fixed set of states and transitions — the simplest building block for giving NPCs distinct, readable behaviors like patrol, chase, and attack.

🏷️ Any Genre 📈 Low
Read more ↗ 2026-09-22

Path Finding

Lets NPCs navigate a level toward a target by combining a navigation mesh with a search algorithm, unlocking pursuit, patrol routes, and squad tactics.

🏷️ Any Genre 📈 Medium
Read more ↗ 2026-09-22
See the A* Algorithm and Navigation Mesh entries on the Formulas & Algorithms page for the underlying search algorithms this system is built on.

Behavior Tree

✨ Featured

A hierarchical model for NPC decision-making that composes simple tasks into complex, readable, and reusable behaviors — the standard for modern AAA enemy and companion AI.

🏷️ Any Genre 📈 High
Read more ↗ 2026-09-22
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