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
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.

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

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

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

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.

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

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.

Behavior Tree
✨ FeaturedA 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.