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Designing a new system together

Talk about the structure before you ask for any code.

4 min read

The common mistake with a new mechanic is asking for code straight away. If the structure is not settled, the code settles it for you - and usually in a way that does not fit your map.

Reversing the order changes the outcome a great deal.

  1. 1Describe the behaviour as an outcome - what the player experiences, not how it is built.
  2. 2Tell it what your map already has: which counters exist, which locations, whether something similar is already built.
  3. 3Ask for the structure rather than the code: how many counters, how the triggers divide, where it collides with what exists.
  4. 4Once the structure makes sense, ask for code - one piece at a time, in sizes you can check.
보스전을 회차제로 만들고 싶어. 원하는 결과는 이거야:
- 보스를 잡으면 회차가 1 오르고, 다음 보스가 더 강해진다
- 13회차까지 있고, 그 뒤로는 더 오르지 않는다
- 회차는 플레이어마다 따로 유지된다

지금 맵에 있는 것:
- 데스 카운터로 Level, Gold, Exp를 쓰고 있어
- 보스는 P8 소유고 "Boss Room" 로케이션에 나온다
- 커스텀 점수는 레벨로 이미 쓰고 있어

코드는 아직 쓰지 말고, 구조부터 제안해줘.
카운터가 몇 개 필요한지, 트리거를 어떻게 나눌지,
기존 시스템과 충돌하는 부분이 있는지 알려줘.
The outcome, the parts you have, and “no code yet”. Those three make the conversation start at design.

There are things to settle at the structure stage. Skip them and you find out after compiling.

  • Whether you actually have spare unit types left - and remember you create those names in the editor yourself.
  • Whether it collides with existing triggers in execution order. Two triggers touching one value makes their order part of the specification.
  • Whether it is per-player or map-wide. Getting this wrong means rebuilding it later.
  • Whether classic triggers can carry it. Ten bands is fine; a thousand is not.

Once the design is settled, write it into CLAUDE.md. You avoid re-explaining it next session, and it records why you built it that way.

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