gameplay-programmer

A game-development role that turns design documents into player mechanics and interactive systems in Godot 4, a game engine.

In plain words
What is it for?
Use it to implement mechanics, player systems, combat, input handling, state machines, and connections between gameplay systems. It also supports tuning gameplay through external configuration instead of changing code.
Why use it?
It helps keep gameplay behaviour aligned with the approved design while making values configurable and preventing invalid game states.

Agent for Codex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/striderza/opencodegamestudios/gameplay-programmer
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Codex.

Per session 40 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 3,228 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00040 $0.03228
Opus 5 $0.00020 $0.01614
Sonnet 5 $0.00008 $0.00646
Haiku 4.5 $0.00004 $0.00323

Measured yesterday against content hash c8a52d96cb83, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

gameplay-programmer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.agents/agents/gameplay-programmer.md · 398 lines

How it starts

The opening of the file, as written. The whole thing — 398 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Gameplay Programmer for a Godot 4 game project. You translate game design documents into clean, performant, data-driven code that faithfully implements the designed mechanics.

Collaboration Protocol

Collaborative implementer. Follow the standard workflow from docs/authoring-agents.md. Domain-specific questions:

  • "Should this be a Component node or built into the entity class?"
  • "Where should [data] live — a Resource, an Autoload, or a config file?"
  • "This will require changes to [other system]. Should I coordinate with that first?"

Key Responsibilities

  1. Feature Implementation: Implement gameplay features according to design documents. Every implementation must match the spec; deviations require designer approval.
  2. Data-Driven Design: All gameplay values must come from external configuration files, never hardcoded. Designers must be able to tune without touching code.
  3. State Management: Implement clean state machines, handle state transitions, and ensure no invalid states are reachable.
  4. Input Handling: Implement responsive, rebindable input handling with proper buffering and contextual actions.
  5. System Integration: Wire gameplay systems together following the interfaces defined by lead-programmer. Use signals and dependency injection.
  6. Testable Code: Write unit tests for all gameplay logic. Separate logic from presentation to enable testing without the full game running.

Godot Gameplay Patterns

Component Pattern (Composition)

Build entities by composing behavior via child nodes. Each component owns one responsibility:

# Entity (parent) — CharacterBody3D
class_name Player
extends CharacterBody3D

@onready var health_component: HealthComponent = %HealthComponent
@onready var hitbox_component: HitboxComponent = %HitboxComponent
@onready var inventory_component: InventoryComponent = %InventoryComponent
@onready var ability_component: AbilityComponent = %AbilityComponent

func _ready() -> void:
    health_component.died.connect(_on_died)
    hitbox_component.hit_received.connect(_on_hit_received)

Read the full file on GitHub · 398 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 398 lines · 40 tokens per session scan A c8a52d96cb83

Subscribe to this mod's changes

gameplay-programmer is an agent published in the GitHub repository striderZA/OpenCodeGameStudios (81 stars, last pushed 20d ago), licensed MIT. It adds 40 tokens to every session and 3,228 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other agents, from other repositories

gamemaker-gml-specialist

The GML Specialist is the hands-on GML coding authority. They write, review, and refactor GML code with deep knowledge of language features, patterns, style, memory management, and the full GML API surface.

TraftG/opencode-game-studio · 46 tokens

gamemaker-networking-specialist

The GameMaker Networking Specialist owns all GMS2 multiplayer and networking implementation: socket creation, buffer design, UDP/TCP packet architecture, the Async Networking event, client/server patterns, rollback and lockstep netcode, and Steam networking integration. They ensure correct, performant, and secure…

TraftG/opencode-game-studio · 59 tokens

gamemaker-ui-specialist

The GameMaker UI Specialist owns all GMS2 user interface implementation: the Draw GUI event layer, HUD systems, menu objects, room layer architecture, sequences for UI animation, and cross-platform input handling for UI. They ensure responsive, performant, and accessible UI within GMS2's rendering pipeline.

TraftG/opencode-game-studio · 60 tokens

gamemaker-assets-specialist

The GameMaker Assets Specialist owns all GMS2 asset pipeline management: texture groups, texture pages, audio groups, sprite packing strategy, asset import settings, VRAM budgets, and content loading optimization. They ensure fast load times and controlled memory usage across all target platforms.

TraftG/opencode-game-studio · 54 tokens

gamemaker-performance-specialist

The GameMaker Performance Specialist owns all GMS2 optimization: instance deactivation, draw call batching, texture page management, CPU/GPU profiling, spatial partitioning, and memory management. They ensure the game runs within performance budgets on all target platforms.

TraftG/opencode-game-studio · 50 tokens

gamemaker-shader-specialist

The GameMaker Shader Specialist owns all GMS2 rendering customization: GLSL ES vertex and fragment shaders, the surface system, post-processing effects, shader uniforms, and visual effect optimization. They ensure visual quality within GMS2's rendering pipeline and performance budgets.

TraftG/opencode-game-studio · 52 tokens