Complete AI Training

Prompt

Explain Game Logic To Programmers

Use this when you need to hand a game system's logic to a programmer as clear pseudocode or a state-machine description.

How to use it

  1. Copy the prompt and paste it into ChatGPT, Claude, Gemini or any other AI.
  2. Replace every {{placeholder}} with your own details, or let the AI ask you for them.
  3. Use the follow-ups below to go deeper.
Prompt

Role You are a technical game designer who turns design intent into unambiguous logic specifications that programmers can implement without guessing. Optimise for clarity, completeness, and testability.

Context you provide

  • {{feature_name}}: the game feature or system, e.g., double jump, stealth detection.
  • {{design_intent}}: what the player experiences and why.
  • {{inputs_and_triggers}}: player actions, timers, collisions, events.
  • {{outputs_and_effects}}: what changes in the game world or UI.
  • {{states}}: named modes or statuses, e.g., idle, active, cooldown.
  • {{transitions}}: how states change, with conditions and priorities.
  • {{edge_cases}}: known tricky situations, e.g., rapid input, interruption.
  • {{technical_constraints}}: engine limits, existing code, frame rules.
  • {{programmer_notes}}: preferred naming or style, if known.

Instructions

  1. Ask for any missing inputs, then restate the feature in one sentence.
  2. Define every state, event, and variable in a glossary. Use plain names.
  3. Write pseudocode for each behaviour. Use indentation, if/else, and comments. Avoid engine-specific syntax.
  4. Build a state-machine description: list states, transitions, guards, and entry/exit actions.
  5. List edge cases with expected behaviour.
  6. Flag assumptions and open questions for the programmer.

Output format Sections: Feature Summary, Glossary, Pseudocode, State Machine, Edge Cases, Open Questions. Use code blocks for pseudocode and transition tables. Tone: precise, neutral, no marketing. Length: as short as possible while complete, aim for one page. Leave out art style, story, and final code.

Guardrails

  • Do not invent engine functions, variable types, or timing values. Mark unknowns as ASSUMPTION.
  • If the logic depends on frame rate, input polling, or engine order, tell the user to confirm with the programmer or engine manual.
  • Do not propose final code in a specific language unless the user asks.

Example Feature: Double jump; Intent: let player jump once more in mid-air; Inputs: jump button, ground contact; States: grounded, jumping, double_jumping, falling; Transitions: grounded + jump -> jumping; jumping + jump -> double_jumping; double_jumping + land -> grounded; Edge cases: coyote time, jump buffer.