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Input Abstraction

skill-mrcalderon3d-everything-game-dev-code-input-abstraction · by MRCalderon3D

Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.

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Install

$ agentstack add skill-mrcalderon3d-everything-game-dev-code-input-abstraction

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Input Abstraction

Purpose

Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.

Use When

  • multiple input devices are supported
  • rebinds or accessibility matter
  • UI and gameplay input are becoming tangled

Inputs

  • action list
  • supported devices
  • UI flow
  • accessibility requirements

Process

  1. define actions by intent
  2. separate raw device input from gameplay/UI action handling
  3. document action states and context switching
  4. support rebinding and persistence where needed
  5. test edge cases around focus, pause, and overlays

Outputs

  • action map
  • context model
  • device support notes
  • rebinding requirements

Quality Bar

  • gameplay consumes named actions, never raw device inputs
  • rebinding, device switching, and multiple control schemes work without touching gameplay code
  • input contexts (gameplay, menu, cutscene) are explicit, with defined push/pop behavior
  • dead zones, buffering, and repeat behavior are configured per action, not hardcoded

Common Failure Modes

  • raw key or button checks scattered through gameplay code
  • input consumed by multiple contexts at once (menu and gameplay both react)
  • device-specific assumptions that break on controller or touch
  • buffering and coyote-time tuning embedded in mechanics instead of the input layer

Related Agents

  • ui-programmer
  • accessibility-reviewer
  • gameplay-programmer

Related Commands

  • ui-flow-review
  • verify
  • tech-design

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.