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create_round_based_game_system

Builds a complete round-based progression system in Unreal Engine: persistent save data, round/load macros, scaling target goals, and win-condition round advancement.

Instructions

Create a complete round-based game progression system from Ch. 11.

Sets up the full arcade-style round system:

  1. SaveGame blueprint for persistent round data

  2. LoadRound / SaveRound macros in the character Blueprint

  3. SetRoundTargetGoal macro to scale difficulty per round

  4. Win condition check that advances rounds

  5. Integration with the save/load system

Args: character_blueprint: Player character Blueprint name game_mode_blueprint: GameMode Blueprint name save_blueprint_name: SaveGame Blueprint name round_scale_multiplier: How much target goal multiplies per round initial_target_goal: Starting number of targets to eliminate

KB: see knowledge_base/17_GAME_SYSTEMS_COOKBOOK.md#overview Example: create_round_based_game_system()

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
character_blueprintNoBP_FirstPersonCharacter
game_mode_blueprintNoBP_GameMode
initial_target_goalNo
save_blueprint_nameNoBP_SaveInfo
round_scale_multiplierNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A3.7/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With zero annotations, the description carries the full burden and only partially bears it. It does disclose which artifacts get created and that macros are injected into the character Blueprint, but it omits side effects entirely — whether existing macros are overwritten, whether the named blueprints must pre-exist or are created, and what happens on repeated invocation. For a tool that mutates multiple assets, this risk profile is significantly under-disclosed.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Well-structured and front-loaded: the purpose verb opens, a compact numbered 5-step list conveys the scope, then Args, a KB pointer, and a no-args example close it out. Given the 0% schema coverage, the Args block and example earn their place, and nothing reads as padding.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 5-parameter orchestration tool with no annotations and no schema descriptions, the description covers the essentials — what gets built, parameter meanings, a call example — and the output schema covers return values. It remains incomplete on prerequisites and ambiguity: it never states whether the referenced blueprints must already exist, whether the save/load system is created or merely integrated, or what errors result from missing assets.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 0%, so the description must compensate, and the Args block does provide a one-line semantic for all 5 parameters (e.g., round_scale_multiplier 'How much target goal multiplies per round'). This adds real meaning beyond the bare schema titles. Coverage is slightly uneven — game_mode_blueprint's 'GameMode Blueprint name' is near-tautological — but every parameter is at least anchored.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb+resource ('Create a complete round-based game progression system') and expands it with a 5-step list of exactly what gets set up — SaveGame blueprint, LoadRound/SaveRound macros, SetRoundTargetGoal, win condition, and save/load integration. This clearly separates it from lower-level siblings like create_savegame_blueprint, setup_full_save_load_system, or add_custom_macro, which cover only fragments of this scope.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The scope implies when to use it — when a full round-based system is wanted rather than individual pieces — and the title distinguishes it from related siblings. However, it never explicitly names alternatives or states when/when-not conditions; notably its relationship to the overlapping sibling setup_full_save_load_system (which step 5 references) is left implicit.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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