design-action-combat
Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.
Works with
--- name: design-action-combat description: Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests. license: MIT --- # Design Action Combat Treat combat as explicit state machines with visible, testable timing rather than animation-driven guesses. ## Specify every combat verb For each player or enemy action, define: startup, active window, recovery, cancellation rules, resource cost, contact shape, damage/posture outcome, cooldown, and feedback. Make telegraph, danger, contact, and recovery readable at normal camera distance. ## Use authoritative outcomes - Drive hits, blocks, parries, and interrupts from authoritative collision/contact events. - Require direction, range, phase, and state validity before resolving an outcome. - Apply each contact once using stable action and target identifiers. - Keep visuals downstream of resolved simulation events. ## Tune for decisions Give each defense a distinct purpose: spacing, dodge, timed guard, interruption, or resource trade. Avoid unpunishable attacks, recovery loops, unavoidable damage, and dominant spam. Boss phases must alter decision pressure without invalidating learned timing. ## Test combat deterministically Cover early/late timing, wrong direction, out-of-range contact, multiple targets, interrupted actions, phase changes, cooldown boundaries, pause/frame step, equip swaps, and repeated inputs. Use seeded or queryable review scenarios instead of requiring long campaign playthroughs. ## Verify in play Test at realistic frame rate and camera distance. Confirm that player intent, contact feedback, health/posture changes, sound/VFX, and target state agree. Check reduced motion and input alternatives before release.
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