design-action-combat
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ChineseDesign Action Combat
设计动作战斗系统
Treat combat as explicit state machines with visible, testable timing rather than animation-driven guesses.
将战斗视为具有可见、可测试时间机制的显式状态机(state machines),而非由动画驱动的模糊判定。
Specify every combat verb
定义每一项战斗动作
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.
针对玩家或敌人的每一项动作,定义:启动时间、有效窗口、恢复时间、取消规则、资源消耗、判定范围、伤害/姿态影响、冷却时间以及反馈效果。确保在常规相机距离下,动作预兆、危险提示、命中反馈和恢复状态清晰可见。
Use authoritative outcomes
使用权威判定结果
- 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.
- 基于权威碰撞/接触事件来驱动命中、格挡、招架和打断判定。
- 在判定结果生效前,需验证方向、范围、阶段和状态的有效性。
- 使用稳定的动作和目标标识符,确保每一次接触判定仅生效一次。
- 视觉表现需滞后于已解析的模拟事件。
Tune for decisions
为决策性调优战斗机制
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.
为每种防御方式赋予明确用途:走位、闪避、精准格挡、打断或资源交换。避免出现无惩罚攻击、无限恢复循环、不可规避伤害以及强势 spam 操作。BOSS阶段设计必须改变决策压力,但不能让玩家已掌握的时间机制失效。
Test combat deterministically
确定性测试战斗系统
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.
覆盖早/晚时机输入、错误方向、超出范围的接触、多目标、动作被打断、阶段切换、冷却边界、暂停/逐帧调试、装备切换以及重复输入等场景。使用可种子化或可查询的测试场景,而非要求完成冗长的游戏流程来测试。
Verify in play
实机验证
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.
在真实帧率和相机距离下进行测试。确认玩家意图、命中反馈、生命值/姿态变化、音效/视觉特效(VFX)以及目标状态保持一致。在发布前检查低动效模式和输入替代方案。