design-action-gameplay
Specify fair, readable action gameplay across player verbs, combat timing, enemy decisions, perception, encounters, feedback, and deterministic tests. Use for melee, ranged, ability, dodge, lock-on, e
SKILL.mdskills/design-action-gameplay/SKILL.md
GitHubDesign Action Gameplay
When to use
- Designing or revising an action combat loop.
- Tuning enemy behavior, perception, counterplay, or encounter roles.
- Turning gameplay feedback goals into implementable state and timing contracts.
Workflow
Use build-model-actions when reviewed clips need an authored dance, chained combination or charge/cast presentation. Specify anticipation, release/contact cues, recovery, interruptions and readable effect timing. Interactive input buffers, branching combo rules, combat validation and networking remain part of the gameplay design/implementation contract; a composed animation sequence does not decide those outcomes.
- Define every player verb with inputs, eligibility, commitment, timing phases, costs, outcomes, cancellation, and feedback.
- Separate authoritative combat truth from animation, VFX, camera, audio, and UI presentation.
- Model enemy perception, intent, action selection, motion, recovery, and return behavior explicitly.
- Compose encounters from readable roles, space, pacing, pressure, recovery, and escalation.
- Require anticipation, counterplay, consistent hit rules, and visible failure causes.
- Create deterministic tests for state transitions, timing boundaries, targeting, occlusion, damage, and fairness.
- Map accepted events to bounded animation, VFX, audio, camera, HUD, and optional haptic feedback. Specify clock ownership, overlap, interruption, reduced-intensity alternatives, and cancellation; keep physical knockback and damage in authoritative rules. Use
build-gameplay-runtimefor feedback adapters and compatible engine skills resolved throughresolve-skill.shfor API work. - State a balance hypothesis for each tuning change and playtest the intended decision, counterplay, and failure explanation. Separate measured behavior from player interpretation; deterministic timing tests alone do not establish that a fight is readable or enjoyable.
References
- Read
skills/build-gameplay-runtime/references/input-and-locomotion-feel.mdin the resolved Hephaera baseline (.hephaera/skills/build-gameplay-runtime/references/input-and-locomotion-feel.mdfrom an installed host's root) when a selected verb needs jump grace, buffered intent, or movement-response tuning. Specify eligibility, clocks, priority, consumption, and reset behavior before choosing compatible engine APIs. - Read
skills/build-gameplay-runtime/references/damage-windows-and-contact.mdin the resolved Hephaera baseline (.hephaera/skills/build-gameplay-runtime/references/damage-windows-and-contact.mdfrom an installed host's root) when designing damage windows, multi-hit rules, immunity, or interruption. Declare attack/strike/recipient identities and authority before adding cosmetic feedback. - Read perception-and-fog.md for shared perception truth, line-of-sight blockers, presentation-only fog, and AI/targeting integration.
- Read encounter-acceptance.md for role composition, pressure budgets, fair transitions, tuning, and deterministic encounter fixtures.
Output
- A combat and enemy decision specification.
- Encounter composition and tuning ranges.
- Feedback requirements and deterministic acceptance scenarios.
Guardrails
- Do not hide unfair damage behind visual spectacle.
- Do not infer combat truth from rendered pixels or animation completion.
- Do not tune only from static numbers when playtest evidence contradicts them.