combat-system
Combat System
Build the combat core of an action game — melee and ranged — over one
unified pipeline, with the RPG/balance math underneath. Primary reference:
Granblue Fantasy: Relink (combo chains in the Monster Hunter lineage),
with CS/Overwatch (gunplay) and XCOM/Pokémon/WoW (RPG math) as calibration
poles. This skill is the engine-agnostic blueprint: the attack graph, hit
detection, the damage pipeline, the stagger economy, the defensive kit,
ranged/gunplay, turn-based/RPG architecture, feel numbers, and failure
modes. Excluded (separate skills): enemy AI (enemy-ai-framework), combat
camera (camera-system), stats/equipment progression (progression-economy).
Pick your philosophy first
Every number in a combat system depends on one upstream choice — where you sit on the commitment ↔ freeform dial: