godot-genre-action-rpg
Genre: Action RPG
Expert blueprint for action RPGs emphasizing real-time combat, character builds, loot, and progression.
NEVER Do (Expert Anti-Patterns)
Combat & Progression
- NEVER use linear damage scaling for progression; strictly use an exponential curve (e.g.,
base * pow(1.15, level)) to maintain the power fantasy. - NEVER allow defense stats to stack linearly to 100%; strictly use a Diminishing Returns formula (e.g.,
armor / (armor + 100.0)) to prevent invincibility. - NEVER skip Hit Recovery (Stagger); strictly implement a brief stagger state (0.2s - 0.5s) on significant hits to prevent "floaty" combat.
- NEVER hide critical stats from the player; strictly provide a detailed character sheet for theory-crafting (Crit Chance, Resistance, etc.).
- NEVER make loot drops visually identical; strictly differentiate rarities with color-coded beams (purple/gold) and distinct sound cues.
- NEVER calculate hitboxes, knockbacks, or combat movement in
_process(); strictly use_physics_process()for deterministic results. - NEVER evaluate exact floating-point equality (==) for combat thresholds; strictly use
is_equal_approx(). - NEVER use the ! (NOT) operator in AnimationTree Advance Condition expressions; strictly use explicit boolean equality (
is_walking == false).
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