agentleFS
LogicOberLogicOber/Worldview-Skills/skills/3d-assets/boss-model/SKILL.md

boss-model

Skill2 starsChanged 50 days agoApache-2.0View on GitHub

Entry point for a large-scale enemy asset — the boss reference sheet with scale reference, a 4-panel action board (idle, signature skill, taking damage, phase break), damage-state variants, and an optional 3D mesh. Built on character-model with the additions a boss needs: readable silhouette at distance, a core or weak point, and a visual story of what it used to be. Use when the user says "boss model", "giant enemy", or "monster design".

The file

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Scale reference: Every sheet includes a human-height figure or a known object so the model, the engine and the video all agree on size.

    line 26

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Boss Model

Make an enemy the player can read from across the arena and remember after it falls.

What makes a boss model different from a character model

  • Silhouette at distance. The shape must be identifiable at 50 m and at 5 m. Asymmetry helps: one oversized arm, one broken horn.
  • A weak point that shows. The core, the exposed heart, the cracked plate — the place the player is meant to hit is visible in the design, not only in the rules.
  • A past. The best bosses were something else: a guardian, a person, a machine that still half-works. The design carries that history in its materials.
  • Phase states. The boss changes as it is beaten. Each phase needs a variant sheet: armour cracked, eyes changed, limb lost.
  • Scale reference. Every sheet includes a human-height figure or a known object so the model, the engine and the video all agree on size.

What the user gets

DeliverableFormat
Boss sheet3-panel (front / back / detail of weak point), grey, even light, scale figure
Action board4-panel: idle · signature skill wind-up · being struck at the weak point · phase-break state
Phase variantsone sheet per phase, generated from the base sheet
Weapon sheetvia weapon-prop if the boss carries one
3D mesh (optional)from the sheet, when a provider is configured
asset-map entrywith scale_m and weak_point fields

What the user has to do

  1. Describe the boss and, ideally, what it used to be.
  2. Pick a style by letter if the project has none.
  3. Pick the sheet from 2–4 candidates.

Rules this entry enforces

  • Everything in character-model, plus:
  • Scale figure in every panel. A 1.8 m human silhouette or a named object.
  • Weak point drawn. Named in the prompt, visible on the sheet, framed in the detail panel.
  • Action board before video. The 4-panel board is the reference the video prompt uses for how the boss moves; a static sheet alone produces a statue that slides.
  • Phase variants share the base. Generated with the base sheet as image reference plus a one-line delta ("armour on the left shoulder cracked open, cyan light inside"). Never re-described from scratch.
  • Readable materials. Bone, iron, chitin, flesh — each with a stated wear. "Weathered ivory bone with hairline cracks filled with cyan light" survives; "scary monster" does not.

Related entries

  • boss-battle — the fight this model is for
  • character-model — the base pipeline
  • weapon-prop — the greatsword

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