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LogicOberLogicOber/Worldview-Skills/skills/game-design/boss-battle/SKILL.md

boss-battle

Skill2 starsChanged 51 days agoApache-2.0View on GitHub

Entry point for designing a complete boss encounter — the boss itself, its arena, its phases and signature skills, the specific hero abilities that counter each phase, and the cutscene or gameplay video that shows it. Use when the user says "boss", "boss fight", "final enemy", or describes a large enemy with phases.

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:

    Phases before pixels: No boss sheet is generated until the phase table is approved.

    line 108

≈ “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 Battle Designer

Design a boss the player will remember, and produce the assets and video that prove it.

What a boss is

A boss is not a strong enemy. A boss is an enemy whose rules change, so the player has to change too. Every phase adds a signature skill that normal attacks cannot answer; every signature skill has a specific counter; every counter costs something. The fight is a conversation, not a health bar.

This skill designs that conversation first, and only then designs the monster.

What the user gets

DeliverableFormat
Boss design documentphases, skills, telegraphs, counters, cost, arena logic
Boss reference sheet3-panel (front / back / detail) in the project's locked style
Boss action board4-panel: wind-up · signature skill · being countered · phase break
Arena plate3/4-angle location with spatial lock and named landmarks
Hero ability board (if heroes exist)normal attack vs special ability, visibly different
Cutscene or fight video10–30 s per phase, generated with film-action-combat rules
Music cueoptional, after picture lock

What the user has to do

  1. Describe the boss and the world in a sentence or two.
  2. Pick a visual style by letter if the project has none yet.
  3. Approve the one-page design (phases + counters) before assets are generated.
  4. Pick takes by number.

The skill decides archetype, arena, phase count, telegraph timing, action density and camera intensity. It states them. It does not ask.

How it runs

user: "final boss for my dark fantasy game, an undead king in a cathedral"
   │
   ▼
film-style-library   → style locked (skipped if project already has style.json)
   ▼
boss design pass     → design.md (this skill; see template below)  ← gate: approve
   ▼
film-character-sheet → boss sheet; hero sheets if heroes are named
film-prop-sheet      → boss weapon; any artefact that matters (a core, a relic)
film-location   → arena plate + spatial lock
action boards → boss 4-panel; hero abilities 4-panel (gpt-image-2)
   ▼
film-shot-prompt + film-action-combat → one prompt per phase (10–30 s each)
   ▼
film-generate-review → ×2 per phase in parallel, review by beat, lock, assemble

Design template (design.md)

# <Boss name>

## Identity
One sentence: who this was, what it is now, why it is here.
(A boss with a past is a boss the player feels something about when it falls.)

## Archetype
giant / assassin / caster / swarm-master / mirror  → sets default rhythm

## Arena
Name · size · 3–5 fixed landmarks · what can break · where the player can stand

## Phases

### Phase 1 — <name>  (100–66 % HP)
Normal attacks: <2–3, grounded, readable>
Signature skill: <name>
  Telegraph: <what the player sees, 0.5–1.0 s before>
  Area / target: <cone, ring, line, grab>
  Consequence if hit: <knockback, freeze, damage type>
  Counter: <specific hero ability, not "dodge">
  Cost of countering: <cooldown, position, resource>
Phase break: <what visibly changes — armour cracks, eyes shift, arena breaks>

### Phase 2 — ...
### Phase 3 — ...

## The win and its cost
What the player gets. What the world loses. (The core was also a person. The
arena is destroyed. The ally who held the line does not stand up.)

## Video plan
Phase → duration → density → camera → key frames

Rules this entry enforces

  • Phases before pixels. No boss sheet is generated until the phase table is approved. A boss designed as a picture first is a statue.
  • Signature skill ≠ normal attack. On the action board and in every prompt, the two must be visibly different in stance, scale and light. If a viewer cannot tell which is which in one frame, redesign.
  • Every skill has a telegraph. 0.5–1.0 s of readable wind-up. A boss that hits without warning is unfair in a game and unreadable in a video.
  • Counters are specific. "The mage's constellation shield freezes the ring shockwave" — not "the party dodges."
  • Physics rules from film-action-combat apply. Anchors, four-part strikes, causality, momentum, landmarks.
  • A cost is mandatory. The design is rejected if the win is free.

Related entries

  • hero-skill-system — design the abilities that counter the boss
  • game-cutscene-generator — the intro and the aftermath as cutscenes
  • environment-scene — build the arena as a 3D asset

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