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jhonatan-oliveiradevjhonatan-oliveiradev/agent-skills/skills/designing-action-combat/SKILL.md

designing-action-combat

Skill1 starsChanged 3 months agoMITView on GitHub

Use when creating or tuning real-time game combat involving attacks, hit reactions, dodge or guard behavior, enemy telegraphs, combos, animation timing, or moment-to-moment combat readability.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    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:

    Ensure telegraphs are distinguishable by silhouette and timing, not only color.

    line 19
  2. Distinctive:

    Use hit-stop, camera impulse, sound, VFX, and animation reaction proportionally to impact.

    line 21
  3. Distinctive:

    Add cancel rules deliberately.

    line 22
  4. Distinctive:

    Test edge cases: repeated input, direction change, simultaneous hits, wall proximity, low frame rate, off-camera enemies.

    line 23

≈ “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

Designing Action Combat

Principle

Combat quality comes from readable intent, responsive control, meaningful commitment, and clear feedback.

Define the contract

For each player action specify startup, active frames, recovery, movement allowance, cancel windows, stamina/resource cost, hitbox, damage/stagger, and audiovisual feedback.

For each enemy attack specify tell, wind-up, tracking rule, active window, recovery, safe response, and punish window.

Workflow

  1. Build a minimal duel before adding combo breadth.
  2. Tune input responsiveness and locomotion around combat distances.
  3. Ensure telegraphs are distinguishable by silhouette and timing, not only color.
  4. Align hitboxes to animation intent rather than sprite/mesh bounds.
  5. Use hit-stop, camera impulse, sound, VFX, and animation reaction proportionally to impact.
  6. Add cancel rules deliberately; never let accidental animation interruption define the system.
  7. Test edge cases: repeated input, direction change, simultaneous hits, wall proximity, low frame rate, off-camera enemies.

Avoid

  • attacks that visually connect before hit registration;
  • identical timing for every enemy;
  • excessive particle effects hiding danger;
  • long uninterruptible animations without corresponding payoff;
  • camera shake strong enough to damage targeting readability.

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