Chillchat

TearFallen

Rogue-like RPG, combat and technical design/10 clips/3 documents/2 min of footage

Combat design on a rogue-like RPG at Chillchat: the dash, the parry, combo movement, targeting and the in-world health bar. Nearly all of the footage is from the measured test gym, where the floor is marked in 16 m squares and the tuning values are printed on screen, so the clips show the numbers next to the feel rather than asking you to take the feel on trust.

chillchat.com

Footage

Combo movement: current against intended

Current behaviour in red, intended behaviour in green, same input both times. The combo was locking the character in place; the intended version keeps it moving through the chain.

Dash speed and distance, tuned live

Dash speed and distance printed on screen while they are being changed. The 16 m floor grid is what makes the distance readable as a number instead of a feeling.

Parry window at half speed

The parry slowed to 0.5x so the frames where the input actually counts are visible. Same swing, same timing, just slow enough to read.

Perfect charge, before and after

The perfect charge cut side by side, before against after. The green debug shapes are the hit volume being compared.

Dash patch, annotated in engine

A dash revision with the fix list written over the footage: no unnecessary lunge at close range, position updated in front of the enemy after the lunge, and the whole thing reading as a two phase targeting mechanic.

Health bar appearing after a hit

The health bar fading in after damage, shown next to the curve that drives it. The curve editor is on screen so the timing can be matched against what it looks like.

The attack weight pass that landed

The version where the weight finally sat right. The debug panel on the left holds the values being tried against each other.

Lunge by default against lunge off

The same approach with the lunge on and with it off. Side by side it is clear why the lunge needed a minimum distance before it fires.

Targeting, old against fixed

Target acquisition before and after, split down the middle. The red box is the range the game is searching inside.

Combo chain after the rework

The full chain once the rework was in, marked AFTER in the capture so it reads against the earlier passes.

Documents

Combat Flow Document

System design document

Read

In-World Healthbar Document

UI design document

Read

Status Effects: System Technical Design Document

Technical design document

Read