| name | gameplay-mechanics |
| version | 2.0.0 |
| description | Core gameplay mechanics implementation, system interactions, feedback loops,
and iterative balance refinement for engaging player experiences.
|
| sasmp_version | 1.3.0 |
| bonded_agent | 01-game-designer |
| bond_type | PRIMARY_BOND |
| parameters | [{"name":"mechanic_type","type":"string","required":false,"validation":{"enum":["combat","movement","puzzle","progression","economy"]}},{"name":"complexity","type":"string","required":false,"validation":{"enum":["simple","moderate","complex"]}}] |
| retry_policy | {"enabled":true,"max_attempts":3,"backoff":"exponential"} |
| observability | {"log_events":["start","complete","error"],"metrics":["engagement_time","action_frequency","balance_score"]} |
Gameplay Mechanics Implementation
Core Mechanics Framework
┌─────────────────────────────────────────────────────────────┐
│ ACTION → EFFECT LOOP │
├─────────────────────────────────────────────────────────────┤
│ INPUT PROCESS OUTPUT FEEDBACK │
│ ┌─────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
│ │Press│──────→│Validate │─────→│Update │───→│Visual │ │
│ │Button│ │& Execute│ │State │ │Audio │ │
│ └─────┘ └─────────┘ └─────────┘ │Haptic │ │
│ └─────────┘ │
│ │
│ TIMING REQUIREMENTS: │
│ • Input → Response: < 100ms (feels responsive) │
│ • Animation start: < 50ms (feels instant) │
│ • Audio feedback: < 20ms (in sync with action) │
└─────────────────────────────────────────────────────────────┘
Feedback Loop Design
FEEDBACK TIMING LAYERS:
┌─────────────────────────────────────────────────────────────┐
│ IMMEDIATE (0-100ms): │
│ ├─ Button press sound │
│ ├─ Animation start │
│ ├─ Screen shake │
│ └─ Controller vibration │
│ │
│ SHORT-TERM (100ms-1s): │
│ ├─ Damage numbers appear │
│ ├─ Health bar updates │
│ ├─ Enemy reaction animation │
│ └─ Particle effects │
│ │
│ LONG-TERM (1s+): │
│ ├─ XP/Score increase │
│ ├─ Level up notification │
│ ├─ Achievement unlock │
│ └─ Story progression │
└─────────────────────────────────────────────────────────────┘
Combat Mechanics
public class CombatStateMachine : MonoBehaviour
{
public enum CombatState { Idle, Attacking, Blocking, Recovering, Staggered }
[Header("Combat Parameters")]
[SerializeField] attackDamage = ;
[] attackRange = ;
[] attackCooldown = ;
[] blockDamageReduction = ;
[] staggerDuration = ;
CombatState _currentState = CombatState.Idle;
_stateTimer;
Action<CombatState> OnStateChanged;
Action<> OnDamageDealt;
Action<> OnDamageTaken;
{
(_currentState != CombatState.Idle) ;
TransitionTo(CombatState.Attacking);
StartCoroutine(AttackSequence());
;
}
{
;
hits = Physics.OverlapSphere(transform.position + transform.forward, attackRange);
( hit hits)
{
(hit.TryGetComponent<IDamageable>( target))
{
target.TakeDamage(attackDamage);
OnDamageDealt?.Invoke(attackDamage);
}
}
;
TransitionTo(CombatState.Idle);
}
{
finalDamage = _currentState == CombatState.Blocking
? damage * ( - blockDamageReduction)
: damage;
OnDamageTaken?.Invoke(finalDamage);
(finalDamage > )
{
TransitionTo(CombatState.Staggered);
StartCoroutine(RecoverFromStagger());
}
finalDamage;
}
{
_currentState = newState;
_stateTimer = ;
OnStateChanged?.Invoke(newState);
}
}