<aside>
✨ OVERVIEW
A fast, responsive melee combat system where players use drag-based gestures to perform attacks, block in specific directions, parry at precise timing, and read enemy behavior to counter or exploit openings.
Inspired by: Sekiro, Hollow Knight, For Honor, Ghost of Tsushima.
</aside>
⚔️ PLAYER COMBAT MECHANICS
NORMAL ATTACK (Light Attack)
- Input: Quick LMB drag in one direction (e.g., Up / Down / Side)
- Effect: Executes a basic attack in that direction
- Purpose: Fast poke, combo starter, safe to use
HEAVY ATTACK
- Input: Hold LMB for >1s then drag
- Effect: Powerful, slow attack with extra posture damage
- Purpose: Break enemy guard or counter strong attacks
FLUID COMBO GESTURE SYSTEM
- Input: Series of drag gestures (e.g., Down > Up > Side)
- Condition: Requires stamina, must input within a time window
- Reward: Executes a flowing multi-hit combo with increased damage and mobility
- Cancel Condition:
- Invalid gesture
- Exceeded time limit
- Stamina depleted
BLOCK (Directional Hold)
- Input: Hold RMB and drag in a direction
- Effect: Blocks attacks coming from that direction
- Posture Cost: Slowly reduces posture if hit repeatedly
- Use: Safer for beginners, but passive
ACTIVE BLOCK / PARRY
- Input: Quick RMB swipe in the right direction at the correct time
- Effect: Perfect parry if timed correctly; enemy staggered
- Use: High risk, high reward option
😈 ENEMY COMBAT AI
STATES
- Attack (Standard / Strong)
- Block (Directional Guard: Up / Side / Down)
- Feint (Fake > delay > real hit)
- Flurry (Rapid chain attack in varied directions)
BEHAVIOR
- Will block based on player tendencies
- Has posture bar; can be guard-broken
- Performs feints to bait early parries
- Uses flurry to punish static blocking
🏃 COMBAT INTERACTION LOGIC