Docs: MC-4 melee anim/VFX/archetype session log; Path_to_Fun MC-4 polish
Polish-pass session log (swing animation, live range slash-arc VFX, archetype-byte spike) + roadmap MC-4 status. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -123,7 +123,7 @@ Depth = a **dialogue**. Enemies ask distinct, readable questions (a committed lu
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**Dependencies:** MC-0 (so the bench is measurable). **Kill-risk:** the dash doesn't FEEL like a blink (the sharpness override is make-or-break) OR the telegraph is unreadable under latency OR the i-frame negation mis-aligns across the group boundary and reads as "flaky/cheap" — any one collapses the duel into spam/RNG and nothing downstream matters. **MC-1 is the kill-switch for the whole project**: if its gate fails after a real tuning pass, STOP and re-cut combat — do not build on an unfun core.
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### MC-4 — Offense gets a verb: ability ARCHETYPE byte + melee cone `~0.75–1 wk` · risk LOW
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> **Status (2026-06-10):** 🔨 **CODE-COMPLETE + reviewed** — built as the **combo-chain** variant with melee as the **PRIMARY** verb (left-click/pad-West; ranged demoted to right-click/pad-LT), per the operator's forks. Predicted-replicated combo `Step`, server-only cleave, 9 live `TuningConfig` knobs. 294/294 EditMode green, Play-validated (no cycle, re-bake server==client). The **archetype byte is DEFERRED to MC-6** (the melee is its own verb, not an ability dispatch). The MC-4 **fun-gate** is the open operator item. See [[2026-06-10_MC4_Combo_Melee]] · [[DR-030_MC4_Combo_Melee_Primary_Verb]].
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> **Status (2026-06-10):** 🔨 **CODE-COMPLETE + reviewed** — built as the **combo-chain** variant with melee as the **PRIMARY** verb (left-click/pad-West; ranged demoted to right-click/pad-LT), per the operator's forks. Predicted-replicated combo `Step`, server-only cleave, 9 live `TuningConfig` knobs. **Polish pass added** ([[2026-06-10_MC4_Melee_Anim_VFX_Archetype]]): a Rukhanka **swing animation** (procedural Root-bone clip + `IsAttacking` driven from `MeleeCombo`) and a **live cone slash-arc VFX** that telegraphs the actual reach. The **archetype byte SPIKE landed** (the `byte Archetype` data field + the `AbilityFireSystem` dispatch read-point; full hitscan/cone/aoe dispatch is still MC-6). 294/294 EditMode green, Play-validated (no cycle, re-bake server==client, controller re-baked to 5 params). The MC-4 **fun-gate** is the open operator item. See [[2026-06-10_MC4_Combo_Melee]] · [[2026-06-10_MC4_Melee_Anim_VFX_Archetype]] · [[DR-030_MC4_Combo_Melee_Primary_Verb]].
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**Goal:** stop offense being "auto-aim and hold." A byte-dispatched ability archetype with an instant short-range **melee cleave** that makes attacking a *positioning* decision (dash-in → cleave → dash-out). **Runs second, right after MC-1** — verified-low-risk and kills the second-most-felt hollowness; see [Boundary judgment](#boundary-judgment-re-cut-mc-1-default-order-mc-4-early). *(Also the de-risking spike for MC-6's archetype dispatch.)*
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- **Archetype byte** on `AbilityDefBlob`/`EffectiveAbilityStats` (Projectile=0 keeps today's path) + a `switch` in `AbilityFireSystem` (stored as **byte** per the Burst cross-assembly enum rule; baked, no replication).
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