neon-sprawl-archived/docs/decomposition/epics/epic_05_pve_combat.md

3.4 KiB

Epic 5 - PvE Combat and Encounter Content

Source Anchors

  • Master epic reference: neon_sprawl_vision.plan.md — Core Epic Map, System Modules Epic 5
  • Related modules: E5.M1, E5.M2, E5.M3, E5.M4

Ownership and success (Level 1)

  • Ownership focus: Combat Design + Encounter Design
  • Success criteria: PvE combat delivers tactical depth, clear readability, and repeatable fun for solo and group play.

Objective

Deliver tab-target combat resolution, NPC behaviors and telegraphs, encounter templates with rewards, and optional group scaling so PvE is the mandatory progression path with readable isometric presentation.

Module Breakdown

E5.M1 - CombatRulesEngine

  • Responsibility: Tab-target combat state machine, hit resolution, cooldown/resource timing.
  • Key contracts: CombatAction, CombatResolution, ThreatState
  • Dependencies: E1.M3, E2.M2
  • Stage target: Prototype

E5.M2 - NpcAiAndBehaviorProfiles

  • Responsibility: Enemy archetype behavior loops, aggro logic, telegraph scheduling.
  • Key contracts: NpcBehaviorDef, TelegraphEvent, AggroRule
  • Dependencies: E5.M1
  • Stage target: Prototype

E5.M3 - EncounterAndRewardTables

  • Responsibility: Encounter setup templates, completion criteria, reward drop routing.
  • Key contracts: EncounterDef, RewardTable, EncounterCompleteEvent
  • Dependencies: E5.M1, E3.M3, E7.M2
  • Stage target: Prototype

E5.M4 - GroupCombatScaling

  • Responsibility: Duo/squad scaling logic and anti-trivialization balancing hooks.
  • Key contracts: ScalingProfile, PartySizeModifier, CombatDifficultyBand
  • Dependencies: E5.M3, E8.M1
  • Stage target: Pre-production

Implementation Slices (Backlog-Ready)

Slice 1 - Combat rules MVP

  • Scope: E5.M1 with target lock, basic attacks, 4-6 abilities, cooldowns/resources per prototype scope.
  • Dependencies: E1.M3, E2.M2
  • Acceptance criteria:
    • Combat readable in fixed isometric camera; no silent failures on ability deny.
  • Telemetry hooks: encounter_start, ability_used, player_death, enemy_defeat.

Slice 2 - NPC archetypes and telegraphs

  • Scope: E5.M2 for three archetypes: melee pressure, ranged control, elite mini-boss.
  • Dependencies: E5.M1
  • Acceptance criteria:
    • Telegraph timing matches UI feedback; aggro rules deterministic.
  • Telemetry hooks: telegraph_fired, npc_state_transition.

Slice 3 - Encounters and loot routing

  • Scope: E5.M3 wired to E3.M3 and E7.M2 for rewards and quest progress.
  • Dependencies: E5.M2, E3.M3, E7.M2
  • Acceptance criteria:
    • Completing defined encounters grants expected items/quest credit once.
  • Telemetry hooks: encounter_complete, reward attribution.

Slice 4 - Group scaling (pre-production)

  • Scope: E5.M4 with party-sized modifiers behind E8.M1.
  • Dependencies: E8.M1
  • Acceptance criteria:
    • Duo run remains challenging but fair; metrics show no trivial farm spike.
  • Telemetry hooks: party_combat_scaling_applied.

Risks and Mitigations

  • Risk: Tab-target feels sluggish or opaque.
    • Mitigation: Prototype readability gate; instrument time in combat and failure reasons.
  • Risk: Loot tables desync from item schema.
    • Mitigation: Shared validation in content pipeline; lint reward references.

Definition of Done

  • Prototype combat, archetypes, and encounters meet documented minimums in master plan.
  • Telemetry covers combat health KPIs.