- 프로젝트 AGENTS 지침에 커밋 후 푸시 확인 규칙과 런타임 콘텐츠 에이전트 규칙을 보강 - 보스 설계 플레이북과 멀티플레이 보스 설계 철학 문서를 추가해 사람용 설계 기준을 정리 - Codex-Tools 디렉터리에 Markdown→YAML→검증 파이프라인 스크립트와 프롬프트, 스키마, 설정 파일을 추가
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Multiplayer Boss Design Philosophy
This project focuses on 4-player cooperative boss encounters.
Bosses are not just enemies. Bosses are cooperative execution challenges.
Core Design Philosophy
Boss encounters must test:
- role execution
- positioning
- pattern recognition
- sustained coordination
Boss encounters should not primarily test:
- raw stat checks
- random power spikes
- build luck
Role Model
Roles are soft ratios.
Players are not locked into hard classes. Each player contributes a mixture of:
- Tank ratio
- DPS ratio
- Support ratio
Bosses should require total role pressure fulfillment, not specific class presence.
Combat Identity
Combat is:
- non-target action
- directional dodge-based
- positioning-focused
Survival should depend more on execution than on numerical advantage.
Signature Pattern Philosophy
Each boss must contain at least one defining signature mechanic. That mechanic must:
- create a clear player problem
- have a clear expected solution
- produce a clear failure result
Ambiguous solutions are discouraged.
Revive Philosophy
Revive is allowed, but revive must be risky. Bosses should react to revive attempts. Revive should increase encounter tension, not reduce it.
Sustain Philosophy
There is no hard time limit by default. Instead, bosses should escalate over time. Encounters must become harder if players fail to execute properly.
Build Philosophy
Build strength should support execution. It should not replace execution. Players should adapt builds, not brute-force encounters.
Encounter Identity
Boss equals encounter.
Bosses may include:
- multiple entities
- supporting units
- positional hazards
Adds must serve meaningful gameplay roles, never filler.