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