Combat Shine Lab

Into the Strangedeep · combat shine prototype

Combat Shine Lab

A live sketch of how a fight should read: who is acting, who you are aiming at, where a move will take you, and how a hit, critical, miss, block and kill land. Each moment has its own button, so you can watch them one at a time, or play a whole turn to see them chained. Tune it with the sliders; the values carry straight into the Godot version.

Combat stage

Click the stage to replay the last moment.

Next step: the Godot version draws the ring, outline, route and area marks as small shaders on the combat floor, and the trails, sparks and embers as light effect layers, all editable in Studio and cheap enough for potato mode. The copied settings list every timing at 1× speed.