t1k:designer:rpg:turn-based
| Field | Value |
|---|---|
| Module | rpg |
| Version | 1.7.2 |
| Effort | high |
| Tools | — |
Keywords: combat system, design, strategy, turn-based
How to invoke
Section titled “How to invoke”/t1k:designer:rpg:turn-basedGame Turn-Based Design
Section titled “Game Turn-Based Design”When This Skill Triggers
Section titled “When This Skill Triggers”- Designing turn structure (who acts, when, in what order)
- Implementing action points (AP) economy per turn
- Tuning animation timing for turn-based combat
- Designing enemy telegraphing (player sees what enemy will do)
- Adding phase transitions to boss encounters
- Implementing undo, confirm, or preview before commit
- Designing auto-battle for mobile/idle
- Balancing ability costs vs turn resource budget
Turn Structure Models
Section titled “Turn Structure Models”Action Points (AP) Model
Section titled “Action Points (AP) Model”Player turn budget: 3 AP per turn Move: 1 AP Basic attack: 1 AP Skill use: 2 AP Item use: 1 AP Defend/Wait: 0 AP (free)- 3 AP = most common budget (meaningful choice without complexity)
- Single-action-per-turn (JRPG style): simpler, slower — good for casual mobile
- Initiative-based (each unit has own turn): more tactical depth, harder to balance
→ See references/action-economy-guide.md for AP budgets, initiative systems, cooldown costs
Turn Order Visualization
Section titled “Turn Order Visualization”- Display turn order strip (min 5 turns): icon + HP bar per unit
- Animate strip when player action changes order; mark player’s turn with distinct color
Decision Clarity
Section titled “Decision Clarity”Pre-Commit Information — Always Show All Of These
Section titled “Pre-Commit Information — Always Show All Of These”- Damage range: “35-42 damage” (not just ability name)
- Status effect: “Stuns 1 turn” with duration indicator
- Area of effect: highlight affected tiles/enemies
- Counter risk: if action triggers counterattack, warn with icon
Commit Flow
Section titled “Commit Flow”Tap ability → Preview (highlight targets, show damage range) → Confirm (tap again or press button) → Execute (play animation)- Single-tap-to-execute acceptable only on mobile with undo support
- Never execute irreversible actions on first tap without confirm
→ See references/action-economy-guide.md for decision clarity patterns, confirm/cancel UX
Animation Timing
Section titled “Animation Timing”Pacing Budgets
Section titled “Pacing Budgets”| Style | Per-Action | Best For |
|---|---|---|
| Snappy | 150-250ms | Mobile, casual |
| Standard | 300-500ms | Core roguelites |
| Cinematic | 600-900ms | Boss attacks, critical hits |
| Slow/Tactical | 800-1200ms | Deep strategy games |
- BackpackCrawler target: Standard (300-500ms) per regular action, Cinematic (600ms) for boss
- Player input animations run at Snappy speed; enemy turn animations at Standard
- Critical hits: slow down to 600ms + camera shake (juice)
→ See references/turn-pacing-timing.md for full timing tables, animation budget by game type
Telegraphing Enemy Actions
Section titled “Telegraphing Enemy Actions”Intent Display Pattern
Section titled “Intent Display Pattern”Before enemy acts, show intent icon above enemy:
Sword icon = attack this turn (show damage value)Shield icon = defending (show block amount)Arrows icon = charging skill (show next-turn effect)Skull icon = killing blow unless blocked- Reveal intent at START of enemy turn, before player acts
- Players see all enemy intents simultaneously to enable planning
- Warning threshold: show red border on player if expected incoming damage > 50% HP
Phase Transitions
Section titled “Phase Transitions”- Boss phase trigger: HP crosses threshold (75% / 50% / 25%)
- Announce phase with cutscene pause (500ms freeze) + new intent icons
- Phase 2+ introduces new attack pattern player has not seen before
- Never transition phases mid-player-turn (resolve player action first)
→ See references/turn-pacing-timing.md for telegraph timing, phase transition UX
Difficulty Tuning for Turn-Based
Section titled “Difficulty Tuning for Turn-Based”Action-Point-Aware TTK
Section titled “Action-Point-Aware TTK”player_dps = (avg_damage * attacks_per_turn) / turns_per_roundenemy_hp = player_dps * target_ttk_turnstarget_ttk = 3-5 turns (mobile) / 5-8 turns (PC) / 8-12 turns (boss)- Adjust enemy HP to match target TTK, not raw stat numbers
- AP-restricting debuffs (stun = -2 AP) treated as 66% effective damage loss
Difficulty Levers
Section titled “Difficulty Levers”- Enemy attack values (most felt; tune last)
- Enemy HP (affects run duration most)
- AP count per turn (most impactful; tune carefully)
- Status effect frequency (cap stun at 20% uptime)
Auto-Battle
Section titled “Auto-Battle”- Auto uses greedy AI: always highest-damage action; show “AUTO” banner; player can interrupt
- Never auto boss phases; speed toggle: 1x / 2x / 3x
→ See references/turn-pacing-timing.md for auto-battle UX patterns
Anti-Patterns
Section titled “Anti-Patterns”| # | Anti-Pattern | Problem | Fix |
|---|---|---|---|
| 1 | No telegraphing | Player feels cheated by unknown attacks | Always show intent icon |
| 2 | No damage preview | Players guess damage numbers | Show range before confirm |
| 3 | Instant kill without warning | Unfair surprise | Skull icon if incoming > HP |
| 4 | Stun >30% uptime | Player never acts | Hard cap stun chance at 15% |
| 5 | Boss phase during player turn | Confusing mid-action state | Queue phase after player resolves |
| 6 | No undo on mobile | Misclick ends run | Allow undo before confirm |
| 7 | AP-only abilities | Boring: always use same skill | Mix AP cost + cooldown |
Cross-References
Section titled “Cross-References”game-balance-tools— TTK formulas extended with AP-aware damage calculationgame-feel-juice— hit feedback, screen shake timing for turn actionsrpg-game-design— ability cost design and skill tree structuregame-roguelike-design— turn-based difficulty arc across roguelike rungame-ux-design— turn order UI, damage preview display, intent icon layout
Reference Files
Section titled “Reference Files”| File | Coverage |
|---|---|
references/action-economy-guide.md | AP models, initiative, ability costs, decision clarity |
references/turn-pacing-timing.md | Animation budgets, auto-battle, phase transitions, timing tables |
Gotchas
Section titled “Gotchas”- Action economy IS the difficulty knob — adding/removing actions per turn changes player power more than any stat tuning.
- Telegraph enemy attacks one full turn before they land — anything less and the player feels cheated, not challenged.
- Damage preview vs surprise is a deliberate design choice — both work, but mixed signals (preview some, surprise others) feel buggy.
- Auto-battle MUST be opt-in late-game — auto from turn 1 collapses the system you spent months designing.