Give enemy attacks a warning long enough to react to
Some hits feel cheap because the warning was too short to react to, and the fault is not the player. This entry works out how long a warning has to be, and why a slow arrow can warn for less time than a sword swing.
Why this works
A dodge is fair only if a person could actually have done it. Reaction takes time, and the move itself needs a moment before it protects. A warning that covers both, minus whatever time a flying shot already gives, turns difficulty into a choice and not luck.
When not to use it
Skip it for surprise attacks that are the point, such as a trap, an ambush or a horror scare, where being caught is the story. Also skip it where fast reflexes are what the game tests. Use a cue the player can learn instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Give enemy attacks a warning long enough to react to" (read_entry enemy-windup-long-enough-to-dodge) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP