From Animation to Game Feel: My RPG Battle System Development Log
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🎲Procedural Generation
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This post records how, while building an RPG prototype in Unity, I integrated character animation, effect systems, combo mechanics, and shader implementation into a cohesive battle scene. Through diagrams, code snippets, and animation breakdowns, I’ll share what I learned through hands-on experimentation.

Preface: This Isn’t Just Testing Hit Effects—It’s an Experiment in Interactive Rhythm

I’ve always been hypersensitive to “action rhythm” and “impact feel.” It’s not because I’m good at fighting games, but because I always imagine: what if, when a character attacks, the screen could pause, give feedback, or even have a certain atmosphere—wouldn’t that feel more real than just seeing a damage number?That’s why I started making this prototype. I wasn’t aiming to finish a full gam…

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