f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
318 lines
8.8 KiB
Markdown
318 lines
8.8 KiB
Markdown
---
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id: wiki-2026-0508-boss-orchestration-gimmick
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title: Boss Orchestration & Gimmick Management
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [boss design, multi-phase boss, gimmick, telegraphing, attack pattern, boss AI]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: applied
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tags: [game-design, boss, gimmick, telegraphing, behavior-tree, pattern, multi-phase, npc-ai]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: TypeScript
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framework: Game engine (custom / Unity / Godot)
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---
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# Boss Orchestration & Gimmick Management
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## 📌 한 줄 통찰
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> **"매 boss = 매 HP 의 X — 매 sequence + gimmick"**. 매 multi-part + multi-phase + telegraph + recovery window 의 fight feel. 매 player 의 skill expression 의 platform. 매 modern game 의 highlight moment.
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## 📖 핵심
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### 매 multi-part architecture
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- 매 boss = 매 N 개 part (head, arm, core).
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- 매 part 별 HP + defense.
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- 매 dependency tree (shield → core).
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- 매 visual state (texture swap + effect).
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- 매 collision per part.
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### 매 phase
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- 매 HP threshold (75%, 50%, 25%).
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- 매 enrage timer.
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- 매 environmental change.
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- 매 new attack 추가.
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- 매 음악 transition.
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### 매 gimmick
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1. **Phase-triggered**: 매 HP 의 따라.
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2. **Environmental hazard**: 매 laser, 매 falling debris.
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3. **Adds (summon)**: 매 minion 의 추가 spawn.
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4. **Mechanic check**: 매 player 의 specific mechanic 의 force.
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5. **Enrage**: 매 timer 후 의 instant kill.
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### 매 ExecutePattern() 의 step
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1. **Selection**: 매 weighted random / state-based.
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2. **Telegraph**: 1-2 sec 의 warning (visual + audio).
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3. **Execution**: 매 attack 의 spawn.
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4. **Recovery**: 매 stun / idle (player 의 DPS window).
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### 매 telegraphing 의 design
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- **Visual**: 매 charging glow, 매 ground marker, 매 windup animation.
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- **Audio**: 매 distinct sound cue.
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- **Duration**: 매 difficulty 의 따라 (0.5-2 sec).
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- **Read time**: 매 player 의 react 의 가능.
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### 매 attack pattern type
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- **Aimed**: 매 player 의 location.
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- **Pattern**: 매 fixed (memorize).
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- **Random spread**: 매 reaction.
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- **Predictive**: 매 player 의 movement 의 lead.
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- **AOE**: 매 area.
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- **Beam**: 매 sweeping.
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### 매 boss 의 fairness
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- **Telegraph 의 always**: 매 unavoidable X.
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- **Attack 의 escapable**: 매 dodge / block 가능.
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- **Pattern 의 readable**: 매 learn-able.
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- **Heal 의 limited**: 매 frustration X.
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- **Phase 의 progressive**: 매 escalation.
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### 매 modern reference
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- **Souls / Elden Ring**: 매 telegraph + recovery + animation cancel.
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- **Monster Hunter**: 매 part destruction.
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- **Devil May Cry**: 매 stylish + multi-phase.
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- **Touhou**: 매 bullet pattern.
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- **Final Fantasy 14**: 매 mechanic check.
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### 매 difficulty scaling
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- **HP**: 매 simple 가 매 boring 가능.
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- **Damage**: 매 punish ↑.
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- **Phase 의 add**: 매 best.
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- **Telegraph 의 shorten**: 매 frustrating 위험.
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- **Adds 의 추가**: 매 best.
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## 💻 패턴
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### Multi-part boss (TypeScript)
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```ts
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class BossPart {
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hp: number;
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maxHp: number;
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defense: number;
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destroyed = false;
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takeDamage(amount: number, parent: Boss) {
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if (this.destroyed) return;
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const dealt = Math.max(1, amount - this.defense);
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this.hp -= dealt;
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if (this.hp <= 0) {
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this.destroyed = true;
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parent.onPartDestroyed(this);
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}
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}
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}
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class Boss {
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parts: Map<string, BossPart> = new Map();
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onPartDestroyed(part: BossPart) {
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this.spawnDestructionEffect(part.position);
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if (part.id === 'shield') {
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this.parts.get('core')!.invulnerable = false;
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}
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this.checkPhaseTransition();
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}
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}
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```
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### Phase machine
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```ts
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class BossPhaseManager {
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phases = [
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{ threshold: 1.0, name: 'phase1', patterns: ['attack_a', 'attack_b'] },
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{ threshold: 0.66, name: 'phase2', patterns: ['attack_a', 'attack_b', 'attack_c', 'gimmick_1'] },
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{ threshold: 0.33, name: 'phase3', patterns: ['attack_b', 'attack_c', 'gimmick_2', 'enrage'] },
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];
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current = this.phases[0];
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update(boss: Boss) {
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const hpRatio = boss.hp / boss.maxHp;
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const next = this.phases.find(p => hpRatio < p.threshold && p !== this.current);
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if (next) this.transitionTo(next, boss);
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}
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transitionTo(next: Phase, boss: Boss) {
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boss.playAnimation('phase_transition');
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boss.invulnerable = true;
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this.spawnEnvironmentalChange();
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setTimeout(() => {
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boss.invulnerable = false;
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this.current = next;
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}, 2000);
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}
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}
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```
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### Pattern selection (weighted)
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```ts
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class BossAIService {
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private recentPatterns: string[] = [];
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selectPattern(boss: Boss, player: Player): string {
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const available = boss.currentPhase.patterns;
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const weights = available.map(p => {
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let w = 1.0;
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// 매 distance-based
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const dist = boss.distance(player);
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if (p === 'melee_slam' && dist > 5) w *= 0.1;
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if (p === 'ranged_volley' && dist < 3) w *= 0.3;
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// 매 anti-repetition
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if (this.recentPatterns.slice(-2).includes(p)) w *= 0.3;
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// 매 cooldown
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if (boss.patternCooldown(p) > 0) w = 0;
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return w;
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});
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const chosen = weightedRandom(available, weights);
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this.recentPatterns.push(chosen);
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if (this.recentPatterns.length > 5) this.recentPatterns.shift();
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return chosen;
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}
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}
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```
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### Telegraph (warning system)
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```ts
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async function executePattern(boss: Boss, pattern: AttackPattern, player: Player) {
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// 1. Telegraph
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const telegraph = pattern.getTelegraph(boss, player);
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showVisual(telegraph.visual);
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playAudio(telegraph.audio);
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// 2. Wait (player 의 react time)
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await sleep(pattern.telegraphDuration);
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// 3. Execute
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boss.playAnimation(pattern.animation);
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await sleep(pattern.windupDuration);
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pattern.spawn(boss, player);
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// 4. Recovery (DPS window)
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boss.state = 'recovering';
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await sleep(pattern.recoveryDuration);
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boss.state = 'active';
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}
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```
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### Environmental hazard
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```ts
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class LaserGridGimmick {
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intervalMs = 3000;
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laserColumns = 8;
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start(scene: Scene) {
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this.handle = setInterval(() => {
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const cols = Array.from({ length: this.laserColumns }, (_, i) => i);
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const safeIdx = Math.floor(Math.random() * cols.length);
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// 매 telegraph 1 sec
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cols.forEach(c => {
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if (c !== safeIdx) showWarning(scene, c);
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});
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setTimeout(() => {
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cols.forEach(c => {
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if (c !== safeIdx) fireLaser(scene, c);
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});
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}, 1000);
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}, this.intervalMs);
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}
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stop() { clearInterval(this.handle); }
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}
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```
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### Enrage timer
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```ts
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class EnrageTimer {
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remaining = 300_000; // 5 min
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update(dt: number, boss: Boss) {
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this.remaining -= dt;
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if (this.remaining <= 0 && boss.phase !== 'enrage') {
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boss.transitionTo('enrage');
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boss.damageMultiplier = 3.0;
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showMessage('ENRAGED');
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}
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if (this.remaining < 30_000) {
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// 매 30 sec 의 warning
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showCountdown(Math.ceil(this.remaining / 1000));
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}
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}
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}
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```
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### Add summon
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```ts
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class AddSummonGimmick {
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hpThreshold = 0.5;
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triggered = false;
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update(boss: Boss) {
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if (boss.hp / boss.maxHp < this.hpThreshold && !this.triggered) {
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this.triggered = true;
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boss.invulnerable = true;
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// 매 N 의 minion spawn
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for (let i = 0; i < 4; i++) {
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spawnMinion(boss.position.add(randomOffset(10)));
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}
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// 매 모든 minion 의 dead 까지 invulnerable
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setInterval(() => {
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if (countAliveMinion() === 0) boss.invulnerable = false;
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}, 1000);
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}
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}
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}
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```
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## 🤔 결정 기준
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| 상황 | Approach |
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| Action / Souls-like | Multi-part + telegraph + recovery |
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| Bullet hell | Pattern memorize + spread |
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| MMO raid | Mechanic check + DPS window |
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| Mobile | Simple gimmick + readable |
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| Speedrun-friendly | Predictable pattern |
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| Casual | Low damage + clear telegraph |
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**기본값**: 매 multi-phase + 매 telegraph + 매 recovery + 매 fairness.
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## 🔗 Graph
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- 부모: [[Game-Design]]
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- 변형: [[Multi-Phase-Boss]] · [[Bullet-Hell]]
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- Adjacent: [[Behavior-Tree]] · [[Baiting]]
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## 🤖 LLM 활용
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**언제**: 매 boss design. 매 encounter scripting. 매 multi-phase logic. 매 NPC AI service.
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**언제 X**: 매 simple enemy (overkill). 매 narrative-only.
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## ❌ 안티패턴
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- **No telegraph**: 매 unfair.
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- **HP sponge**: 매 boring.
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- **Repeat same pattern**: 매 predictable.
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- **No recovery window**: 매 player DPS X.
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- **No phase change**: 매 monotonous.
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- **Random unavoidable hit**: 매 frustration.
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- **Enrage too short**: 매 panic.
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## 🧪 검증 / 중복
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- Verified (Souls / FF14 / MH design analysis).
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- 신뢰도 B.
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- Related: [[Combat-AI]] · [[Behavior-Tree]] · [[Pursuit-Logic]] · [[Baiting]].
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — multi-part + phase + telegraph + 매 TS code (BossPart, AI service, gimmick) |
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