Production
Showcase & Feel Lab
A playable previz of Zoen combat feel in Babylon.js — the same engine the game will use. Placeholder mannequin and monsters; real timing contracts, reaction rule, hitstop, shake, VFX layers and damage numbers. Recorded 5–10 s clips below.
Feel Lab (interactive)
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Recorded clips (5–10 s)
Mouse1 chain — Warblade build
One press per skill: Horizon Cleave → Crescent Wave → Iron Riposte (guard, negate, counter) → Sunbreaker launches the pack → the finisher Zenith Cut fires because targets are airborne; basic hits fill the gaps while the slots cool down.
Feel OFF vs Feel ON
Identical inputs and identical server outcome. Left half: no feel layer. Right half: hitstop, shake, flash, sparks and numbers.
Finisher in the Mouse1 chain
Zenith Cut (Warblade finisher) is pressed with no opening: nothing happens and no cooldown is spent. Sunbreaker launches the pack; the very next Mouse1 press fires Zenith Cut on the launched target. After a reset the chain skips the finisher.
Signature: Sunbreaker
Two slashes, a leap and a massive solar burst (chain slot 4 / X). The burst launches normal monsters; the next Mouse1 press fires the finisher on the airborne targets.
Crescent Wave · Reed Rush · Sunfall Thrust
A piercing sword wave, a 6 m movement-gem dash, and a lunge that knocks back along the line.
Same rule, different reactions
The same hits on a small dummy, a medium beetle and a large tortoise: impact − weight picks flinch / stagger / knockback / launch. The large target is never launched.
Ultra: Sunbreaker
The same signature on the Ultra tier: blade glint on the windup, flying debris, a scorched crater, a dust ring, a screen shockwave with colour split, an impact frame, camera kick and a short screen vibrate. Damage and timing are identical to High.
What this is (and is not)
- Is: a timing and feel prototype. Skill timings come from
skills.jsonandweapons.json, reactions from the rule incombat-states.json, and the feel stack follows Combat. Hitstop is local (attacker + target), never a global time scale. - Is not: final art or animation. The mannequin is procedural previz. Production follows the Animation, VFX and Audio pipelines and the one-skill gate.
- How clips are made: Playwright opens
/showcase/capture?demo=…at 1280×720, steps the simulation deterministically at 60 Hz, screenshots 30 fps frames, and Blender's bundled FFmpeg encodes MP4 (tools/blender/encode_frames.py). The process is reproducible and logged.
