Independent design exercise · Dynasty Warriors-inspired

Combat & Level Design

Combat systems and mission progression for an alternate-history route.

Dynasty Warriors game artwork showing a warrior facing an army

Project overview

I designed a hidden Wu-faction mission connecting stealth, combat and escape. Encounter rules change with the player’s earlier actions.

I developed the interface layouts, encounter rules and configuration tables as an independent design project.

01 / Progression

One mission, changing objectives

The mission unlocks on a second playthrough after saving Sun Jian and Sun Ce. Four stages connect the infiltration to its narrative outcome and escape.

  1. Infiltrate

    Avoid patrols on the way to the palace. Detection fails this stage.

  2. Intercept

    Stop the moving enemy before he raises the alarm. The result changes the palace approach.

  3. Duel

    Defeat the story boss, leading into Sun Ce’s imperial appointment.

  4. Escape

    Survive the pursuit and reach Zhou Yu’s boat within five minutes.

Figure 1. Mission sequence. Infiltration and interception share a ten-minute limit.

02 / Level flow

Level flow

A letter opens the mission; the story tree provides a route back to the alternate branch.

Commission: the letter introduces the mission and leads to the map.
Commission: the letter introduces the mission and leads to the map.
Map entry: an NPC and quest marker indicate where to begin.
Map entry: an NPC and quest marker indicate where to begin.
Story tree: the alternate route appears beside the existing progression.
Story tree: the alternate route appears beside the existing progression.
Confirmation: the mission information appears before battle preparation.
Confirmation: the mission information appears before battle preparation.

03 / Map design

Map design

Original mission minimap with palace stages and escape route
Original mission map · Palace approach and escape route.

A Infiltration B Interception B1 / B2 Palace approach C Hall duel

Escape City → main road → valley → river. Grey marks traversable terrain; blue-grey marks the river.

StagePlayer taskRuleFeedback
A · StealthNavigate around patrols.Entering a patrol’s view inside its suspicion range starts a three-second detection meter.The overhead meter communicates the transition towards detection.
B · InterceptionStop the moving target.Accumulated damage triggers a counterattack cycle, after which movement resumes.The target’s status icon distinguishes damage-taking and counterattack phases.
C · DuelAdapt the attack strategy.Difficult mode records combat preferences and selects counterattacks.Learning and counterattack icons distinguish combat phases; ground markers warn of area attacks.
D · EscapeReach the boat with Sun Ce.Boss pursuit alternates with cavalry attacks. Sun Ce dismounts to fight if the player falls.A distance bar and changing pursuit icon communicate progress and the next threat.
Annotated patrol layout with movement tiles, sight cones and cover
Patrol layout · Paths and cover define the stealth route.
  1. 1Player route
  2. 2Patrol area
  3. 3Patrol path
  4. 4Suspicion radius
  5. 5Field of view
  6. 6Guard position
  7. 7Cover
Annotated stealth interface showing the timer, detection indicator and circular minimap
Stealth interface · The timer and detection indicator communicate risk.

Minimap

Shows the player and accompanying officer, without enemy markers or route guidance.

Progress

The distance bar tracks progress. Darkened screen edges narrow visibility.

Patrols

Patrol routes vary by difficulty. Cover blocks sight; the alert indicator rises while the player remains visible.

B1 · Successful interception leads to the normal approach.
B1 · Successful interception leads to the normal approach.
B2 · A missed interception introduces additional resistance.
B2 · A missed interception introduces additional resistance.
Duel · Phase icons and attack markers communicate enemy behaviour.
Duel · Phase icons and attack markers communicate enemy behaviour.
Escape · Distance and pursuit cues communicate the next threat.
Escape · Distance and pursuit cues communicate the next threat.

04 / Configuration

Configuration tables

Patrol configuration
FieldDescription
patrol_path_typePatrol path type: 1 = linear return; 2 = loop.
patrol_path_normalPreset patrol path in normal mode.
patrol_path_hardPreset patrol path in difficult mode.
grid_sizeGrid-cell side length.
npc_alert_rangeSuspicion radius.
npc_view_rangeSight distance.
npc_view_angleField-of-view angle.
npc_detect_timeTotal alert-meter duration.
npc_decay_rateAlert-meter decay rate.
npc_turn_frequency_hardTurning and scanning frequency in difficult mode.
Interception configuration
FieldDescription
damage_accumulation_thresholdAccumulated damage threshold.
counter_skillcycleCounterattack skill sequence: [2010:2011:2023].
movespeed_normalBase speed in normal mode.
movespeed_hardBase speed in difficult mode.
base_traveltimeStart-to-end travel time without attacks.
traveltime_range_normalTravel-time range under attack in normal mode.
traveltime_range_hardTravel-time range under attack in difficult mode.
stagger_hit_idHit-stagger flag: 1 = yes; 2 = no.
stagger_speed_decaySpeed reduction during stagger, as a percentage.
stagger_duration_timeStagger duration.
Adaptive boss configuration
FieldDescriptionExample
boss_idBoss ID.1001
learning_phase_nodeLearning-phase behaviour-tree node.BT_Phase_Learning
active_phase_nodeAdaptive-phase behaviour-tree node.BT_Phase_Adaptive
memory_length_Memory length.10
update_intervalUpdate interval.3.0
weapon_counter_skill_idSkill used to counter a weapon.5030
attacktype_counter_skill_idSkill used to counter an attack category.5040
combo_counter_skill_idSkill used to counter a combo.5050
evolved_skill_id_1Learned skill 1: forward counterattack.5051
evolved_skill_id_2Learned skill 2: blocking counterattack.5051
evolve_trigger_conditionCondition for triggering an evolved skill.Combo_Frequency > 5
Combo_Frequency_numberNumber of times the player uses a skill.5
Pursuit configuration
FieldDescription
chase_wave_countTotal pursuit waves.
boss_chase_intervalInterval between boss pursuits.
npc_chase_intervalInterval between cavalry pursuits.
wave_orderWave order.

Source: my original combat and level design document.