Independent design exercise · Dynasty Warriors-inspired
Combat & Level Design
Combat systems and mission progression for an alternate-history route.

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.
Infiltrate
Avoid patrols on the way to the palace. Detection fails this stage.
Intercept
Stop the moving enemy before he raises the alarm. The result changes the palace approach.
Duel
Defeat the story boss, leading into Sun Ce’s imperial appointment.
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.




03 / Map design
Map design

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.
| Stage | Player task | Rule | Feedback |
|---|---|---|---|
| A · Stealth | Navigate 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 · Interception | Stop 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 · Duel | Adapt 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 · Escape | Reach 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. |

- 1Player route
- 2Patrol area
- 3Patrol path
- 4Suspicion radius
- 5Field of view
- 6Guard position
- 7Cover

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.




04 / Configuration
Configuration tables
Patrol configuration
| Field | Description |
|---|---|
patrol_path_type | Patrol path type: 1 = linear return; 2 = loop. |
patrol_path_normal | Preset patrol path in normal mode. |
patrol_path_hard | Preset patrol path in difficult mode. |
grid_size | Grid-cell side length. |
npc_alert_range | Suspicion radius. |
npc_view_range | Sight distance. |
npc_view_angle | Field-of-view angle. |
npc_detect_time | Total alert-meter duration. |
npc_decay_rate | Alert-meter decay rate. |
npc_turn_frequency_hard | Turning and scanning frequency in difficult mode. |
Interception configuration
| Field | Description |
|---|---|
damage_accumulation_threshold | Accumulated damage threshold. |
counter_skillcycle | Counterattack skill sequence: [2010:2011:2023]. |
movespeed_normal | Base speed in normal mode. |
movespeed_hard | Base speed in difficult mode. |
base_traveltime | Start-to-end travel time without attacks. |
traveltime_range_normal | Travel-time range under attack in normal mode. |
traveltime_range_hard | Travel-time range under attack in difficult mode. |
stagger_hit_id | Hit-stagger flag: 1 = yes; 2 = no. |
stagger_speed_decay | Speed reduction during stagger, as a percentage. |
stagger_duration_time | Stagger duration. |
Adaptive boss configuration
| Field | Description | Example |
|---|---|---|
boss_id | Boss ID. | 1001 |
learning_phase_node | Learning-phase behaviour-tree node. | BT_Phase_Learning |
active_phase_node | Adaptive-phase behaviour-tree node. | BT_Phase_Adaptive |
memory_length_ | Memory length. | 10 |
update_interval | Update interval. | 3.0 |
weapon_counter_skill_id | Skill used to counter a weapon. | 5030 |
attacktype_counter_skill_id | Skill used to counter an attack category. | 5040 |
combo_counter_skill_id | Skill used to counter a combo. | 5050 |
evolved_skill_id_1 | Learned skill 1: forward counterattack. | 5051 |
evolved_skill_id_2 | Learned skill 2: blocking counterattack. | 5051 |
evolve_trigger_condition | Condition for triggering an evolved skill. | Combo_Frequency > 5 |
Combo_Frequency_number | Number of times the player uses a skill. | 5 |
Pursuit configuration
| Field | Description |
|---|---|
chase_wave_count | Total pursuit waves. |
boss_chase_interval | Interval between boss pursuits. |
npc_chase_interval | Interval between cavalry pursuits. |
wave_order | Wave order. |
Source: my original combat and level design document.