Reflection
Designing Combat Physics and State Machines for 'The Manifesto'
Published: 2026-10-01
Translating the world and combat mechanics from a fantasy novel into a playable 2D fighting & adventure game has been one of my most exciting challenges. In The Manifesto, movement feel and attack frame data are everything.
Architecture: Decoupled State Machines
To handle responsive attacks, dodge rolls, hit-stuns, and block cancels without spaghetti code, I implemented a hierarchical state machine (HSM) in C#:
- Base Player State: Handles ground detection, gravity, and input buffers.
- Combat Sub-states: Handle startup frames, active damage frames, and recovery windows.
- Event-Driven Hitboxes: Collision boxes trigger weapon contact events that query target hurtboxes and apply poise reduction.
Lessons Learned in Game Feel
- Input Buffering is Crucial: Registering inputs 4–6 frames before an animation completes makes combat feel snappy rather than unresponsive.
- Camera Shake & Freeze Frames: A 2-frame micro-pause on heavy impact delivers that weighty, visceral impact feel.
- Decoupled Audio: Separating weapon sound synthesis from animation events prevents audio clipping during rapid combo executions.
I document these workflows on my YouTube channel @mgfsdev—check out the latest devlogs to see the engine in action!
Written by Renji JenkinsExplore More Posts →