Hero Combat Prototype Development

Job ID: 40421576

Budget: $15 – $25 USD

Project Morale Blitz is my high-octane, three-lane Auto-RTS/TPS hybrid where players command an “Infinite Army” of automated squads while taking direct control of a resource-limited Hero. To move the design forward I need a playable prototype that proves the Reflex combat loop—quick, skill–driven firefights in which positioning, distance-based aiming and shifting team morale decide each micro-tug-of-war.

Scope of this milestone
• Build a third-person Hero controller in Unity that feels snappy, with an unmistakable focus on combat skills: strafing, sprint bursts, slide-into-cover, over-the-shoulder free-aim and a two-weapon load-out system.
• Implement the Reflex calculation (distance bands, line-of-sight checks, morale bonuses) and feed the result to simple damage / stagger responses.
• Spawn and drive two lanes of AI squads that push automatically so the Hero constantly makes quick battlefield decisions. Greyboxed capsule troops are fine—the emphasis is on the combat math and moment-to-moment feel.
• Drop everything into a single small “ruined city” test arena that hints at a Disney-style semi-realistic look through stylised proportions, bright colour accents and soft PBR materials. Placeholders are acceptable so long as scale and silhouettes match that visual direction.
• Cleanly commented C# plus a short read-me outlining scene setup and public hooks for future systems.

Acceptance criteria
1. Hero actions register within 100 ms and blend cleanly between locomotion states.
2. Reflex calculation updates every frame; distance and morale modifiers visibly alter hit feedback.
3. A five-minute local playtest shows back-and-forth lane pressure without crashes or frame-drops below 60 fps on a mid-tier PC.
4. All code is organised under a single Assembly Definition, no external packages beyond Unity LTS defaults.

If this slice clicks we continue into full three-lane, networked play, so smart architecture and tidy Git commits are appreciated.