Documentation category

Combat

Combat is one of the places where the Hyper ecosystem shows its scale. This is not just "apply damage." Combat can involve attributes, state effects, team affiliation, equipment, abilities, target locking, health, ragdolls, limbs, corpse behavior, decomposition, lootable bodies, assassination logic, and the systems that need to know who did what to whom.

What This Enables

  • RPG-style attributes, state effects, temperature, health, damage, and equipment-driven stats.
  • Team-aware combat where enemies, allies, AI, players, and project-specific factions can reason about each other.
  • Weapon and ability workflows that connect inventory, equipment, animation, targeting, and gameplay results.
  • After-combat systems such as ragdolls, limbs, lootable corpses, decomposition, and assassination-style interactions.

Working Advice

  • Build combat from the inside out: attributes, team checks, health, equipment, abilities, then special behavior.
  • Keep damage ownership clean. Scoreboards, quests, AI, multiplayer, and rewards all care about who caused an event.
  • Use gameplay tags consistently. Combat becomes much easier to extend when state, teams, equipment, and effects share a predictable language.