This document is a research on how to design and develop a combat system which generates
the best user experience possible. It consists of two parts.
In the first part some mechanics and other common gameplay elements which are found in
many famous combat systems will be described. It will be seen their purpose and how they
vary depending on the game and context. Then, some of the most famous action and rpg
games from the last decade will be analyzed to detect which of them are used and how.
The second part describes the design and implementation which have two aims. The first goal
is to create a functional combat system which has enough movements and elements to make
the player feel that they have the control of the fight and that they can do what they would
normally expect in a conventional action game. This combat system has been made as
expandable as possible, which provides a good flexibility to add it to a different game or
project and adapt it to the project’s needs easily. The second aim is to polish this combat
system with some elements that will increase the player's engagement and satisfaction while
they are playing, guaranteeing that if this combat system was included in a game, the player
would come back to the game later to keep playing just to fight again