A Lead Combat Designer brought onto Undisputed by Steel City Interactive (SCI) could be the single most impactful hire to reshape the game toward true boxing simulation. Here's a detailed breakdown of what they would do, how they would contribute, and specific changes they would push to elevate the gameplay to a higher standard—especially from the perspective of realism and mechanical authenticity.
๐ง I. Role of a Lead Combat Designer in Undisputed
A Lead Combat Designer’s job is to define, refine, and balance all core gameplay mechanics related to combat. In a boxing game, this includes:
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Punch mechanics and timing systems
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Defensive systems (blocks, parries, head movement)
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Stamina and health logic
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Hit reactions and damage modeling
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Footwork and movement systems
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Fighter differentiation and style implementation
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Tuning AI and player experience for realism vs. accessibility
This designer would bridge the gap between boxing authenticity and fluid, competitive gameplay—making sure every mechanic feels fair, believable, and rewarding.
๐ง II. Strategic Contributions to SCI’s Undisputed
1. Overhaul Punch System
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Introduce true punch variance: angles, arcs, speed, and impact physics.
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Prevent spam by linking punches to body weight transfer, balance, and rhythm.
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Improve punch interruption logic—punches should clash, cancel, or redirect based on timing and positioning.
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Refine punch input registration to prevent delay or input stacking.
๐ Why this matters: Current system lacks depth and flow. A punch system overhaul adds realism, strategic value, and variety.
2. Realistic Defensive Mechanics
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Implement multiple block styles (Philly shell, high guard, cross-arm, peek-a-boo).
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Add dynamic block integrity—blocks wear down or misalign based on fatigue, angle, or repeated shots.
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Introduce frame-accurate head movement with realistic vulnerability windows (like slipping into uppercuts).
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Allow for manual parrying and deflecting punches—not just basic blocks or auto-deflections.
๐ Why this matters: Defensive diversity creates chess-like exchanges instead of rock-paper-scissors spam.
3. Balance Footwork and Positioning
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Separate footwork mechanics from animations—introduce short hops, pivots, gliding, and cut-off steps.
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Penalize overuse of Loose Movement—make it style- and trait-dependent (not universal).
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Include foot planting for power punches and slipping while moving backwards or laterally under pressure.
๐ Why this matters: Positioning is the foundation of boxing. Right now, fighters can move unrealistically without penalty or purpose.
4. Rebuild AI Systems with Realistic Tendencies
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Integrate AI sliders for tendencies, style fidelity, and situational adjustments.
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Assign style profiles to real boxers—Floyd’s defense, Tyson’s pressure, Loma’s angles, etc.
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Create a risk/reward AI logic loop that includes survival tactics, fake-outs, pacing, feints, and cornering strategies.
๐ Why this matters: Currently, AI feels generic and doesn't reflect the real-life boxers' fighting styles.
5. Stamina, Damage, and Risk-Rewards Overhaul
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Link stamina and punch output more deeply—high-output costs more, low-output with accuracy is rewarded.
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Apply body language fatigue—punches slow down, posture changes, reactions dull with damage.
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Add dynamic damage modeling—targeted areas swell, redden, cut, or bruise based on accumulative trauma.
๐ Why this matters: The game currently rewards spam and activity over precision and discipline.
6. True Boxer Differentiation
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Enforce trait and capability systems—not every boxer can switch stances or move fluently backwards.
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Make fighting outside your style feel clunky (e.g., a brawler trying to outbox like Mayweather).
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Integrate custom tendency templates for created fighters and CPU fighters in career and online.
๐ Why this matters: Every boxer should feel unique. Styles should make fights, not just be cosmetic.
7. Punch Reactions and Impact Logic
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Replace generic reactions with graded punch responses (slight flinch, head snap, stutter-step, knockdown).
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Add situational reactions like tangled arms near ropes, stumbling from wild misses, falling into ropes.
๐ Why this matters: Impact feedback should feel organic, not scripted or robotic.
8. Fix Core Interaction Issues
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Solve desync between animations and input.
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Add collision logic between gloves, arms, and body.
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Rebuild rope interaction so players don’t phase through them or bounce off unrealistically.
๐ Why this matters: Poor physics and animations kill immersion and believability.
9. Introduce Style-Based Control Mapping (Optional)
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Let users select control schemes tied to boxer types—one layout for outside boxers, another for pressure fighters.
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Adds a deeper layer for simulation players, while still supporting casual play.
๐ Why this matters: Offers more control fidelity without making things overly complex.
๐ ️ III. Technical & Collaborative Responsibilities
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Work directly with animators to tune punch speeds, follow-through, and recovery frames.
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Collaborate with AI programmers to translate real boxer behavior into AI scripts and profiles.
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Run balance passes using player feedback and data from high-level testers.
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Build a combat sandbox for testing tweaks in isolation before pushing to the full build.
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Create documentation for combat design philosophy so the entire team shares the same vision.
✅ IV. The Net Benefit to Undisputed
Area | Before | After Lead Combat Designer |
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Punch Variety | Limited and repetitive | Dozens of realistic punch angles, styles |
AI Behavior | Generic, predictable | True-to-boxer style, adaptive strategies |
Defense | Oversimplified | Layered, customizable, realistic defense systems |
Movement | Gliding, unrealistic | Balanced, footwork-based, positional boxing |
Realism | Inconsistent | Cohesive simulation grounded in boxing science |
Game Identity | Confused between arcade and sim | Clear direction toward simulation excellence |
A Lead Combat Designer is the missing general in SCI’s army. They bring structure, realism, and accountability to the gameplay loop—ensuring Undisputed lives up to the name not just in marketing, but in every punch thrown, every dodge made, and every decision in the ring.
๐งฉ V. Systems & Features a Lead Combat Designer Would Add or Overhaul (Advanced Layer)
1. Momentum and Ring Control System
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Implement a momentum meter (not HUD-visible unless enabled) that tracks cumulative impact, aggression, ring generalship, and accuracy — influencing judges and crowd reactions.
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Encourage smart aggression: Walking someone down intelligently builds favor, while mindless chasing penalizes stamina and positioning.
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Add ring control zones where AI or players fight better when dictating center ring or cutting off corners.
๐ฅ Sim boxing isn’t just about landing punches—it’s about control. This system would make ring generalship matter.
2. Realistic Punch Setup & Rhythm Penalties
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Create a setup requirement for certain punches—e.g., big right hands off jabs or hooks after body shots.
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Penalize users who throw advanced punches cold (without setup) through slower startup, accuracy drop, or exposure.
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Introduce rhythm recognition AI that adjusts to predictable patterns and exploits them.
๐ฏ Real boxers use deception and setups. This system punishes robotic spam while rewarding smart tactics.
3. Countering and Timing System Redesign
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Add a true timing-based counter window that’s tight but rewarding — not overly generous.
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Include missed counter penalty: whiffing a counter window could leave the boxer off-balance or open to body shots.
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Visual/audio cues could reinforce the timing for newer players (toggleable for realism settings).
๐ง This would simulate high-level exchanges where both fighters read each other, not just button mashing.
4. Situational Animations and Environmental Awareness
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Add dynamic animations near ropes and corners:
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Boxer gets pushed into ropes and rebounds awkwardly.
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Boxer gets pinned and tries to roll or clinch out.
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Boxer stumbles from a wide punch and lands half-outside ropes.
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Trigger fatigue body language: slumped shoulders, labored breathing, dropped guard after exchanges.
๐ฅ Animation should sell the narrative of the round. A Lead Combat Designer ensures every moment looks believable.
5. Clinch Mechanics Overhaul
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Introduce manual clinch engagement (initiated based on button + distance + fatigue).
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Allow boxers to:
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Clinch defensively to recover.
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Clinch offensively to maul and work the body.
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Break out of clinches with counters or referee involvement.
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Add trainer and referee variables — some refs break clinches fast; others let them develop.
๐ค Clinch is part of boxing. Without it, you lose an entire in-fight recovery and control system.
6. Fight Flow Logic
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Implement fight phase logic: Early Rounds, Mid Rounds, Championship Rounds. These influence AI behavior:
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Early: Boxers feel each other out.
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Mid: Adjustments, game plans start showing.
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Late: Urgency kicks in — AI either survives, goes all-out, or coast to a decision.
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Player fighters would feel pressure from corner/team to adjust pace or shift strategies.
๐งฌ Sim fights have arcs. Flat fights from Round 1 to Round 12 miss what boxing is all about.
7. In-Fight Strategy Adjustments (Between Rounds)
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Introduce between-round strategy menus: offensive shift, more movement, counter-focus, rest-focused.
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Let corner give real audio advice based on tendencies, health, round scoring.
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AI would shift tendencies accordingly — e.g., Tyson AI goes all-out if down 4 rounds in a title fight.
๐ฃ️ A Lead Combat Designer brings the corner to life, making adjustments mean something.
๐ VI. Structural Development Shifts the Lead Combat Designer Would Push
1. Unified Combat System Vision
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Create a Combat Philosophy Document that defines how boxing is represented in Undisputed.
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Establish non-negotiable simulation standards—ensuring combat updates never drift toward arcade gameplay again.
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Set up weekly playtests and feedback loops from boxing experts (not just content creators).
2. Combat Design Tools for Designers and AI Programmers
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Develop editor tools to allow fast testing of punch properties (speed, power, arc, recovery) without recompiling the whole game.
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Build a fighter AI builder interface that lets designers script AI based on:
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Style
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Risk tolerance
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Adaptability
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Defense bias
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Output control
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3. Boxing Style Hierarchy and Family Tree
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Implement a system that defines boxing style categories and subtypes, such as:
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Base Styles: Out-Boxer, Swarmer, Counterpuncher, Brawler, Boxer-Puncher
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Hybrids: Pressure-Counterpuncher, Slugger-Boxer, Mobile-Puncher
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Layered Traits: Inside specialist, body puncher, volume puncher, feinter
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๐ This structure allows more nuanced AI and accurate representation of real and created fighters.
4. Real-Time Match Diagnostics
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Build a system that tracks:
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Accuracy % per punch type
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Hit location density maps
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Movement heat maps (where fighter spent most of the round)
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Defensive efficiency (slips, blocks, parries)
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This would fuel post-fight analytics and help players understand what went wrong — or right.
๐ง VII. Long-Term Combat Designer Vision for Undisputed
Vision Component | Description |
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๐ฏ Combat Identity | “This game represents boxing, not just fighting.” No overlap with arcade fighter mechanics. |
๐งฌ Style-Driven Outcomes | Each fight looks different. Outcomes aren’t always based on who throws more. Styles clash, adapt, and evolve. |
๐ฎ Player Feedback Loop | Users should feel when they’re fighting smart vs recklessly. Feedback from stamina, reactions, and corner instructions reinforces this. |
๐งช Experimental Sandbox | Dedicated internal space where all new mechanics are playtested by real fighters and AI developers before public patches. |
Here’s a detailed follow-up: how a Lead Combat Designer would structure their Combat Design Team to rebuild Undisputed into a legitimate simulation boxing experience. This structure emphasizes clear roles, specialization, and collaboration, with the goal of streamlining implementation of a realistic, layered, and scalable combat system.
๐งฑ I. Core Philosophy Behind the Team Structure
The team wouldn’t just “make punches feel better” — their goal would be to create a simulation framework where:
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Every mechanic reinforces real-world boxing logic
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Styles, tendencies, and outcomes feel emergent, not scripted
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Collaboration is fast, iterative, and grounded in real boxing feedback
✅ Design decisions would no longer be made in a vacuum or from an arcade-first mindset.
๐ง II. Combat Design Team Structure Overview
๐งฉ III. Role-by-Role Breakdown
๐ฏ 1. Lead Combat Designer
Function: Oversees direction, establishes combat identity, signs off on all system implementations.
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Defines combat philosophy doc (“Simulation First” principle)
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Prioritizes realism systems, mechanics depth, and boxer style expression
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Works with producers to align gameplay milestones and deliverables
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Works directly with real fighters and internal testers for feedback
✊ 2. Systems Designer – Punch Mechanics
Function: Owns all aspects of punch creation, execution, physics, and consequences.
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Designs punch types, angles, trajectory profiles, and delivery timing
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Defines interrupt logic, counter windows, and clash behavior
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Collaborates with the animation team on punch blending and transition speed
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Adds punch fatigue variables (arm strength, load-up lag, etc.)
๐ก️ 3. Systems Designer – Defense & Positioning
Function: Builds the defensive layer and ring movement logic.
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Creates multiple block styles, directional parries, and manual clinch systems
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Designs stamina-based defense breakdowns (guard dropping, slow reactions)
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Establishes balance between active movement and foot planting
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Manages collision zones (arms tangling, slipping near ropes, etc.)
๐ง 4. AI/Behavior Designer
Function: Creates and maintains AI logic trees and tendency sliders.
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Builds AI profiles per boxer and per style category
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Implements strategic adjustments: early vs. late rounds, damage response, pacing
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Integrates “adaptation logic” where AI reacts to player habits
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Works closely with boxing consultants to ensure real boxer behavior accuracy
๐งฌ This designer makes CPU vs. CPU and offline gameplay feel real—not robotic.
⚖️ 5. Tuning & Balancing Designer
Function: Oversees in-game balancing for risk/reward, stamina, damage, and scoring.
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Ensures no style becomes dominant (e.g., spam-heavy, volume-favored)
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Balances punch damage by type, distance, and delivery (short vs long hook)
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Tunes judge logic, scoring weight per punch type or aggression
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Analyzes player data for balance insights
⚙️ 6. Technical Designer – Combat Tools & Prototyping
Function: Builds and maintains design tools and testing environments.
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Creates punch editor: adjust speed, arc, impact per punch without hardcoding
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Builds AI behavior matrix: sliders for pressure, output, defense type
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Integrates telemetry tools (track punch accuracy, reaction rate, movement heatmaps)
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Creates isolated combat sandbox (test tweaks before main game implementation)
๐ฅ 7. Boxing Consultant(s)
Function: Active or retired boxers, trainers, and historians involved throughout dev.
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Advise on style authenticity, decision-making patterns, and in-ring habits
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Review mechanics for “does this reflect what real boxers do?”
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Provide reference footage and breakdowns
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Participate in internal playtests with feedback sessions
๐ก This role is critical. Poe (PoeticDrink2u) or others with deep sim vision could be essential here.
๐งช 8. QA Combat Analyst
Function: Dedicated QA member who tests combat-specific systems only.
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Logs bugs related to animation desync, punch hitbox issues, ghost inputs
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Provides weekly playtest feedback from a realism perspective
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Helps tune feedback based on fatigue flow, scoring, AI adjustments
๐ 9. Animator Liaison (cross-departmental)
Function: Acts as bridge between combat design and animation teams.
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Ensures animations are grounded in realism, with smooth transitions
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Requests missing animations (e.g., off-balance reactions, missed body punches)
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Aligns punch/defense frames with design specs
๐งฉ IV. Optional Satellite Roles (Long-Term Growth)
Role | Description |
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๐ฎ User Experience Designer – Simulation Settings | Creates realism settings menu, control scheme presets (Sim, Hybrid, Arcade) |
๐ Online Combat Tuning Analyst | Ensures simulation integrity carries over to online fights and prevents meta-spam |
๐ Data Analyst | Monitors user combat telemetry to support balancing (e.g., average punch output per round per style) |
๐ V. Team Workflow and Collaboration Model
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Weekly Combat Sync Meetings
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Punch + Defense + AI + QA review tests and real-world boxing footage
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Adjust designs based on internal feedback and playtests
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Fight-of-the-Week Tests
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Assign team members a boxer each week
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Simulate real fights and analyze how closely game behavior reflects reality
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Community Transparency
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Publish Devlogs explaining new features, mechanics being prototyped
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Feature interviews with boxing consultants and design team for trust
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Closed “Simulation Core” Playtesters Group
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Include hardcore sim-focused fans like Poe and other known boxing heads
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Let them test builds before mass updates and give direct notes
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๐งญ VI. End Result of the Structure
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Development pivots from content quantity (adding boxers) to combat quality (realistic mechanics)
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SCI stops relying on post-release feedback and becomes proactive in realism
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Undisputed gains a technical identity as a simulation fighter—on par with sports games like FIFA, NBA 2K, and MLB The Show
Here’s a detailed and structured Combat Mechanics Overhaul Roadmap that the Lead Combat Designer and their team should or may roll out in phases for Undisputed — prioritizing realism, system integrity, and long-term scalability. This roadmap is broken into three primary phases, each focusing on different foundational layers of gameplay.
๐งญ COMBAT MECHANICS OVERHAUL ROADMAP FOR UNDISPUTED
๐ฐ Roadmap Overview
Phase | Focus Area | Core Goals | Estimated Duration |
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Phase 1 | Rebuild Foundations | Fix broken systems, establish core realism | 2–3 months |
Phase 2 | Expand Simulation Depth | Add style fidelity, AI depth, and defensive systems | 3–4 months |
Phase 3 | Long-Term Realism Systems | Full boxer differentiation, environmental behavior, polish | 4–6 months |
๐ฅ PHASE 1: Rebuild Foundations
“We need to fix what’s broken before we evolve.”
๐ฏ Core Goals:
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Remove arcade loopholes
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Fix timing, stamina, and hit logic
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Reintroduce balance between offense, defense, and movement
✅ Tasks & Features:
๐น 1. Punch System Revision
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Introduce recovery frames, accurate startup & follow-through timings
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Add punch type weight: jabs = low cost, uppercuts = higher risk/reward
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Remove input buffering abuse (no queuing multiple punches unrealistically)
๐น 2. Stamina Overhaul
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Split stamina into:
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Cardio stamina (movement & punch volume drain)
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Arm stamina (blocking & punching fatigue)
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Add stamina penalties for whiffs, not just landed punches
๐น 3. Hit Registration & Damage Logic
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Fix ghost punches and missed collisions
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Introduce localized damage tracking (head/body differentiation)
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Heavy punches cause temporary reaction slowdowns or movement stutter
๐น 4. Loose Movement Penalty System
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Make loose movement trait-dependent
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Add balance penalties if used excessively under pressure
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Enforce movement momentum (no stop-start snapping)
๐น 5. Basic AI Rebalancing
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Remove universal AI spam logic
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Early implementation of style filters: swarmers press, out-boxers manage distance
๐งช Test Milestone:
"Can two different styles have a strategic fight without spam or input abuse?"
๐ฅ PHASE 2: Expand Simulation Depth
“Now that the foundation is stable, let’s give it boxing identity.”
๐ฏ Core Goals:
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Introduce authentic styles and boxer logic
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Build defense systems beyond just block/head movement
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Launch AI profile framework
✅ Tasks & Features:
๐น 1. Boxing Style Archetypes
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Define base styles: Out-Boxer, Swarmer, Counterpuncher, Boxer-Puncher, Slugger
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Each archetype has:
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Movement rules
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Preferred punches
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Default guard
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Combo tendencies
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Create style slider presets per archetype (used in AI & CAB)
๐น 2. Defense Mechanics Expansion
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Introduce multiple block styles (high guard, Philly shell, cross-guard)
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Add manual parry system with directional parries
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Expand head movement into slips, ducks, rolls with real vulnerability frames
๐น 3. Dynamic AI Behavior Layer
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Mid-fight adjustment logic (pacing shifts, stance switches if skilled)
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Add situational response logic: backs to ropes, stunned reactions, recovery tactics
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Let AI lean on trainer instructions in corners (e.g., "work the body," "stay away")
๐น 4. Clinch System (First Version)
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Manual clinch trigger on proximity + fatigue
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Temporary stamina recovery if clinch is successful
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Ref interaction: instant or delayed break depending on ref personality
๐น 5. Scoring Overhaul
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Judges value clean punching, ring generalship, effective aggression
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Randomized but weighted judge personalities (some favor pressure, others accuracy)
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Realistic scorecards (10–10 rounds possible, controversial splits included)
๐งช Test Milestone:
“Does the outcome of a fight feel earned based on decisions, style matchups, and ring control?”
๐ฅ PHASE 3: Long-Term Realism Systems & Emergent Behavior
“This is where the magic happens. Now we go from ‘solid sim’ to ‘genre-defining sim.’”
๐ฏ Core Goals:
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Implement fighter identity systems
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Add dynamic environmental responses (ropes, corners, stumbles)
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Finalize depth and polish for release-level realism
✅ Tasks & Features:
๐น 1. Fighter Identity & Trait System
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Traits include:
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Stance switching proficiency
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Ring IQ (AI adaptation rate)
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Inside fighting strength
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Punch variation discipline
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Some traits grow or deteriorate over time in career mode
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Fighters feel unique, not stat-skinned
๐น 2. Situational & Environmental Reactions
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Missed power punches cause stumbles or off-balance poses
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Fighters fall into, rebound off, or get tangled in ropes
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Rope/ring bounce physics implemented for realism and immersion
๐น 3. Full Counter System
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Frame-based counter windows
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Hard counters cause higher reaction knockbacks or stuns
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Timing and distance reward smart players over button mashers
๐น 4. Corner Strategy Menus
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Between rounds: choose pacing, target area focus, or defensive shift
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AI corner adapts too—may tell AI to coast, go for KO, or clinch more
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Trainers have style personalities (aggressive, safety-first, motivator)
๐น 5. Fight Flow Layer
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Early rounds = feel-out
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Mid rounds = adjustment & attrition
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Late rounds = urgency
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Presentation mirrors this with dynamic commentary and crowd behavior
๐งช Final Milestone:
“Can a full-length CPU vs. CPU fight be watched, analyzed, and studied like a real bout?”
๐ POST-ROADMAP SUPPORT CYCLE
๐ฎ Ongoing Combat Patches (Every 2–4 Weeks)
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Balance passes (damage, stamina, punch bias)
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AI profile tuning (community-created sliders or in-house profiles)
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Real-world boxer updates based on feedback
๐ Community Combat Test Program
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Feature Simulation Purists and YouTubers (like Poe, Debeasmag)
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Closed test builds for realism-only sandbox testing
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Feedback pipelines for feature improvements
๐ END RESULT: SIMULATION BOXING THAT STANDS ON ITS OWN
When this roadmap is executed, Undisputed can:
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Drop the arcade crutches
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Earn respect from real boxers and boxing communities
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Become the definitive platform for sim-style combat sports gaming
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