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KillingBlow

A cinematic death-screen prototype for World of Warcraft, combining a staged character scene, damage summary, and player-controlled actions.

KillingBlow — illustrated project design map
IDEAS / SYSTEMS / DESIGNIllustrated project study
INTERFACE STUDYOne moment. A clear next action.

Design mockup based on the prototype’s interface structure.

YOU DIED

A final moment, framed through the damage that led here.

Release SpiritDetailsSkip
STAGED PRESENTATION CONCEPT

Giving a death a dramatic beat

KillingBlow explores a more theatrical response to player death in World of Warcraft. The concept brings together a darkened backdrop, a staged player model, a “YOU DIED” title, and a short explanation of the recent damage.

It is a stylized death scene, not a reconstruction of combat. The goal is to communicate the moment clearly and then return control to the player through Release Spirit, Details, and Skip.

From damage events to a readable summary

The source separates combat-event collection from presentation. A bounded buffer gathers recent harmful events against the player. On death, the recap layer attempts to produce a normalized payload describing the attacker, effect, and damage, with more general text available when information is missing.

The scene and interface consume that payload rather than independently interpreting the combat log. This gives both the richer presentation and the simpler fallback a shared account of the event.

Presentation with fallbacks

The intended sequence stages the character, attempts an impact or death-animation beat, and reveals the title, summary, and actions. The implementation includes a ModelScene path, a simpler PlayerModel fallback, and a UI-only path.

Killer-model staging remains an MVP stub. The prototype does not claim a working two-character replay or exact animation fidelity. Release Spirit stays a deliberate player action; cleanup on revival cancels the sequence and hides the overlay.

Engineering focus and current state

Development focused on isolating failures across the event, recap, and rendering layers. Resolving startup dependencies and guarding missing buffer data made those boundaries more explicit. Visibility logging and an immediate interface fallback support diagnosis when character actors cannot be created.

The overlay’s in-game presentation remains unresolved. The next milestone is to verify the complete death-to-revival sequence in the client, including the action buttons and cleanup.

The project demonstrates the design and engineering of an event-driven interface, including the work of separating data failures from rendering failures. Completing the in-client presentation and validating its actions remain the next steps.

UNDER THE HOOD

Architecture & loops

Prototype loop

Damage context → death payload → presentation

A staged interface with fallback paths, rather than a true replay engine.

  1. Buffer recent damage

    CombatBuffer.lua collects relevant harmful events within age and count limits.

  2. Handle player death

    Events.lua requests a normalized recap payload, with generic information when richer data is unavailable.

  3. Attempt the presentation

    Scene.lua drives timed reveals and model setup.

    • ModelSceneAttempt player actor staging.
    • PlayerModel / UIFall back to a simpler model or reveal the interface directly.
  4. Offer player actions

    Release Spirit is user-clicked; Details attempts native recap; Skip reveals the final interface.

  5. Clean up on revival

    Cancel timers, hide the scene and overlay, and reset the damage buffer.

Prototype architecture. In-client presentation remains unresolved; killer-actor staging is not implemented.