PCAM-24: A Designer’s Guide
To Phase-Based Actions
One idea to remember
Actions don’t happen over time. Actions move through stages.
PCAM-24 gives you a clear, shared way to describe those stages—so animation, combat, AI, and player input all agree on what is happening right now.
1. What problem PCAM-24 solves
In designer terms
If you’ve ever dealt with: * "The animation hit, but the damage didn’t" * "The parry felt right but failed online" * "This move is balanced at 60 FPS but broken at 120" * "Which frame does the hitbox turn on again?"
PCAM-24 exists to remove those problems at the design level, not as a late technical fix.
2. Phase replaces time
How to think differently
In PCAM-24, every action moves through 24 phases, numbered 0–23.
| Do NOT think in... | DO think in... |
|---|---|
| Seconds | Stages of the action |
| Frames | Wind-up / Commitment |
| Normalized Time | Impact / Recovery |
3. Phase windows
Your main design tool
A Window is just a named range of phases.
Example: Light Attack
| Window Name | Phases | Meaning |
|---|---|---|
| Anticipation | 0–5 | Player commits |
| Commit | 6–9 | Cannot cancel |
| Active | 10–13 | Attack can hit |
| Recovery | 14–21 | Vulnerable |
| Reset | 22–23 | Combo allowed |
No timers. No frame math. No "magic numbers".
4. What you author (and what you don’t)
You Author: * Phase windows * Which actions can cancel into others * Where hits, invulnerability, parries, and combos live * How risky or safe an action feels
You Do NOT Author: * Animation frame numbers * Millisecond windows * Per-FPS tuning * Separate logic for online vs offline
5. Animation becomes a follower
Animation does not decide gameplay. Instead, Animation reads the current phase.
- If the attack looks like it hits, it is in the window.
- There is no "visual lie."
The Shift
You stop asking: "Which animation frame is the hit?"
You start asking: "Which phase is dangerous?"
6. Dodge, Parry, and Block
Why this feels fair
Dodge
Invulnerability is a phase window. * Example: Phases 7–12 are . * If a hit occurs outside that window, it always lands.
Parry
Perfect parry is a very small phase window. * Example: Phases 4–6 are . * Late parry may block instead of parry.
Block
Block strength can change by phase. Holding block too long can naturally weaken it as the phase loops.
7. Cancels and Combos
Clean and readable
Instead of "combo window is frames 38–41", you define Chain Windows.
- Example: Combo allowed only during phases 22–23.
- Attack input buffered earlier will fire automatically there.
This makes combos consistent, latency-safe, and easy to rebalance.
8. Why this helps AI design
AI doesn’t guess anymore. It sees: 1. Opponent Action 2. Opponent Phase 3. Opponent Window
So it can dodge only during windows or punish only during .
9. Multiplayer feels better
Without you designing "for netcode"
Because phase is authoritative: * Online and offline behave the same. * Hits are decided by phase, not packet timing. * Disagreements are explainable ("you were in phase 9, not 10").
10. How you tune difficulty
You adjust Window Sizes and Window Positions.
- Make a move safer \(\to\) Shorten window.
- Make parry harder \(\to\) Shrink window.
- Make combat faster \(\to\) Shift earlier.
- Make stamina matter \(\to\) Reduce windows.
11. Debugging becomes visual
A PCAM-24 game can show you exactly why a hit failed. * Instead of "It feels off sometimes..." * You get "This window is too short" or "This cancel overlaps too much."
12. Mental Model Summary
Keep This
- Phase = Where the action is
- Windows = What the action can do
- Time = Irrelevant to gameplay authority
- Animation = Presentation
- Phase = Truth
13. What PCAM-24 is not
To avoid confusion, PCAM-24 is not: * A new animation system * A timing tweak * A combat gimmick * A fighting-game-only thing
It is a shared language for action stages.
14. Why this is a design upgrade
PCAM-24 lets designers reason about gameplay in human terms and avoid fragile timing logic.
You stop fighting the engine. You start shaping actions.