Anara Rubric: Turn System
Pillar Overview
The rhythm of the tactical vision. This rubric measures the project's logic for turn-ordering, action-points, and state-transitions in turn-based combat or progression.
Analytical Performance Matrix
| Criterion | Weight | SLOP (0-2) | FUNCTIONAL (3-5) | PROFESSIONAL (6-8) | ELITE (Visionary) (9-10) |
|---|---|---|---|---|---|
| Turn Orchestration | 35% | Turns managed by primitive bools/timers; no central order-manager. | Basic Array for turn order; units move sequentially, but lacks 'Interrupt' logic. |
Formal Turn Manager; support for 'Wait' and 'Action Speed' initiatives. | Dynamic turn-queue; reactionary turns; non-linear time-management (CTB/ATB). |
| Action Stewardship | 25% | Actions cost nothing or hardcoded values; no 'Action Point' (AP) management. | AP system exists, but logic is buried in individual unit-scripts; prone to desync. | Normalized AP/MP costs via Resource; transaction-based action execution. | High-fidelity intent-system; 'Predictive' AP cost visualization for the player. |
| State Consistency | 20% | Units can act 'out of turn' due to signal racing; state-drift during combat. | Basic state-lock per turn, but can be broken by rapid UI clicking. | Atomic turn transitions; the system is 'Lock-safe' and perfectly synchronized. | Revertible turns; 'Undo/Redo' tactical logic; the machine remembers the future. |
| Clarity & Feedback | 20% | No way to see who is next; "Turn Start" printed to console with zero visuals. | Basic 'Whose Turn' UI label; some highlight on the active unit. | High-fidelity UI (Timeline); cinematic camera transitions between turns; VO cues. | The turn is an event; cinematic focus; the machine tells the story of time. |
Visionary Diagnostic Hooks
- Is the 'Time' of the project a constant or a resource?
- When the 'Round' ends, does the world feel the change?
- Does the player wait for the machine, or does the machine wait for the player?
🌟 Visionary's Final Decree
To reach Elite status, the Turn System must be 'Immutable'. Once a turn is committed, the result must be absolute. Use an Action Queue to process turns; never allow the UI to drive the core logic. A visionary project controls time with absolute architectural precision.
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