Telegraph System
Telegraph System
Section titled “Telegraph System”The telegraph system provides visual warnings before titan attacks, giving players time to react and dodge. Ground markers appear showing attack zones before damage applies.
How Telegraphs Work
Section titled “How Telegraphs Work”Three-Step Process
Section titled “Three-Step Process”- Define OBB - Create hitbox shape
- Telegraph OBB - Show warning markers on ground
- Damage OBB - Apply damage after warning
{ "timeline": [ {"type": "define_obb", "name": "fireball", "shape": "SPHERE", ...}, {"type": "telegraph_obb", "name": "fireball", "telegraphType": "DANGER"}, // Telegraph appears for ~2 seconds {"type": "damage_obb", "name": "fireball", "damage": "20.0"} ]}Visual Feedback
Section titled “Visual Feedback”Ground Markers:
- Appear at base of OBB hitbox
- Match OBB shape projection
- Fade in, pulse, fade out
- Color-coded by danger level
Player Experience:
- Sees colored markers on ground
- Has time to dodge out of zone
- Damage applies when markers disappear
Telegraph Types
Section titled “Telegraph Types”WARNING (Yellow)
Section titled “WARNING (Yellow)”Color: Bright Yellow (#FFD700)
Use Case: Basic attacks, frequent moves
Typical Duration: 1.0-1.5 seconds
{"type": "telegraph_obb", "name": "slash", "telegraphType": "WARNING"}When to Use:
- Fast attacks (2-4s cooldown)
- Low-medium damage (8-15 damage)
- Small-medium OBBs
- Phase 1 attacks
Examples:
- Basic melee slashes
- Quick fire bursts
- Standard projectiles
DANGER (Orange-Red)
Section titled “DANGER (Orange-Red)”Color: Orange-Red (#FF4500)
Use Case: Powerful attacks, moderate rarity
Typical Duration: 1.5-2.5 seconds
{"type": "telegraph_obb", "name": "explosion", "telegraphType": "DANGER"}When to Use:
- Medium attacks (6-10s cooldown)
- High damage (15-25 damage)
- Medium-large OBBs
- Phase 2-3 attacks
Examples:
- Charged explosions
- Lightning strikes
- Beam attacks
- AOE fields
CRITICAL (Deep Red)
Section titled “CRITICAL (Deep Red)”Color: Deep Red (#8B0000)
Use Case: Ultimate attacks, rare occurrences
Typical Duration: 2.5-4.0 seconds
{"type": "telegraph_obb", "name": "ultimate", "telegraphType": "CRITICAL"}When to Use:
- Ultimate attacks (20-30s cooldown)
- Massive damage (25-50 damage)
- Huge OBBs (10+ block radius)
- Phase 3 or enrage attacks
- Low HP desperation moves
Examples:
- Ultimate explosions
- Full-arena attacks
- Enrage mechanics
- One-shot attacks
Duration Calculation
Section titled “Duration Calculation”Telegraph duration is automatically calculated based on OBB size:
Formula
Section titled “Formula”duration = 1.0 + (obbSize / 10.0)Where:
obbSize= Largest dimension of OBB- Result clamped to 1.0-4.0 seconds
Examples
Section titled “Examples”Small OBB (3 block radius):
{"halfExtents": {"x": "3.0", ...}}// duration = 1.0 + (3 / 10) = 1.3 secondsMedium OBB (6 block radius):
{"halfExtents": {"x": "6.0", ...}}// duration = 1.0 + (6 / 10) = 1.6 secondsLarge OBB (10 block radius):
{"halfExtents": {"x": "10.0", ...}}// duration = 1.0 + (10 / 10) = 2.0 secondsMassive OBB (15 block radius):
{"halfExtents": {"x": "15.0", ...}}// duration = 1.0 + (15 / 10) = 2.5 secondsWhy Auto-Duration?
Section titled “Why Auto-Duration?”Balance by Size:
- Small attacks = fast telegraphs (hard to dodge, less punishing)
- Large attacks = long telegraphs (easier to see, more punishing)
Design Intent:
- Massive AOE attacks give more warning
- Point-blank attacks are quick but dodgeable
- Consistent player experience
Visual Appearance
Section titled “Visual Appearance”Shape Projection
Section titled “Shape Projection”Telegraph markers project OBB shape onto ground:
SPHERE:
- Circular ground marker
- Radius matches OBB radius
CONE:
- Triangular/fan-shaped marker
- Points in attack direction
- Base width matches cone base
CYLINDER:
- Rectangular marker
- Length matches cylinder length
- Width matches radius
ARC:
- Half-circle marker
- 180° arc in front of titan
- Radius matches arc radius
BOX:
- Rectangular marker
- Dimensions match box dimensions
CAPSULE:
- Rounded rectangle marker
- Length matches capsule length
- Width matches radius
Animation Sequence
Section titled “Animation Sequence”1. Fade In (20% of duration):
Opacity: 0% → 100%Scale: 90% → 100%2. Pulse (60% of duration):
Opacity: 100% → 80% → 100% (repeating)Brightness: 100% → 120% → 100% (repeating)3. Fade Out (20% of duration):
Opacity: 100% → 0%Scale: 100% → 110%Total: Smooth, attention-grabbing sequence
Particle Effects
Section titled “Particle Effects”WARNING (Yellow):
- Light particle density
- Gentle pulse rhythm
- Minimal distraction
DANGER (Orange):
- Medium particle density
- Faster pulse rhythm
- Noticeable presence
CRITICAL (Red):
- High particle density
- Rapid pulse rhythm
- Flashing warning effect
- Screen shake (slight)
Customization
Section titled “Customization”Override Duration
Section titled “Override Duration”Force specific telegraph duration:
{ "type": "telegraph_obb", "name": "custom_attack", "telegraphType": "DANGER", "duration": "3.0" // Force 3 second warning}When to Override:
- Balancing specific attacks
- Creating unique timing challenges
- Syncing with music/phases
- Special mechanics
Custom Colors (Advanced)
Section titled “Custom Colors (Advanced)”Not yet supported, but planned:
{ "type": "telegraph_obb", "name": "ice_attack", "telegraphType": "DANGER", "color": "#00CED1" // Cyan for ice attacks}Balancing Guidelines
Section titled “Balancing Guidelines”Attack Type Recommendations
Section titled “Attack Type Recommendations”Fast Melee (2-4s cooldown):
- Telegraph: WARNING
- Duration: 1.0-1.3s
- OBB Size: Small (2-4 blocks)
Charged Attack (6-10s cooldown):
- Telegraph: DANGER
- Duration: 1.5-2.0s
- OBB Size: Medium (5-8 blocks)
Ultimate (20-30s cooldown):
- Telegraph: CRITICAL
- Duration: 2.5-3.5s
- OBB Size: Large (10-15 blocks)
Player Skill Levels
Section titled “Player Skill Levels”Casual Players:
- Use WARNING for most attacks
- 1.5-2.0s minimum duration
- Clear visual distinction
Experienced Players:
- Mix WARNING/DANGER
- 1.0-1.5s duration acceptable
- Require positioning skill
Hardcore Players:
- Frequent DANGER/CRITICAL
- 1.0s duration for some attacks
- Punish poor positioning
Difficulty Scaling
Section titled “Difficulty Scaling”Phase 1 (100% HP):
- 80% WARNING telegraphs
- 20% DANGER telegraphs
- 0% CRITICAL telegraphs
- Longer durations
Phase 2 (66% HP):
- 60% WARNING telegraphs
- 35% DANGER telegraphs
- 5% CRITICAL telegraphs
- Standard durations
Phase 3 (33% HP):
- 40% WARNING telegraphs
- 45% DANGER telegraphs
- 15% CRITICAL telegraphs
- Shorter durations
Common Patterns
Section titled “Common Patterns”Pattern: Quick Jab
Section titled “Pattern: Quick Jab”{ "type": "telegraph_obb", "name": "jab", "telegraphType": "WARNING" // Auto-duration: ~1.0s for small OBB}Design:
- Fast attack, easy to dodge
- Minimal warning needed
- Spam-safe
Pattern: Charged Blast
Section titled “Pattern: Charged Blast”{ "timeline": [ {"type": "pause", "pause": 1.0}, // Charge time {"type": "define_obb", "name": "blast", "shape": "SPHERE", "halfExtents": {"x": "7.0", ...}}, {"type": "telegraph_obb", "name": "blast", "telegraphType": "DANGER"}, // Auto-duration: ~1.7s {"type": "damage_obb", "name": "blast", "damage": "22.0"} ]}Design:
- Charge time + telegraph = total warning
- Medium difficulty dodge
- Moderate punishment
Pattern: Ultimate Explosion
Section titled “Pattern: Ultimate Explosion”{ "timeline": [ {"type": "pause", "pause": 2.0}, // Dramatic windup {"type": "define_obb", "name": "ultimate", "shape": "SPHERE", "halfExtents": {"x": "12.0", ...}}, {"type": "telegraph_obb", "name": "ultimate", "telegraphType": "CRITICAL"}, // Auto-duration: ~3.2s {"type": "damage_obb", "name": "ultimate", "damage": "45.0"} ]}Design:
- Long buildup + long telegraph = very dodgeable
- Massive punishment if hit
- Spectacle attack
Pattern: No Telegraph (Advanced)
Section titled “Pattern: No Telegraph (Advanced)”{ "timeline": [ {"type": "define_obb", "name": "instant", ...}, // Skip telegraph_obb entirely {"type": "damage_obb", "name": "instant", "damage": "5.0"} ]}When to Use:
- Very low damage (<8 damage)
- Extremely short range
- Combo finishers
- Use sparingly - telegraphs are core mechanic
Player Strategies
Section titled “Player Strategies”Reading Telegraphs
Section titled “Reading Telegraphs”Visual Cues:
- Color - Danger level
- Size - Attack range
- Shape - Attack direction/type
- Pulse Speed - Urgency
Audio Cues:
- Titan animations/sounds during windup
- Environmental sounds (rumbling, charging)
Dodging Tactics
Section titled “Dodging Tactics”For Small Telegraphs:
- Sidestep perpendicular to attack
- Roll through if invulnerable
- Short-range repositioning
For Medium Telegraphs:
- Run to edge of zone
- Use mobility skills
- Plan escape route
For Large Telegraphs:
- Sprint away early
- Use terrain/obstacles
- Coordinate with team
Advanced Techniques
Section titled “Advanced Techniques”Bait and Punish:
- Stand in telegraph zone
- Dodge at last moment
- Counter-attack during recovery
Telegraphs as Timers:
- Track when damage will apply
- Plan burst damage windows
- Coordinate team abilities
Accessibility
Section titled “Accessibility”Visibility Options
Section titled “Visibility Options”High Contrast:
- Increase particle density
- Brighter colors
- Thicker ground markers
Color Blind Support:
- WARNING: Yellow + stripes
- DANGER: Orange + dots
- CRITICAL: Red + crosses
Reduced Effects:
- Lower particle count
- Less screen shake
- Simpler animations
Note: Some options require client-side mods or resource packs.
Audio Warnings
Section titled “Audio Warnings”Recommended Additions:
- Play sound on telegraph start
- Pitch increase as damage approaches
- Distinct sound per telegraph type
Example:
{ "timeline": [ {"type": "telegraph_obb", "name": "blast", "telegraphType": "DANGER"}, {"type": "sound", "sound": "block.note_block.bass", "pitch": "0.5"}, {"type": "pause", "pause": 0.5}, {"type": "sound", "sound": "block.note_block.bass", "pitch": "0.7"}, {"type": "pause", "pause": 0.5}, {"type": "sound", "sound": "block.note_block.bass", "pitch": "1.0"}, {"type": "damage_obb", "name": "blast", "damage": "20.0"} ]}Performance Considerations
Section titled “Performance Considerations”Particle Limits
Section titled “Particle Limits”Per Telegraph:
- WARNING: ~10-20 particles/second
- DANGER: ~20-40 particles/second
- CRITICAL: ~40-60 particles/second
Multiple Titans:
- Reduce particle count if >3 titans active
- Use simpler marker shapes
- Disable non-critical effects
Optimization Tips
Section titled “Optimization Tips”Efficient Telegraphs:
- Use built-in telegraph system (not custom particles)
- Avoid overlapping telegraphs
- Clean up markers after damage
- Use appropriate sizes
Troubleshooting
Section titled “Troubleshooting”Telegraph Not Appearing
Section titled “Telegraph Not Appearing”Symptoms: No ground markers visible
Fixes:
- Check OBB defined before telegraph
- Verify
namematches between keyframes - Ensure particles enabled in client settings
- Check ground surface exists below OBB
Telegraph Too Short/Long
Section titled “Telegraph Too Short/Long”Symptoms: Duration doesn’t feel right
Fixes:
- Adjust OBB size (affects auto-duration)
- Use
durationoverride in telegraph keyframe - Check total timeline timing
- Test with different players
Telegraph Wrong Color
Section titled “Telegraph Wrong Color”Symptoms: Color doesn’t match telegraph type
Fixes:
- Verify
telegraphTypespelling (case-sensitive) - Check client resource pack conflicts
- Ensure mod version up to date
Players Can’t Dodge
Section titled “Players Can’t Dodge”Symptoms: Attacks feel unavoidable
Fixes:
- Increase telegraph duration
- Reduce OBB size
- Add pause before telegraph
- Lower damage to compensate
- Test with average player movement speed
Best Practices
Section titled “Best Practices”Design Philosophy
Section titled “Design Philosophy”Always Telegraph Damage:
- Every
damage_obbshould havetelegraph_obb - Exception: Very low damage chip attacks (<5 damage)
Match Telegraph to Power:
- CRITICAL for attacks that can one-shot
- DANGER for attacks requiring healing
- WARNING for attacks that chip HP
Consistent Timing:
- Keep similar attacks using similar durations
- Don’t make players relearn timings
- Predictability = skill expression
Testing Checklist
Section titled “Testing Checklist”Before Finalizing:
- Telegraph visible on all terrain types
- Duration feels fair for damage amount
- Color matches attack severity
- Shape projection clear
- Multiple players can see simultaneously
- Works with particle settings on low
- Tested with lag/low FPS
Common Mistakes
Section titled “Common Mistakes”❌ No Telegraph:
{"type": "damage_obb", "name": "attack", "damage": "25.0"}// Players have no warning!✅ Always Telegraph:
{"type": "telegraph_obb", "name": "attack", "telegraphType": "DANGER"}{"type": "damage_obb", "name": "attack", "damage": "25.0"}❌ Wrong Type for Damage:
{"type": "telegraph_obb", "name": "oneshot", "telegraphType": "WARNING"}{"type": "damage_obb", "name": "oneshot", "damage": "100.0"}// 100 damage with yellow warning!✅ Match Type to Power:
{"type": "telegraph_obb", "name": "oneshot", "telegraphType": "CRITICAL"}{"type": "damage_obb", "name": "oneshot", "damage": "100.0"}Next Steps
Section titled “Next Steps”- OBB System → - Complete OBB documentation
- Vulnerability System → - Counterplay mechanics
- OBB Visualizer → - Preview telegraph shapes in 3D
Master telegraphs to create fair, skill-based boss fights! 🎯