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Character classes: knight, archer, mage (community vote) #5

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The day-1 reel's first community vote ("Add different classes like archery or mage etc" — Ben Versluys) picks the build: the most liked comment decides what gets built next.

shipped production is serving it deploy df197f5

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The day-1 reel's first community vote ("Add different classes like archery or mage etc" — Ben Versluys) picks the build: the most liked comment decides what gets built next.

Three data-driven classes in content/classes.json, validated at boot like all content:

  • Knight: sword, melee, hp 8, standard dodge; Bulwark (~20-tick shield + knockback pulse)
  • Archer: bow, ranged, hp 5, faster dodge; Volley (3-arrow spread)
  • Mage: spellbook, ranged bolt (dmg 2, slower), hp 4; Blink (3-tile teleport + brief invuln)

A fourth class is a JSON-only change: abilities reuse the three kinds (bulwark/volley/blink) the sim implements. Cheffry's dressing room on the hub picks the class (persisted in localStorage, sent with join); the delve page shows each chef's class and an ability button (E key). New 'ability' order; hero shots are marked from:'hero' so they bite monsters, not chefs. rules.hero stays the knight baseline. 85 tests green (17 new).

Chose not to do:

  • Renderer class visuals: heroes still draw as before; distinct low-poly looks per class need art direction (follow-up).
  • MCP/terminal: neither exposes hero orders today, nothing to extend.

Worth a look in the preview:

  • Balance numbers are first guesses (archer cd 14 vs mage 22, blink 200-tick CD) — playtest before tuning.
  • Volley shares the normal attack cooldown (firing takes a moment) — say if ability and attack cooldowns should be fully independent.
  • E keybinding was free (WASD/arrows/Space/J/K/Shift taken).
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