Rkprime - Jasmine Sherni - Game Day Bump And Ru... Fixed -

| Sprint | Tasks | Owner(s) | |--------|-------|----------| | | • Add UI button & hotkey handling. • Write server‑side validation endpoint. • Create basic push animation assets. | UI/Client team, Backend | | Sprint 2 | • Implement movement logic (bump + run). • Hook into logging/replay system. • Write unit & integration tests. | Gameplay & QA | | Sprint 3 | • Polish animations, add sound effects. • Write tooltips/help entries. • Localization extraction. | Art, Audio, Docs | | Sprint 4 | • Full cross‑platform QA (mobile, desktop, web). • Performance profiling & optimisation. • Final sign‑off. | QA, Performance, Release |

Adding a new unit that can use the same mechanic only requires a row entry. RKPrime - Jasmine Sherni - Game Day Bump And Ru... Fixed

| ID | Requirement | Acceptance Criteria | |----|-------------|----------------------| | | Add a new action button Bump & Run to the unit action bar when a qualifying unit is selected and an enemy unit is orthogonally adjacent. | • Button appears only when conditions met. • Hotkey B works identically. | | FR‑02 | When triggered, the target enemy is moved exactly 2 tiles in the direction opposite the attacker, obeying normal movement rules (cannot move through obstacles, cannot be pushed off‑board). | • Enemy stops at the first blocked tile if less than 2 tiles are free. • No random variation. | | FR‑03 | After the bump, the acting unit may move up to 3 tiles (standard movement rules, cannot end on occupied tile). | • Player can cancel early (e.g., move only 1 tile). • Movement ends when the player clicks “Done”. | | FR‑04 | Play a distinct animation (e.g., a short “push” effect) on the bumped unit and a run‑trail on the attacker. | • Animation lasts ≤ 0.8 s. • Audio cue “whoosh‑push”. | | FR‑05 | Log the action in the turn‑summary UI and the match replay file. | • Text matches the format in US‑03. • Replay data includes start/end coordinates for both units. | | FR‑06 | Server validates the action: correct adjacency, enough free tiles, no illegal terrain, and that the acting unit has not already used a “fixed” action this turn. | • Server rejects the action with a clear error message if any rule is violated. | | FR‑07 | Update data tables ( unit_abilities.csv , ability_parameters.csv ) to store: • bump_distance = 2 • run_max_distance = 3 • is_fixed = true | • Designers can edit these numbers without code changes. | | FR‑08 | Add tooltips and help‑screen entry for the new ability. | • Tooltip reads exactly as in US‑05. • Help screen shows a diagram of the bump + run sequence. | | FR‑09 | Ensure the ability does not trigger cooldowns or extra stamina costs (by design). | • No UI element shows a cooldown timer after use. | | FR‑10 | Provide a unit‑test suite covering: adjacency detection, push‑blocking logic, run‑distance limits, server‑side validation, and UI visibility. | • All tests pass on CI for Windows/macOS/Linux builds. | | Sprint | Tasks | Owner(s) | |--------|-------|----------|

The "Fixed" part of the title, however, adds a interesting twist to the narrative. Without giving too much away, it's safe to say that Jasmine Sherni's character in the video is faced with a particular challenge or problem that needs to be "fixed." The way this plays out is both entertaining and satisfying, making the video a must-watch for fans of Jasmine Sherni and RKPrime. | UI/Client team, Backend | | Sprint 2

New Fixed Ability – “Game Day Bump & Run” Jasmine Sherni (and any unit granted the BUMP_RUN ability) can now push an adjacent enemy 2 tiles forward and immediately move up to 3 tiles herself. No cooldown, no stamina cost. Visual push animation and run‑trail added. See the Help screen for details.

When Bump & Run is pressed: 1️⃣ Highlight the adjacent enemy (red outline). 2️⃣ Show a **ghost arrow** indicating the push direction. 3️⃣ After confirmation, play push animation, then enable the usual movement cursor for Jasmine.

Jasmine Sherni arrives with her boyfriend, but he quickly abandons her to focus on the game.