Project Pivot: Transitioning to Roguelike Mechanics
This week, our team shifted focus to a roguelike game design where players battle monsters, collect loot, and face a final boss. While this change required rapid adaptation, I prioritized building core systems to support scalability and networked gameplay. Below is my progress on foundational health mechanics and player feedback systems.
Player Health System
To enable combat and progression, I developed a networked Health script. This system synchronizes health values across all players, updates a UI health bar in real time, and handles damage events. The script also includes a Downed() method to track player defeat, which will later trigger respawn or game-over logic.
Health Manager for Scalability
To support multiple players and ensure synchronized UI across clients, I created the HPManager class. This system dynamically spawns health bars for each player, positions them cleanly on-screen, and updates them when damage is taken. The manager uses Fusion’s networking to maintain consistency between all clients.
Design Thinking
Why These Systems Matter:
- Networked Health Synchronization: Ensures all players see the same game state, critical for cooperative play.
- Scalable UI Management: The HPManager automatically adapts to new players joining, essential for a roguelike that may feature temporary allies or revived teammates.
- Modular Damage Handling: The dealDamageRPC method can be extended for future mechanics like armor, healing, or status effects.
Technical Decisions:
- Used Fusion’s [Networked] attribute to minimize latency in health updates.
- Implemented an RPC (dealDamageRPC) to decouple damage calculation (server-side) from visual feedback (client-side).
- Designed the HPManager as a singleton to simplify global access while avoiding redundant instances.
Reflection and Next Steps
Progress This Week:
- Established baseline systems for player survivability and team coordination.
- Validated UI scalability for 2–4 players (see Image 2).
- Prepared infrastructure for future mechanics like debuffs or team-based power-ups.
Upcoming Tasks:
- Gun Mechanics: Implement networked weapon systems with projectile spawning and ammo management.
- Enemy AI Prototyping: Create basic enemy movement and attack patterns.
- Loot System: Design a framework for item drops and stat upgrades.
Challenges to Address:
Balancing immediate visual feedback with server-authoritative logic.
Ensuring health bar positioning remains consistent across different screen resolutions.
Optimizing network traffic as the number of interactable objects grows.
References
- Photon Engine. (2025). Fusion 2 Introduction. Retrieved May 2, 2025, from https://doc.photonengine.com/fusion/current/fusion-intro
- Unity Technologies. (2025). Unity Engine. Retrieved May 2, 2025, from https://unity.com/products/unity-engine
- ShareX. (2025). Free and Open Source Screenshot Tool for Windows. Retrieved May 2, 2025, from https://getsharex.com
- Imgur. (2025). Online Image Sharing and Hosting Service. Retrieved May 2, 2025, from https://imgur.com
Next week: A deep dive into weapon systems and early enemy AI!



