Week 6: Stat System Implementation & Asset Integration

Core Achievements

  1. Per-Player Level Up System
  2. Class-Specific Stat Customization
  3. Network-Synced Attribute Scaling
  4. Mixed Asset Implementation (20+ medieval/sci-fi assets with animations)

Level Up System Implementation

Networked Stat Architecture

Key Features:

  • Class-Specific UI: Fighters see melee stats (Speed/Strength), Gunners see firearm stats (Magazine/Reload)

Asset Integration Strategy

Challenge:
I received over 20 asset links from the designers, including a wide mix of styles-medieval, modern, and sci-fi weapons and characters. This presented a significant challenge in maintaining a consistent visual and thematic style for the game.

Solution:

  1. Prioritized Usability: I selected assets that included complete rigs and animations, regardless of their visual style, to ensure smooth gameplay integration.
  2. Class-Based Categorization:
    • Medieval: Swords, maces, knights, and fantasy creatures
    • Modern: Firearms, tactical gear, contemporary soldiers
    • Sci-Fi: Energy weapons, futuristic armor, robots, and aliens
  3. Thematic Grouping: I grouped assets by style for each class or enemy type, aiming to minimize visual clashes within the same scene.
  4. Animation Overrides: Implemented animation controllers and overrides to standardize movement and attack cycles across different asset origins.
  5. Visual Consistency: Where possible, I adjusted materials to better blend the different asset styles, and planned to revisit this with the designers for further polish.

Stat-to-Gameplay Integration

Melee Character (Fighter)

  • speed affects playerMelee.speed (movement)
  • strength modifies base melee damage
  • vitality scales health pool

Ranged Character (Gunner)

  • magazine_size increases bullet capacity
  • reload_speed reduces weapon downtime
  • expertise enhances special effects (e.g., poison duration)

Network Optimization:

  • Used Fusion’s [Networked] properties for critical stats
  • Limited RPC calls to UI events only

Next Steps

  1. Visual Feedback:
    • Add particle effects for stat increases
    • Implement floating damage text

References

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