Dev Blog

Behind the Engine

Technical write-ups on building a hack-and-slash action RPG from scratch — networking, terrain, pathfinding, combat systems, and everything in between.

Engine 10 min

Terrain System: Tiles, Cliffs, and Water

A walkthrough of the Warman custom terrain engine. Grid-based terrain points, cell types, dynamic texture atlases, cliff generation, water layers, ramps, and how it all feeds into the pathfinding grid.

Engine 9 min

Pathfinding on a Multi-Height Grid

How Warman implements A* pathfinding on a 3D grid with multiple height levels, ramps, cliff edges, and connected surface detection. BFS-based connectivity, diagonal movement, and the AstarAgent movement system.

Engine 8 min

How Rooms and Maps Connect

How Warman structures its game world: room-based level design, terrain generation per room, portal connections, on-demand room loading, and how mod scenarios use the same system as the base game.

Gameplay 10 min

Skills, Modifiers, and the Effect Stack

How the Warman skill and modifier system works under the hood: ScriptableObject-based skills with cast behaviours, modifier stacking and duration, event-driven modules, and how effects chain together.

Gameplay 8 min

Item Generation and Random Effects

How the Warman item system generates loot with random effects. Tiered effect values, offensive/defensive bias balancing, rarity scaling, and the reroll system at the blacksmith.

AI 10 min

Building AI Companions with WarScript

How the Warman AI companion bots work: a WarScript-driven brain with A* pathfinding, kiting combat, portal navigation with memory, stuck detection, and the command API that scripts use to control behaviour.

Modding 7 min

Interactables: The Wiring System

The interactable wiring system that powers Warman level logic. Levers, switches, logic gates, enemy spawners, vendors, and how outputs chain together to create dynamic level behaviour.

Gameplay 7 min

Projectiles and Path Manipulators

How Warman handles projectiles: object pooling, pluggable path manipulators for straight-line, sine-wave, and spiral movement, pierce mechanics, group deduplication, and on-despawn skill casting.

Gameplay 8 min

The Damage Pipeline

A breakdown of the Warman damage pipeline: physical, magical, and pure damage types, damage snapshots for consistent calculations, penetration, crit mechanics, species-based multipliers, and the custom physics layer.

Engine 7 min

Custom Binary Serialization

How Warman serializes everything with a custom binary format: network ticks, save files, room data, and mod content. The IBinarySerializable interface, extension methods, and why JSON was never an option.

Networking 8 min

Determinism: What It Actually Takes in Unity

What deterministic lockstep requires in Unity: per-event seeded randomness, the two-context rule, and tests that catch desyncs before they ship.

Modding 8 min

How Warman Uses WarScript

How Warman integrates WarScript: attribute-based C# bindings, per-companion script isolation, and scripts that never touch simulation state directly.

Gameplay 9 min

The Entity Hierarchy: DamageTarget, Unit, WarmanPlayer, Enemy

How Warman structures DamageTarget, Unit, WarmanPlayer, and Enemy, and how the full damage pipeline runs through a single deterministic function.

Engine 7 min

Audio Pipeline: Runtime WAV Decoding and Normalization

How Warman decodes and normalizes WAV files at runtime for mod audio, covering 8/16/24/32-bit PCM without Unity's build-time asset pipeline.

Rendering 8 min

Camera Follow and Room-Bounds Clamping

How Warman handles camera interpolation at 30 tps, why pivot clamping fails, and how frustum corner raycasting keeps the view inside room bounds.

Engine 5 min

Procedural Name Generation Across 8 Languages

How Warman generates fantasy names that feel native across 8 languages, from English to Japanese, using phoneme sets and syllable profiles per language.

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