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.

→

No articles for this filter.