Devlog · 2552.07.01.00.00

Launching the SystemLink Arena Devlog

Welcome to the SystemLink Arena devlog — a public trail of what's being built, what broke, and the decisions behind a Halo-inspired arena FPS running on Unreal Engine 5.7.

Welcome to the SystemLink Arena devlog — a public trail of what's being built, what broke, and the decisions behind a Halo-inspired arena FPS running on Unreal Engine 5.7.

#Why a devlog

The project already keeps a deep set of internal docs — architecture notes, a bug tracker, per-system design write-ups. This devlog is the narrative layer on top of that: the "here's what actually happened this week" view, in plain language, for anyone following along.

If you want the deep technical detail, the docs are all here on the site. Start with the current focus for where things stand right now, or the progress overview for the whole map.

#Where things stand

A few systems are solid and shipping:

  • Weapons — a data-driven, GAS-first weapon framework with FP/TP views,
  • swap, pickup/drop with retained ammo, and replicated fire cues. See the weapons system doc.

  • Damage & health — per-bone hit detection, headshots, shields with regen,
  • and a full HUD.

  • Grenades — the current feature in flight: a GAS throw ability plus a
  • bouncing projectile and sphere-sweep radial damage. Details in the grenade system doc.

#What's next

Finishing the grenade implementation, then circling back to the front-end and online architecture (EOS social/sessions, listen-server first). Player-facing settings ship before anything network-dependent.

More soon.