Arena systems for builders
SystemLink Battle Kitchen
A battle-worn index of gameplay systems, build notes, bug hunts, screenshots, and field reports for the SystemLink project.
The active branch, current feature state, open tasks, and where the last session left off.
See the whole mapProject ProgressCompleted systems, backlog, and the shape of the SystemLink framework.
Core gameplay referenceWeapons SystemThe weapon architecture, authoring flow, ammo model, cues, pickup flow, and extension points.
Latest from the devlog
All postsWelcome 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.
Field archive
Built like a loadout screen. Organized like a kitchen line.
The public docs keep the useful trail visible: systems, fixes, risks, screenshots, and the decisions that shaped the arena.
Recently updated
70 docs generatedThe reusable material set lives in:
ReferenceFootguns — SystemLink Hard-Won GotchasThe canonical internal index of traps we've hit, why they bite, and the rule that avoids them. Scannable on purpose: each entry is symptom → rule → pointer to the fuller writeup.
ReferenceTeleporters — ASLTeleporterServer-authoritative teleporters. C++ owns the decision, the move and the replicated state; the Blueprint subclass owns the meshes, the ring FX and the ambient audio.
NowCurrentFocus — AI Session PrimerUpdate this file at the end of each session. It is the first thing to read at the start of a new one.
ReferenceDoors — ASLDoorServer-authoritative proximity doors. C++ owns the decision and the replicated state; the Blueprint subclass owns the meshes and the animation.
UI & OnlineUI System — CommonUI + Menus (Design Doc)Reference doc for the upcoming menu / settings / pause UI work. Captures the current state of the CommonUI scaffolding, the base classes still to author, the controller-input pipel
SystemLink Capture FB21
SystemLink Capture E40E
SystemLink Capture C500
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SystemLink Capture 5B06
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