Workflow · Updated Mar 23, 2026

SystemLink — Success Criteria

SystemLink — Success Criteria

#Definition of Done

A playable team slayer or free-for-all slayer match over the internet on a dedicated server.


#Gameplay Requirements

#Combat

  • [ ] Two weapon slots — carry and swap between two weapons
  • [ ] Primary fire works for all carried weapons
  • [ ] Melee attack
  • [ ] Hand grenades (throw, detonate, area damage)

#Health & Death

  • [ ] Shield + health (Halo-style: shield absorbs first, health second)
  • [ ] Shield regenerates after not taking damage for a short time
  • [ ] Death on health reaching zero
  • [ ] Respawn after death

#Weapons

  • [ ] Weapon pickup from world
  • [ ] Ammo pickup from world
  • [ ] Drop weapon on death
  • [ ] Ammo displayed on HUD

#HUD

  • [ ] Ammo count (current / reserve or clip / max)
  • [ ] Shield and health display
  • [ ] Reticle per weapon
  • [ ] Kill feed
  • [ ] Score display

#Match Requirements

  • [ ] Free-for-all slayer mode (most kills wins)
  • [ ] Team slayer mode (team with most kills wins)
  • [ ] Score limit or time limit ends the match
  • [ ] Win condition triggers end-of-match screen
  • [ ] Player respawns at a spawn point after death

#Multiplayer Requirements

  • [ ] Dedicated server build (SystemLink.Target.cs server target)
  • [ ] Internet play — not LAN only
  • [ ] Online subsystem integration (EOS or Steam) for session creation and NAT traversal
  • [ ] All gameplay logic is server-authoritative
  • [ ] Seamless travel / server travel for map transitions

#Out of Scope (for v1)

  • Split screen or local multiplayer
  • Listen server
  • More than two weapon slots
  • Secondary fire modes
  • Vehicle gameplay
  • Ranking / matchmaking rating