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.csserver 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