CYCLE OF ASHES
A hardcore RPG concept centered on clan systems, challenging combat, and persistent progression.
Project documentation
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System breakdowns
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01 / Combat State MachineGameplay Engineering
A state-driven combat controller defining player actions, transitions, and interruption rules.
Implementation notesStates are validated centrally. Transitions use explicit conditions to avoid conflicting actions and desynchronize state changes.
02 / Clan & Progression DataProgression Systems
Persistent progression records for clan affiliation, player milestones, and advancement.
Implementation notesData is organized into versioned records and validated before persistence.
03 / Server-Authoritative DamageNetworking & Security
Damage evaluation runs on the server to reduce client-side manipulation.
Implementation notesClients submit intent; server verifies range, cooldown, and action state before applying damage.
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Contributors
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