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
81 docs generatedUpdate this file at the end of each session. It is the first thing to read at the start of a new one.
ReferenceController LayoutsPreset gamepad layouts that a player picks per profile, with a full controller diagram that shows what every button does. Presets ship first. Per-action remapping comes later, on t
GameplayGrenade System — Design & Build PlanHalo-style throwable grenades. Throw on a button press; the grenade arcs, bounces, and detonates on a timed fuse dealing radial damage. No cooking (fuse starts on release — cooking
UI & OnlineSettings Menu — Build-Out Guide (Gameplay tab MVP)How to finish the Gameplay settings screen (the milestone "stopping point": a settings screen reachable from the pause menu, gamepad-navigable, that reads + persists player setting
GameplayRespawn SystemHalo-style player respawn built on top of the existing death ability (BPGASLDeath) and UE's RestartPlayer flow. Death triggers a server-side timeout that starts the respawn countdo
ReferenceGame TypesWhat a match is played as (Slayer, Team Slayer), how the host's choice gets from the lobby into the match, and how the match counts down, scores and ends. The design reasons are in
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