Node-Based Combat Graph
The Goal
Hardcoding combo logic is a nightmare for iteration. I needed to create a system that allowed game designers to visually map out complex, stance-based attack sequences and adjust frame data purely through a drag-and-drop UI interface.
How It Works
I engineered a highly modular, node-based graph editor natively inside Unity.
- Visual Scripting: Allows designers to branch combo paths and define hitbox timing visually, cutting iteration time from hours to seconds.
- Logic Translation: The tool automatically serializes the visual node connections and translates them directly into the game's underlying Finite State Machine (FSM).
- Designer Autonomy: Completely decouples the combat logic from the core C# architecture, ensuring safe, bug-free data entry by non-programmers.