- Blood reaching 0 now kills INSTANTLY (humanoid.Health = 0), not a per-second
drain. Removed the BledOut drain rate from the Consequences config.
- Add the HUD/stats/plugin demo video to the survival-stats + admin-plugin docs.
Gate green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Tuning + fixes from playtest feedback:
- Poison drains health ONLY at 100% (was scaled from any level) — no more health
ticking down from leftover/partial poison.
- Hide Roblox's built-in top-right health GUI (CoreGuiType.Health); the engine ships
its own Health bar. (Retries a few frames since CoreGui can refuse it at session start.)
- Realistic default drift (all in config): Hunger/Thirst ~8h to max, Fatigue ~24h.
Starving/dehydrated each take ~8h to kill (stack → ~4h when both). Default bleed/poison
SOURCE rates ~1h (Consequences.Affliction) for real gameplay.
- Poison-at-max health drain 1.0/s and bled-out 3.0/s kept as sensible defaults (tunable).
Demo test station uses EXAGGERATED bleed/poison rates (visible in seconds) and gains
STARVE/DEHYDRATE cubes (jump the need to max) so the slow real-world consequences are
testable without waiting hours.
Gate green (stylua/selene/luau-lsp/build).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Make the survival stats matter, end to end (server-authoritative, tunable via the
new "Consequences" Config section):
- Starving (Hunger maxed) and dehydrated (Thirst maxed) drain health.
- Poison drains health scaled by its level (full rate at 100%).
- Blood at 0 → bleed out → death (fast health drain).
- Drains STACK and reduce the character's real Humanoid health, so death + Roblox
respawn happen for free.
- Energy stops regenerating while starving, dehydrated, or fully fatigued — overriding
the post-sprint regen, so a depleted player stays depleted until they fix the cause.
Supporting engine work:
- SurvivalConsequences system: the drain tick + keeps the "Health" stat attribute in
lockstep with the Humanoid (HUD Health bar now reflects real damage) + resets all
stats and clears modifiers on every (re)spawn — a fresh body, no death-loop.
- SurvivalStats: getDefinition() (read a stat's max) + resetPlayer().
- Movement: energy-regen gate reads Hunger/Thirst/Fatigue.
- Demo test station drops its hand-rolled health mirror (the engine does it now).
Verified: gate green (stylua/selene/luau-lsp/build); drain math checked (stacked = 6.5/s,
poison scales, regen gates). Tuning + behaviour ported from TheCounterEarth's StatsConfig.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Sprinting did nothing because Energy shipped display-only. This ports TCE's
proven movement system into the engine, server-authoritative:
- Hold Shift → sprint: drains Energy while moving, raises WalkSpeed to SprintSpeed,
forces ExhaustedSpeed at 0 energy; Energy regenerates after an idle delay.
- Jumps cost energy and are gated below MinToJump (JumpPower → 0), with the same
0.15s multi-signal throttle TCE uses.
- Energy is written through the stat-effects layer (Stats.adjust), so it stays a
replicated Player Attribute the HUD already shows — no extra remotes for state.
Adds the engine's FIRST RemoteEvent plumbing (shared/Remotes.luau → SprintIntent,
created server-side, awaited client-side) and a tunable "Movement" Config section
(shared/MovementConfig.luau) carrying TCE's exact numbers + the free vignette/
breathing/heartbeat asset IDs.
Client (MovementFeedback, booted by startClient): Shift input → SprintIntent, plus
the low-stat feedback — a screen vignette + breathing loop that intensify as Energy
drops and a heartbeat loop below 40% health, all smoothed per frame.
New files: src/shared/{Remotes,MovementConfig}.luau, src/systems/Movement.luau,
src/client/MovementFeedback.luau. Wired into start()/startClient().
Gate green (stylua/selene/luau-lsp/build x3). Needs an in-Play test after a Studio
restart (Play-Solo stale-bytecode cache). Thirst/fatigue/campfire regen gating is a
follow-on with the full consequence-system port (StatsConfig is the blueprint).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The base ratePerSecond is a constant drift per stat — fine for hunger creeping
up, but it can't express event-driven, per-player behaviour: poison ticking
until cured, bleeding until clotted, sprint draining energy until you stop.
(That's why Poison/Blood ship at rate 0 and Energy is display-only.)
Adds a server-side modifier layer on top of the baseline, surfaced on
SurvivorCore.Stats once start() has run:
- adjust(player, name, delta) one-time signed delta, clamped to 0..max
- addModifier(player, name, spec) named rate modifier {ratePerSecond, source, duration?}
- removeModifier(player, name, src) remove by source key
- getValue(player, name) read current value
The tick now applies base + Σ(active modifiers) per player; timed modifiers
expire on their own; a leaver's modifiers are dropped (no leak). Same-source
re-add replaces (no implicit stacking). Server-only / authoritative.
Verified: gate green (stylua/selene/luau-lsp/build); algorithm exercised in
Studio (adjust→clamp, poison modifier ticks up, cure stops it, timed expiry,
negative bleed). Foundation for sprint/jump energy + poison/bleed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Owner relaxed the asset side of the content-free rule — assets in this repo are
free to use — so the engine now ships its generated HUD icons as defaults instead
of leaving blank slots. Two wins: the HUD is iconed out of the box, and the icons
render in Studio's EDIT view (no Play needed), so you can author/tune the HUD and
see the real thing — or edit it straight from the Explorer.
- StatDefs.luau: each of the 7 stats carries an `icon` default. Putting it here
(not as a per-bar HUD attribute) keeps the admin-panel/config override working —
a per-bar attribute would shadow it. resolveIcon: per-bar attr > config/def.icon
(now the shipped id) > Assets > "".
- assets/hud/SurvivalHud.model.json: bake each bar's child `Icon` ImageLabel
(Image + Visible=true) so it shows in edit mode; the Credits counter (no StatDefs
entry) also gets a per-bar `Icon` attribute to drive its runtime resolution.
- Retire demo/client/HudIcons.client.luau (+ its demo.project.json mount): the
runtime icon-assigning script is now redundant.
- Relax the docs/PR-template "content-free" wording to "design-free": free default
ART may ship (overridable per stat); game-specific DESIGN (items/recipes/lore)
still never ships. Updated design-language, survival-stats, CONTRIBUTING.
- CHANGELOG: record default icons + add the missing admin-plugin entry; note CI
now builds all three Rojo targets.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A Studio dock widget that lets the experience owner tune the survival stats
through a validated form instead of hand-editing Attributes on the
SurvivalStatsConfig instance — the first slice of the Builder/Admin plugin (#11).
The point is compatibility: edits are LOCKED against engine updates. StatAdmin
(the pure, headlessly-testable logic layer) writes deltas only — it sets an
attribute solely when the owner changes a field from the live engine default,
and removes it on reset / edit-back-to-default. So unset fields keep following
the (improvable) engine defaults across a SurvivorCore release, while explicit
overrides live on the owner's instance, which the engine only ever seeds and
never overwrites. Nothing tuned is lost; nothing left alone is frozen.
Hard guardrail: the plugin can read/write only the seven owner-tunable fields
(STUDIO_ATTR_MAP). A write() assert makes it impossible to ever set the
engine-owned semantics Invert / DangerHigh — re-freezing the affliction
fill-direction bug is structurally unreachable. Runtime-verified in Studio:
every write path exercised (including rejected Invert/DangerHigh attempts) left
zero banned attributes on the instance.
- plugin/StatAdmin.luau — logic: roster, effective values, deltas-only writes
- plugin/StatAdminUi.luau — the dock-widget form (per-field reset, override dots)
- plugin/init.server.luau — toolbar/widget wiring + ChangeHistory undo steps
- plugin.project.json — separate Rojo tree; build with --plugin to install
- CI: stylua + a plugin-sourcemap luau-lsp pass + a plugin build
- docs/admin-plugin.md + cross-links; fix stale Invert row in the no-code table
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add docs/survival-stats.md (the stat model, no-code SurvivalStatsConfig tuning, the
SurvivorStatBar/Stat contract, the Rojo one-way-sync caveat) and cross-link it.
CHANGELOG Unreleased entry. CI + CONTRIBUTING now run stylua/luau-lsp over assets/
so the HUD loader is checked.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>