Files
SurvivorCore/README.md
T
Samuel LisonandClaude Opus 4.8 9caa888369 feat: quests + achievements — the goals & progression release (#10)
Quests (#10): a Quests registry + server runtime — objectives (gather/craft/
kill/use × count, blank target = any) and rewards, autoStart + requires chains
(completing a prerequisite auto-starts dependents), optional turn-in at a
tagged QuestGiver (component + prompt). Rewards are never lost: a full
inventory parks the quest as ready and the grant retries on inventory change.
Quests menu tab (L) with per-objective progress bars; QuestLog JSON attribute
replicates state; quest:started/progress/completed/blocked via Hooks + bus.

Achievements: an always-on runtime for the existing registry, ported
architecturally from TCE. A shared Progression layer translates bus events
into auto-derived counters (gathers_reed, crafts_total, kills_husk, …) so a
def is just { key, name, counter, threshold } — flat in code and no-code.
Unlock-once + toast + Achievements tab (J) with progress bars.

Toasts: themed top-right notification queue (Notify remote + Toasts.show).

No-code: admin plugin gains Quests (single-objective + "+ Quest giver" drop)
and Achievements (counter/threshold) editors; the engine loads both from
SurvivorCoreContent. Demo: a 3-quest chain + 4 achievements + a giver post.

Fixed: registerPanel now ADOPTS a template-scaffolded tab (hides the
placeholder, builds into the authored frame) instead of silently no-opping —
this replaces the Quests/Achievements "coming soon" placeholders.

EventBridge parity: gather:*, craft:* and item:use now also cross the bus.
Changed: rojo 7.6.1 → 7.7.0 (rokit pin; CI follows; gate verified).

Docs: quests.md + achievements.md (new), content-authoring/admin-plugin/
extending/README updated, CHANGELOG Unreleased, site feature card.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 15:26:19 +10:00

5.8 KiB

SurvivorCore

SurvivorCore

A batteries-included, creator-extensible survival game engine for Roblox.

Release CI License: MIT

🌐 Website · 📖 Docs · 📹 Demo · ⬇ Releases

Status: v0.5.0 — pre-release. The core survival loop is in and working; the engine is being grown toward v1.0 and APIs may still shift. Production-tested in The Counter Earth.

What it is

SurvivorCore gives you the mechanics of a survival game — without dictating your content. You bring the items, world and art; the engine wires up the behavior, the UI, and the no-code authoring tools. If you know Roblox Studio, you can build a survival game.

  • Survival stats & HUD — health, energy, hunger, thirst, fatigue, blood, poison; ticking, draining, and biting back, on a clean restyleable HUD.
  • Inventory, hotbar & crafting — slots + carry-weight, a 9-slot hotbar, equipment, and hand crafting in a tabbed, drag-and-drop menu — server-authoritative.
  • Gathering — tag any mesh Gatherable: hold-E or tool-swing, per-hit yields, and reaction hooks (a reed sways; a tree fells and leaves a stump).
  • Combat — melee & bow — click to swing, or aim a bow and loose arrows that arc under real weight. One server-validated combat:hit / combat:kill schema.
  • Mobs & AI — a shared FSM substrate: hostile mobs chase & attack, passive animals flee. Behavior is data — a mob's faction picks the profile.
  • Quests & achievements — event-driven goals: quest chains with objectives, rewards and quest-giver NPCs, plus milestone achievements with toasts — both tracked automatically from what players already do (gather, craft, fight).
  • No-code admin plugin — create items, weapons, ammo and mobs from a Studio form (damage, range, arrow curve, weight, aggro, leash) and drop them into the world. No scripting.

Everything is content-free by design, server-authoritative, and restyleable — the UI is real Instances driven by attributes, and every default is overridable.

Quickstart

local SurvivorCore = require(ReplicatedStorage.SurvivorCore)

-- register content from code (or author it no-code in the admin plugin)
SurvivorCore.Items.register({ id = "berry", name = "Wild Berries", stack = 20 })
SurvivorCore.Mobs.register({ id = "husk", faction = "hostile", health = 60 })

SurvivorCore.start()  -- boots stats, inventory, gathering, crafting, combat, mobs…

The built-in HUD loader calls SurvivorCore.startClient() for you.

Install — drop SurvivorCore.rbxm from a Release into ReplicatedStorage, or add it via Wally:

# wally.toml
[dependencies]
SurvivorCore = "temujincalidius/survivorcore@0.5.0"

Working from source? Clone and rojo serve the demo.project.json place.

Creator-owned, no code

Build any mesh, tag it with a component, set attributes — no engine-side definition needed:

Tag Set It becomes
Gatherable Resource = "oak_tree" a harvestable node (item/HP/tool/yield from the def)
Mob MobType = "husk" a creature that runs the AI FSM

For game-specific flourish (a tree that physically fells, a custom death effect), hook the engine lifecycle instead of forking it:

SurvivorCore.Gather.onReaction("oak_tree", "depleted", function(ctx) fellTrunk(ctx.instance) end)
SurvivorCore.Hooks.on("combat:kill", function(ctx) awardXp(ctx.attacker) end)

The admin plugin turns all of this into Studio forms — see docs/admin-plugin.md and docs/content-authoring.md.

Docs

Architecture · Survival stats + HUD · Inventory · Harvesting · Crafting · Combat · Mobs & AI · Quests · Achievements · No-code content · Admin plugin · Design language · Extending

Project layout

src/
  init.luau          -- SurvivorCore root: .start() / .startClient() + the public API
  foundation/        -- Config, Assets, EventBridge, Hooks, Reactions, Registry
  registries/        -- Items, Recipes, Resources, Stats, Mobs, …
  components/         -- creator-facing tag/attribute components (Gatherable, Mob)
  systems/           -- Inventory, Harvesting, Crafting, Combat, Mobs, SurvivalStats…
  client/            -- HUD + UI binders, combat/harvest input
plugin/              -- the Studio admin plugin (separate Rojo tree)
demo/                -- a runnable demo place that consumes the engine
site/                -- the landing page (deployed to GitHub Pages)
docs/                -- documentation

Sponsor

SurvivorCore is free and open source. If it's useful — or you just want to help the engine grow — support development via GitHub Sponsors. 💛

License

MIT © 2026 Samuel Lison