Samuel LisonandClaude Opus 4.8 c118ced576 feat(plugin): add reversible edit-mode HUD preview (icons + sample fills)
Studio doesn't run the HUD client binder in Edit view, so an authored SurvivalHud
shows its static template there — full bars, blank readouts, and only the shipped
default icons (an icon override isn't visible until Play). The admin plugin now has
a footer with **Preview HUD** / **Clear** that paints, in Edit, what the running
game would render, so owners tune-and-see without pressing Play.

- plugin/HudPreview.luau (new): mirrors the engine binder's resolution — per-bar
  `Icon` attribute › the stat's effective icon (config/admin override else shipped
  default) for icons; FillAxis-aware sample fill; per-stat ValueFormat for the
  readout; a sample counter value. Every property is snapshotted once before the
  first write and clear() restores them exactly (so it's fully reversible);
  apply() takes an optional hud root for testability. Skips the Assets registry
  tier (runtime-only, empty in Edit) and never guesses engine-owned invert/dangerHigh.
- StatAdminUi: a footer bar with Preview / Clear buttons + a status readout.
- init.server: wires both through ChangeHistory (each is one undo step).
- Verified in Studio: synthetic-HUD logic test (icon resolution, sample fill/value,
  exact restore) + a live visual pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 19:26:54 +10:00

SurvivorCore

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

⚠️ Status: early scaffold (v0.1.0). The foundation layer and architecture are in place; survival systems are being extracted from a production game (The Counter Earth) into this engine. APIs will change. Not yet production-ready.

What it is

SurvivorCore gives you the mechanics of a survival game — stats (energy/hunger/thirst…), inventory, crafting, cooking, harvesting, hostile mobs & combat, achievements, a codex, and player persistence — without dictating your content. You bring your own items, world, and art; the engine wires up the behavior.

See it live

SurvivorCore powers The Counter Earth — a full survival game built on this engine, and its live showcase. The Counter Earth is in closed Alpha (not yet open to beta testers), but SurvivorCore contributors and engine devs may get early access — a good reason to get involved. 👀

Two ways to extend it

1. Programmatic — register content from code:

local SurvivorCore = require(ReplicatedStorage.SurvivorCore)

SurvivorCore.Items.register({ id = "reed", name = "Reed", stack = 20 })
SurvivorCore.Recipes.register({
    id = "reed_basket", station = "hand",
    ingredients = { { item = "reed", count = 5 } },
    output = { item = "reed_basket", count = 1 },
})

SurvivorCore.start()

2. Creator-owned — attach behavior to your own objects:

Build any mesh, tag it Gatherable, and set attributes — no engine-side definition needed:

Attribute Meaning
ItemId what it yields
Yield amount per full harvest
HP hits to deplete

The same pattern extends to craftables, huntables, farmables, and more. For advanced, game-specific behavior (e.g. trees that physically fall and cut into pieces), hook into engine lifecycle events instead of forking the engine:

SurvivorCore.Hooks.on("gather:depleted", function(ctx)
    -- your custom drop / VFX / physics here
end)

Getting started

  • Developers — consume via Rojo (clone + rojo serve) or, once published, as a Wally package.
  • Drop-in — grab SurvivorCore.rbxm from a Release (auto-built from source via rojo build), drop it into ReplicatedStorage, and add a short bootstrap script that requires it and calls .start().
  • Tuning, no code — owners can adjust the survival stats from a Studio form with the Survival Stats admin plugin. It's editor tooling, so it installs separately from the engine (built once into your Studio plugins folder).

Project layout

src/
  init.luau            -- SurvivorCore root: .start() + the public API
  foundation/          -- Config, Assets, EventBridge, Hooks, Registry (the core plumbing)
  registries/          -- Items, Recipes, Stats, Achievements, Codex, Appearance, Mobs
  components/          -- creator-facing tag/attribute components (e.g. Gatherable)
demo/                  -- a runnable demo place that consumes the engine
docs/architecture.md   -- how the layers fit together

Sponsor

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

License

MIT © 2026 Samuel Lison

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