Devlog: From Prototype to Vision – New Systems, New Name, New Direction

Since our last major devlog, where we introduced the inventory system, a lot has happened. This entry summarizes everything we’ve built since then — not only technically, but also in terms of the game’s overall direction. Because not only did we write a lot of code — we also finally found our game’s real name.

From “Cockfight” to Zoofight

What started out as “Cockfite” – a working title used in early prototypes – has now grown into a clear and polished vision: “Zoofite”.
The new name better reflects the game’s chaotic, animal-themed nature, and is much more suitable for global audiences.
The “zoo” in Zoofite stands for the wide variety of fun, wacky animal skins players will be able to unlock — and throw into the arena.

New Weapon System: Items as Weapons

One of the biggest new systems is the modular weapon system, where items — like eggs — act as throwable weapons.
Each weapon is implemented as a Weapon object, and we’ve introduced a ThrowableWeapon class with kinematic behavior, fully synchronized over the network with Fusion.

Key features:

  • Throw arc: Parabolic trajectories based on joystick input
  • Also includes a fully kinematic trajectory system, calculating motion based on initial velocity, direction, and gravity — with no physics forces applied
  • Lag-compensated hit checks using LagCompensation.SphereCast or OverlapSphere
  • Item-specific usage logic — some are thrown, others dropped
  • No Coroutines — everything runs in FixedUpdateNetwork for tight prediction sync

Hit & Knockback System

We developed a modular and extendable hit detection & knockback system:

  • A central HitUtility handles all hit processing
  • HitData struct carries instigator, target, position, effect, etc.
  • Knockback is applied via NetworkCharacterController.Velocity, making it:
    • physically correct
    • client-predicted
    • visually consistent through prediction and server correction

This setup is future-proof and supports additional effects like stuns, slows, or custom reactions.

XP Progression & Leveling

We built a full XP system with a carefully tuned progression curve:

  • Driven by a central PlayerProgressionCurve ScriptableObject
  • Nonlinear level scaling:
    • Levels 1–10: very fast
    • Levels 11–50: moderate
    • Levels 51–100: steep climb (Level 100 = 8 million XP)
  • XP is stored server-side via PlayFab
  • Season-based tracking is enabled through a SeasonCode namespace

The system lays the foundation for battle pass milestones and long-term player motivation.

Shop Infrastructure (In Progress)

While we haven’t built the full in-game shop yet, the entire backend infrastructure is in place:

  • PlayFab CatalogItems are used to represent skins, hats, and other items
  • Items can be purchased via virtual currency or real money (IAP with receipt validation)
  • Ownership is securely verified server-side via UserInventory
  • Rewards from battle pass or quests reuse the same item infrastructure

The actual shop UI and functionality will be built in a future sprint.

First Skins Modeled in Blender

Alongside backend work, we’ve started producing actual game content. Our first three skins are already modeled in Blender and will be available at launch:

  • A turtle – small, chunky, and armored
  • A giraffe – tall, elegant, and unmistakably long-necked
  • A penguin – stylish, waddly, and clearly slide-optimized

All skins are purely cosmetic and do not impact gameplay. Models are mobile-optimized with clean topology and Unity-ready rigs.

Networking & Lobby System

We’ve also laid down the networking and multiplayer foundation:
Zoofite now features a working Unity Lobby integration.

  • Players can invite friends and form parties
  • Custom ID login via Azure Functions enables secure lobby sessions
  • The system is ready for:
    • Future PlayFab Friends integration
    • Persistent party structures
    • Flexible matchmaking scenarios

Final Thoughts

The past weeks have brought a massive leap forward for Zoofite.
What started as a prototype inventory system is now a fully connected ecosystem — combining weapons, networking, progression, visual content, and a clean startup pipeline.

We’re building a game with a clear identity, technical strength, and room to grow.

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