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Project Update: Replicated Inventory & Attribute Architecture

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Jan
07

I’ve been focusing on the technical backbone of my current project: a fully networked Attribute and Inventory system.

The goal for this milestone was to ensure perfect synchronization between the server and clients. While the current UI is a simplified list for debugging and rapid logic testing, the underlying framework is built to scale into a full grid-based system.

The Technical Highlights:

  • Server-Authoritative Inventory: I’ve implemented a robust system where the server maintains the “Source of Truth.” Whether a player is picking up, dropping, or moving items, the logic is validated on the server to prevent desync and exploits.
  • Attribute Replication: Core stats (Health, Stamina, Mana) are fully replicated. The video shows the UI responding instantly to server-side changes, utilizing RepNotify and RPCs for high-performance updates.
  • Modular Design: By building the logic as a list first, I’ve verified that the data handling is airtight. This makes the upcoming transition to a grid-based UI a matter of visual implementation rather than rebuilding the core logic.

Current Progress:

  • ✅ Real-time Stat Syncing
  • ✅ Networked Item Interactions
  • ✅ Scalable Backend for Grid Support

This setup ensures that as the project grows in visual complexity, the multiplayer foundation remains rock-solid.

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