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Adjustable Player Attributes (Unity) | Progression System | Episode 02
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Metroidvania Tutorial Series - Adjustable Player Attributes (Unity) | Progression System | Episode 02

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46 learners

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This course includes

  • 10 hours of video
  • Certificate of completion
  • Access on mobile and TV

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In this episode, we finally bring the progression system to life by building the Attribute system that sits at the heart of your player stats. These Attributes are the values your players will directly control—power, vitality, agility, focus, and more—and the choices they make here will shape every stat calculation moving forward. But instead of locking ourselves into a single design, we build TWO different approaches: • A full character creation style system where players can freely experiment with points • A locked-in progression system where confirmed choices can’t be undone We’ll also create preview stats, allowing players to test different builds before committing—complete with confirm and cancel functionality so the UI feels responsive and player-friendly. In this video, you’ll learn how to: - Create editable Attribute values with point allocation - Prevent players from dropping values below zero - Build a preview system using cloned data - Separate confirmed stats from temporary preview stats - Create flexible logic that supports multiple progression styles - Design systems that are easy to expand later By the end, you’ll have a clean, scalable Attribute system ready to drive the real stat calculations in the next episode. This is where your progression system starts becoming interactive. ASSETS USED IN THIS VIDEO: Fantasy Minimal Pixel Art GUI https://etahoshi.itch.io/minimal-fantasy-gui-by-eta

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