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Formula-Based Stats (Unity) | Progression System | Episode 03
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Metroidvania Tutorial Series - Formula-Based Stats (Unity) | Progression System | Episode 03

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What you'll learn

This course includes

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

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In this episode, we finally connect the Attribute system to the real gameplay Stats that players actually care about. Instead of hardcoding every stat individually, we build a dynamic Stat system where values are calculated from combinations of Attributes — allowing your progression system to stay flexible, scalable, and incredibly easy to expand. The biggest advantage? You can create, edit, and rebalance stats simply by changing formulas. Want Max Health to scale from Vitality? Want Crit Chance to use both Agility and Focus? Want Mana Regen to scale differently later? You can change it all without rewriting your entire system. We also build a live preview system that updates stats instantly while players allocate Attribute points, including separate visual indicators that clearly show: Which stats are increasing Which stats are decreasing Exactly how much each value changes This gives the progression menu a much more responsive and satisfying feel while keeping the underlying code clean and modular. In this video, you’ll learn how to: - Create dynamic stat formulas from Attributes - Build scalable stat calculation systems - Update stats live during point allocation - Compare confirmed stats against preview stats - Display stat increases and decreases visually - Create reusable formulas that are easy to customize - Design progression systems that are simple to rebalance later By the end, you’ll have a fully dynamic stat menu that reacts in real time to player choices and can easily grow alongside your game. This is where the progression system starts feeling truly alive. ASSETS USED IN THIS VIDEO: Fantasy Minimal Pixel Art GUI https://etahoshi.itch.io/minimal-fantasy-gui-by-eta

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