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Player Progression System in Unity | Series Trailer
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Metroidvania Tutorial Series - Player Progression System in Unity | Series Trailer

5.0 (3)
46 learners

What you'll learn

This course includes

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

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We’re kicking off a brand new player progression mini-series—and it’s all about building a powerful stat system without the complexity. Modern games don’t need bloated RPG systems to feel deep. With just a few well-designed attributes, you can give players meaningful choices and create wildly different playstyles. Inspired by modern RPG design, including games like Expedition 33, this approach shows how a small set of stats can drive meaningful gameplay. In this series, you’ll learn how to build a clean, modular stat system in Unity that: - Lets players allocate points through a smooth progression UI - Updates stats instantly with real-time previews - Uses simple, centralized formulas (easy to tweak anytime) - Scales effortlessly as you add new attributes - Connects directly to gameplay with a lightweight, flexible architecture Whether you're building a Metroidvania, RPG, or action game, this system is designed to drop in easily and scale with you. 🔧 What You’ll See in This Series ✔ Attribute-based stat system (Power, Vitality, Focus, Agility) ✔ Real-time stat previews in UI ✔ Clean, editable formulas in one place ✔ Easy expansion (add new stats anytime) ✔ Combat scaling (damage, healing, crits, and more) ✔ Lightweight “stats bridge” connecting UI to gameplay 🚀 Perfect For: Unity developers (beginner → intermediate) Indie devs building progression systems Anyone tired of overcomplicated RPG stat setups 🔔 Follow the Series Make sure to subscribe so you don’t miss the full breakdown as we build this system step by step. 🕹️ About the Channel Night Run Studio is all about helping devs actually understand the code they are using. We build clean, scalable systems for indie games—with a focus on practical design you can actually use. And most of these ideas comes from my own indie project, Willard--you can check it out in the devlogs playlist!

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