Combat & Progression Systems
Backend Developer • Advanced Game Mechanics for BattleGroundsWWII
System Overview
Developed sophisticated backend systems for BattleGroundsWWII focusing on combat mechanics, damage tracking, and player progression. These systems form the core gameplay foundation, handling complex interactions between players, weapons, and persistent data storage while maintaining performance in multiplayer environments.
Damage Calculation
Real-time Combat Math
Real-time Combat Math
Kill Attribution
Player Statistics
Player Statistics
Weapon Management
Loadout Systems
Loadout Systems
XP Progression
Level Advancement
Level Advancement
Core System Components
- Complex damage tracking with distance and weapon-type calculations
- Kill attribution system with timestamp and positional data
- Multi-weapon loadout management (primary, secondary, tertiary)
- Real-time XP progression with level advancement mechanics
- DataStore integration for persistent player statistics
- Death handling and respawn state management
Technical Implementation
The combat systems required precise timing, accurate damage calculations, and reliable data persistence to ensure fair gameplay experiences.
Advanced Damage Tracking
local function calculateDistance(pos1, pos2)
return math.floor((pos1 - pos2).Magnitude)
end
local function onPlayerDamaged(victim, attacker, weaponName)
if victim and attacker and victim ~= attacker then
local attackerPosition = attacker.Character and attacker.Character:FindFirstChild("HumanoidRootPart")
local victimPosition = victim.Character and victim.Character:FindFirstChild("HumanoidRootPart")
lastDamageDealer[victim.UserId] = {
killer = attacker,
weapon = weaponName or "Unknown Weapon",
timestamp = os.clock(),
attackerPos = attackerPosition and attackerPosition.Position,
victimPos = victimPosition and victimPosition.Position
}
end
end
Weapon Loadout Management
local function equipWeapon(player, weaponType, weaponName)
local gun
if weaponType == "Primary" then
if Type == "Axis" then
gun = replicatedStorage.AxisPrimary:FindFirstChild(weaponName):Clone()
else
gun = replicatedStorage.AlliesPrimary:FindFirstChild(weaponName):Clone()
end
gun.Parent = player.Backpack
end
end
XP and Level System
local function onXPChanged(player, xpVal, lvl)
local stats = player:WaitForChild("leaderstats")
local xpValue = stats:WaitForChild("XP")
local levelValue = stats:WaitForChild("Level")
local ok, saved = pcall(function()
return store:GetAsync(player.UserId)
end)
if ok then
levelValue.Value = math.clamp(saved, 1, LevelService.MaxLevel)
end
-- Save on disconnect
Players.PlayerRemoving:Connect(function(player)
pcall(function()
store:SetAsync(player.UserId, levelValue.Value)
end)
end)
end