Master Combat Core – Visual Node Graph Framework
Soft Kitty Studio
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Allows you to create flexible, high-performance combat systems using a visual, node-based workflow. It enables rapid iteration, clean architecture, and fully customizable combat logic.Installation Guide- Perfectly compatible with Master Inventory Engine Pro -| Online Documentation | Full Roguelike Demo Download |Master Combat Core – Visual Node Graph FrameworkMaster Combat Core is a powerful, data-driven combat framework designed to help developers build complex, scalable combat systems using an intuitive visual node graph.Instead of hard-coding combat logic, you design it visually: connect conditions, triggers, math, and actions to create flexible combat behaviors that are easy to understand, debug, and extend.The system is built with performance and architecture in mind, making it suitable for both small indie projects and large, complex games.Whether you are a beginner looking to build an advanced combat system quickly, or an experienced developer aiming to speed up iteration and maintain clean code, Master Combat Core is designed to fit naturally into your workflow. - Perfectly compatible with Master Inventory Engine Pro -Designed with a Data-Driven MindsetAt the core of the framework is a strict separation between data and behavior:Combat logic lives in Graph Objects (ScriptableObjects)Runtime execution uses lightweight Graph InstancesEntities and attributes exist independently from scene objectsNo per-frame ticking or hidden update loopsThis means combat can be simulated, tested, and executed without relying on scene presence, while still integrating cleanly with GameObjects for presentation, animation, and effects.Visual Node Graph Combat LogicThe visual graph editor allows you to build combat logic using:Condition Nodes (attribute checks, comparisons, raycasts, tags, etc.)Trigger Nodes (group conditions, caching, reset logic)Action Nodes (damage, effects, animations, stat changes, messages)Math & Variable Nodes (calculations, dynamic runtime values)Branch Nodes (logic flow control)Entity Nodes (Player, Dealer, Target, Instance entities)Graphs are fast to iterate, easy to debug with visual debugging tool, and fully reusable across characters, enemies, and effects.Flexible Entity & Attribute SystemCombat data is driven by a robust entity system:Centralized Entity ManagerUpgrade scalingAttribute system with:Base valuesTime-based temporary modifiersTimestamp-based evaluation (no ticking)Attributes are evaluated only when accessed, making the system extremely efficient and safe to scale.Graph-Driven Damage & EffectsDamage, buffs, and debuffs are all graph-based:Combat Damage Component for physics-based damage executionOver-Time Effect (DoT & Buff) GraphsStackable effects, duration control, and expiration logicNo hard-coded effect behaviorDesigners can create complex effects such as poison, freeze, lifesteal, critical hits, reflection, and invincibility entirely through graphs.High Performance by DesignMaster Combat Core is built for runtime efficiency:Resolve-once, execute-many architectureDirect node references at runtimeCached graph evaluation resultsNo per-frame updatesNo string-based lookups during gameplayEven complex damage graphs execute efficiently and scale well with large numbers of entities.Extensible & Developer-FriendlyThe framework is designed to be extended:Developers can create custom node typesBuilt-in tools generate base class and interface codeCustom logic plugs directly into the graph editorClean APIs for runtime controlAdvanced users can extend core behavior via custom root nodes and GraphInstance subclasses.Included Full Roguelike DemoThe package includes a fully playable roguelike combat demo showcasing:AI-driven enemies with scalable difficultyAttribute-based leveling and progressionLoot, buffs, debuffs, and weapon enchantmentsGraph-driven combat logic in real gameplay scenariosThis demo serves as both a learning resource and a real-world example of how the system scales.Documentation & CommunityComprehensive online documentationStep-by-step guides and examplesA dedicated community forum (link provided separately)Designed to be easy to learn and powerful to masterWho Is This For?Developers who want a visual combat systemTeams aiming for fast iteration and clean architectureDesigners who prefer working without writing gameplay codeAdvanced developers who need performance and extensibilityMaster Combat Core – Visual Node Graph Framework gives you the freedom to design advanced combat systems visually, without sacrificing performance, structure, or control.High-Performance Runtime ArchitectureResolve-once, execute-many graph execution modelDirect node references at runtime (no UID or string lookups)Cached node results within a single graph executionNo reflection or dynamic dispatch during gameplayPassive, Query-Based SystemsNo per-frame updatesNo ticking logic for attributes or effectsTime-based behavior calculated using timestampsValues are evaluated only when accessedData-Oriented DesignScriptableObject-based data definitionsRuntime data is copied into memory for safetyEditor data remains untouched unless explicitly modifiedSupports save/load workflows cleanlyClean Separation of Data & BehaviorCombat logic defined in Graph ObjectsRuntime execution handled by Graph InstancesEntities exist independently from scene objectsGameObjects act as presentation and interaction layersFully Extensible Node SystemCustom node types via C# inheritanceAuto-generated base class and interface templatesCustom nodes appear automatically in the graph editorExtend behavior without modifying core framework codeEfficient Attribute SystemInteger-based attribute IDs at runtimeTimestamp-based temporary modifiersSupport for Add / Multiply / Override operationsUpgrade system for difficulty scaling and progressionRobust Damage & Effect PipelineGraph-driven damage executionPhysics-based target detectionStackable Over-Time Effects (DoT & Buff)Configurable hit filtering and cooldownsEditor & Debug FriendlyVisual graph debuggingClear node execution flowInspector summaries for graph behaviorBuilt-in tools for rapid iterationScales with Project SizeSuitable for small indie projectsDesigned to scale to complex combat systemsSafe for large numbers of entities and effectsThe BGM and Buff/DoT icon textures in the demo project are AI-generated.




