GameDev Update 06/09/2025 (Patreon)
Content
Bambi's Ascension: Carnista's Uprising — Core Engine Rebuild, Persistent Systems, and UI Architecture Update
Hello everyone,
This update marks one of the most pivotal and sweeping internal evolutions in the history of Bambi’s Ascension: Carnista’s Uprising.
As we continue to raise the quality and scope of the game, we recognized that foundational systems — from player control to scene management, UI architecture, and equipment systems — required a complete rebuild to align with the vision we’re bringing to life.
Today, we want to walk you through this deep, structural evolution in full detail.
The Shift: From Prototype to Professional Core Systems
When development began, we used temporary third-party frameworks such as Invector to build early prototypes. These tools accelerated early-stage creation but were not scalable for a full RPG, especially one with BACU's unique gameplay needs, fantasy structure, and hybrid lewd-adventure mechanics.
Over time, limitations became clear:
Lack of fine-tuned control over player movement, attacks, and stamina systems.
Difficulties integrating custom systems like NSFW runtime cutscenes, resist mechanics, or inventory weight.
Risk of future-breaking updates or compatibility issues tied to external assets.
Lack of a clean, centralized, modular system architecture.
Rather than patching around these barriers, we made the decision to remove all Invector dependencies and build a fully custom Core Engine — designed from the ground up for BACU’s needs.
Custom Player Controller and Input Manager: Total Freedom
We created a brand-new PlayerController system tied to a modular InputManager, using our custom GameInputAction mapping system.
Highlights:
Supports custom movement, jumping, double-jumping, wall-climbing, blocking, stuns, forfeits, resist sequences, and NSFW runtime behavior natively.
Clean event-driven input processing — no more hard-coded key traps or clumsy mappings.
Futureproofed for multiple control schemes (keyboard, mouse, gamepad).
Instead of being boxed into prefabricated templates, player action and reaction are now fully ours to command and refine.
Combat System Foundations Rebuilt from Scratch
The new Combat System is being constructed modularly around:
Weapon Hit Events: Fine-grained control of when, where, and how weapons register damage and effects.
Input Buffering: Allowing complex attack chains and skill combos, with adjustable stamina drain and cancel timing.
Stamina Management: Integrated stamina costs tied to action types (run, dodge, heavy strike, NSFW sequence resistance).
Everything, from basic attack to special ability execution, will flow cleanly through our own system, rather than fighting third-party behavior.
Persistent Manager Scene: Always-Loaded Backbone
Another major innovation is the introduction of a dedicated PersistentManager.unity scene.
What it does:
Always stays loaded in memory during gameplay, separate from all world/level scenes.
Hosts critical global managers:
GameState Manager (tracking NSFW Mode, cutscene states, gameplay phases)
UI Manager and Window Manager
Audio Manager
Save/Load Manager (future)
Ensures persistent systems aren't destroyed when loading new areas, allowing smooth, fast transitions without rebuilding state every time a scene changes.
How it fits:
All gameplay scenes (dungeons, towns, overworld zones) now load additively beneath PersistentManager — instead of replacing the active scene.
This professional design choice massively improves load times, system reliability, and opens the door for features like seamless loading, UI persistence, and mid-combat scene transitions.
Window Manager and Full UI Flow Overhaul
Parallel to the Persistent Manager, we’ve rebuilt how menus, UI panels, and windows are organized and managed.
Key Changes:
Window Manager controls opening/closing/replacing of windows dynamically.
UI assets are now structured cleanly into:
Screens: Full-screen overlays (Main Menu, Loading Screen, Character Select)
Windows: Subsections (Inventory Window, Equipment Window, Options Menu)
Unified naming conventions (e.g., EquipmentWindow, OptionsWindow, ParentWindow).
New UI Prefabs and Flow Implemented:
Ascension Realm Studio Logo Screen (planned)
Prologue Cutscene (planned placeholder)
Content Preference Screen (completed and prefabbed)
Main Menu (completed, updated prefab)
Character Select Menu (completed)
Loading Screen (completed)
In-Game UI Setup for Equipment/Inventory Windows (underway)
This system allows clean, modular UI updates without scene reloads, and ensures the entire player experience is professionally managed through one flow from title screen to gameplay.
Inventory, Equipment, and Loot Systems Reimagined
A major leap was also made toward the Equipment and Inventory systems:
Equipment SO (ScriptableObject) Framework:
All weapons, accessories, and gear items are now defined by modular scriptable templates, supporting:Attack Damage scaling (based on STR/DEX and weapon class)
Durability reduction on usage
Elemental Damage influence if infused with Chakra
Defense Modifiers for certain weapon classes
Loot Distribution Philosophy:
No open-world dropped objects cluttering the landscape.
All loot is acquired through:
Monster drops
Treasure chests
Merchant purchases
This approach preserves world immersion, thematic consistency, and keeps exploration rewarding and intentional.
Mouse-Over Item Info:
Mousing over items in inventory will display dynamic info panels, showing detailed item stats using the new structured data.
Supporting Calculations Built:
Attack Range Formulas
Weapon Speed Adjustments (based on DEX)
Durability Decay Formulas
Elemental Damage Formulas
Technical Coordination and Collaboration
Throughout this restructure:
We launched a new development branch: GameDev_Core_Engine.
Standardized directory structure:
/Assets/Scripts/Controllers (for player, input, animation managers)
/Assets/Scripts/CombatSystems (for combat mechanics, stamina, hit events)
All changes tracked carefully through coordinated JIRA tasks and global variable spreadsheets to avoid redundant work and future conflicts.
Why This Matters: The Future of BACU
This is more than an upgrade.
It’s a rebirth of the entire technical core of Bambi’s Ascension: Carnista’s Uprising.
With these systems:
Future characters, enemies, scenes, and mechanics can be added far more cleanly.
Cutscenes, lewd runtime sequences, and specialized interactions are possible without hacking around rigid structures.
Systems scale naturally — meaning expansions, updates, and even sequels can grow from this foundation.
Performance and quality standards rise dramatically, matching commercial RPG releases.
We are no longer adapting generic systems to fit our game —
We are building the world of Furthia on our terms, with systems tailored to its soul.