Kinbound
Kinbound Wiki
Welcome to the Kinbound project documentation! This wiki serves as the comprehensive guide for understanding, developing, and maintaining the third-person multiplayer roguelike built with Unreal Engine 5.
📋 Project Overview
Kinbound is a third-person multiplayer roguelike developed by NoobsGaming using Unreal Engine 5.x. The project follows a hybrid C++/Blueprint architecture with server-authoritative multiplayer and data-driven design principles.
Key Information
- Genre: Third-Person Multiplayer Roguelike
- Engine: Unreal Engine 5.x
- Language: C++ with Blueprint integration
- Company: NoobsGaming
🧭 Design
- Station Run Design - Setting, core loop, pacing, and objectives for the station runs
🏗️ Architecture
Core Patterns
- C++/Blueprint Hybrid Workflow - Framework in C++, content in Blueprints
- Server-Authoritative Multiplayer - All critical logic on server
- Data-Driven Design - Configuration via Data Assets and Gameplay Tags
- Component-Based Architecture - Modular functionality via components
- Event-Driven Communication - Decoupled systems via delegates
Technical Guides
- Project Structure - Organization and naming conventions
- Class Hierarchies - Inheritance and composition patterns
- Blueprint Integration - C++ to Blueprint best practices
🎮 Gameplay Systems
Pre-Game Systems
- Lobby System - Multiplayer pre-game coordination and ready-up
Character Systems
- Character Controller - Player movement and input handling
- Combat System - Attack mechanics and damage application
- Health & Damage - Health management and death sequences
- Interaction System - Object interaction and UI prompts
Progression Systems
- Perk System - Temporary abilities and stat modifications
- Stat Management - Gameplay Tags-based attribute system
- Inventory System - Weapon and item management
AI & Spawning
- Enemy AI - Behavior Trees and AI controllers
- Wave Spawning - GameState-driven wave management
- Game Mode - Level progression and game state management
Level Systems
- Safe Room System - Protected areas with dynamic doors
- Teleporter System - Fast-travel between station areas
🌐 Networking
Core Concepts
- Replication Patterns - Property and function replication
- Authority Checks - Server-side validation
- RPC Usage - Client-Server communication
- Network Debugging - Tools and techniques
System-Specific Networking
- Character Networking - Movement and action replication
- Combat Networking - Attack validation and effects
- Inventory Networking - Item synchronization
- UI Networking - Client-side UI updates
🛠️ Development
Getting Started
- Project Setup - Environment configuration
- Build Configuration - Compilation and debugging
- Coding Standards - Style and convention guidelines
Implementation Guides
- Adding New Features - Step-by-step feature development
- Creating Data Assets - Defining game content
- Blueprint Creation - C++ class Blueprint children
- Testing & Debugging - Quality assurance practices
Troubleshooting
- Common Issues - Frequent problems and solutions
- Performance Guidelines - Optimization best practices
- Version Control - Git workflow and practices
📚 Reference
API Documentation
- Core Classes - Key C++ class reference
- Component Reference - Available component systems
- Interface Reference - C++ interface documentation
- Data Asset Reference - Available data asset types
Quick References
- Input Actions - Available input mappings
- Gameplay Tags - Tag hierarchy and usage
- Animation Reference - Montages and animation blueprints
- Asset Conventions - Naming and organization
🏛️ Current Implementation Status
✅ Implemented Systems
- Lobby System - Multiplayer pre-game lobby with ready-up
- Core Character System - Movement, health, input handling
- Combat System - Melee attacks, damage application, server validation
- Interaction System - Object interaction with UI prompts
- Perk System - Temporary abilities with data-driven configuration
- Enemy AI - Behavior trees, pathfinding, attack logic
- Wave Spawning - GameState-driven wave orchestration
- Game Mode - Level management and global event coordination
- Game State - Centralized wave management and enemy tracking
- Stat Management - Gameplay Tags-based attribute system
- Weapon System - Data-driven weapon configuration with randomized stats
- Inventory System - Weapon management and swapping
- Health Component - Centralized damage handling and death logic
- Safe Room System - Protected areas with wave-responsive doors
- Teleporter System - Fast-travel between station areas
🚧 In Development
- Ranged Combat - Projectile-based weapons with ammo management
- Enhanced UI - Comprehensive gameplay feedback systems
📋 Planned Features
- Enhanced Weapons - More weapon types and attack patterns
- Advanced AI - Boss enemies and advanced behaviors
- Persistent Progression - Shop system for permanent upgrades
- Loot Systems - Equipment drops and rarity systems
- Environmental Systems - Interactive level elements and hazards
🤝 Contributing
This wiki is a living document that should be updated as the project evolves. When adding new systems or modifying existing ones:
- Update relevant documentation - Keep guides current with implementation
- Add new pages - Document new systems thoroughly
- Cross-reference - Link related concepts and systems
- Follow conventions - Maintain consistent formatting and style
Persona Guidelines
All documentation follows the Senior Unreal Engine Programmer persona:
- Direct and technical - Focus on implementation details
- Architecturally focused - Emphasize design patterns and best practices
- Multiplayer-aware - Always consider networking implications
- Performance-conscious - Note optimization considerations
📞 Getting Help
- Code Issues: Check Common Issues and Troubleshooting
- Architecture Questions: Review Core Patterns documentation
- Implementation Help: Follow Development Guides for step-by-step instructions
- Networking Problems: Consult Networking documentation for multiplayer issues
Last Updated: November 18, 2025
Kinbound Wiki v1.2 - NoobsGaming