
KainRogueProtocol EN
version 0.001 prototype of a roguelite gameplay system.KainRogueProtocol
KainRogueProtocol is the version 0.001 prototype of a roguelite gameplay system. Its goal is to add card selection, in-run progression (maybe possible future meta-progression if I ever learn how to make it), global corruption rules (if you have played B4B, this part will feel very familiar), and an extensible combat modifier mechanism into the expedition flow.
The current version is in the technical prototype stage. It is mainly used to verify the system framework, card loading, debug UI, event dispatching, and several real-time effects. This version is not a complete gameplay product. This is a starting point, and I hope to receive guidance and instruction.
Currently Implemented Content
1. JSON Card Database Loading
JSON card data can be loaded at runtime and registered into the internal card database.
Currently supported:
- JSON card file loading
- Card database initialization
- Card reloading in debug mode
- Writing selected cards into runtime state
This provides the basic structure for expanding a large number of roguelite cards later. (Probably)
2. RogueState Runtime State
The plugin includes a basic RogueState, used to record the cards that players have selected in the current run.
The current state system can be used to:
- Save selected cards
- Display the current state in the UI
- Output runtime information together with debug commands
- Serve as the foundation for future network synchronization and effect calculation
4. Debug Corruption Card Flow
The host can draw and apply corruption cards through debug hotkeys.
Currently supported:
- Host-side corruption card draw
- Apply PreGeneration skeleton logic
- Display currently active corruption cards
- Output corruption state to the log
This feature is mainly used to verify the core flow of the later "random global negative rules per run" system.
5. Simple Overlay UI
The current version includes a basic Overlay UI for displaying the debug and interaction content of the roguelite system.
Included:
- Reward selection panel
- Buff display bar (currently only supports the use of two cards)
- Debug state display
- Active corruption card panel
Please note that the UI is currently focused on functional verification. The visual presentation and interaction experience will continue to be refactored later.
Initial Card Effects Currently Integrated
The current version has implemented some runnable cards:
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"Name_zh": "Stable Formation",
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"Description": "For each additional player in the same scan circle, players inside the circle take 10% less damage" -
"Name_zh": "Defense Calibration",
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"Description": "Turrets placed inside a scan circle gain +20% lock-on speed and -30% ammo consumption" -
"Name_zh": "Chamber Prime",
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"Description": "The first bullet in a weapon magazine deals +200% damage" -
"Name_zh": "Bullet Tax",
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"Description": "Whenever a large enemy is killed, restore 5% weapon ammo to all players" -
"Name_zh": "Settlement Protocol",
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"Description": "When at least 3 enemies are killed with a single magazine, the next reload speed is increased by +75%, consumed after the reload is completed" -
"Name_zh": "Tracking Calibration",
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"Description": "Marked enemies take +10% damage" -
"Name_zh": "Soul-Siphoning Strike",
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"Description": "Each melee weakspot kill increases melee damage by 2%, lasting until the end of the current game." -
"Name_zh": "Field Medic",
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"Description": "Revive speed +1000%, ~~but the revived teammate's movement speed is reduced by 99% for 10 seconds.~~(For technical reasons, the second half is not implemented yet)" -
"Name_zh": "Backstab Protocol",
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"Description": "Melee damage dealt from behind an enemy +50%; frontal melee damage -25%" -
"Name_zh": "Precision Recycling",
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"Description": "Bullets that hit weakspots are reloaded back into the magazine. Can trigger at most once every 0.75 seconds" -
"Name_zh": "Data Backflow",
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"Description": "When killing a marked enemy, 10% chance to refund 10% tool resource, and 15% chance to refund 5% weapon ammo" -
"Name_zh": "Crossfire",(Because I tested this alone late at night, I cannot tell whether it works, so this is still uncertain)
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"Description": "When two players attack the same target within 3 seconds, that target additionally takes damage equal to 10% of its maximum health. The same target can only take damage from this effect once every 3 seconds." -
"Name_zh": "Stress Response",
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"Description": "Whenever your health changes by at least 1 point due to taking damage or receiving resource-pack healing, gain 1 stack of “Stress” for 10 seconds. Each stack provides +20% all damage and +5% movement speed, up to 10 stacks. Can trigger at most once every 0.75 seconds." -
All card values above are test-version values for usability verification. They will (probably) be rebalanced in the later official version, and your suggestions are also welcome.
Default Debug Hotkeys
| Hotkey | Function |
|---|---|
~ |
Inspect the current card pool (a development-stage testing convenience feature that will be removed in later official versions) |
F7 |
Open the reward selection panel |
F6 |
Toggle persistent UI |
F5 |
Debug-draw corruption cards, apply the PreGeneration skeleton, and display corruption cards |
F4 |
Toggle the active corruption card panel |
F8 |
Reload JSON cards (used for hotreload; because the card hooks have not all been established yet, this is untested and usability is uncertain) |
F9 |
Output RogueState, RogueRunState, replacements, and modifiers to the log |
F10 |
Reset runtime state |
Currently Known Issues
The following limitations still exist:
- Complete GTFO real-stat Hooks have not yet been implemented.
- Current network synchronization is still a snapshot skeleton, not a complete multiplayer synchronization system. (Not tested in multiplayer; feedback is welcome)
- The corruption card system is currently mainly used for debug verification. Only "Blood Debt Cycle" has an implemented effect.
- The PreGeneration stage has not yet actually been connected to the full level generation logic. The current card draw system has no restrictions.
- The UI is an early functional verification version and does not represent the final visual effect. (Looking for an artist)
- Some card effects are only used to verify system feasibility. Values and mechanics
maybe adjusted frequently.
Wishlist
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If you:
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Are willing to participate in testing or report issues
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Have suggestions about card progression, in-run random upgrades, or corruption mutation gameplay
-
Or:
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Want to participate in development
-
Want to add this Mod to your rundown
Feel free to contact me: QQ group 861074297 or KainKondraki on Discord
Future Development Direction
Future versions are planned to continue expanding:
- More selectable cards
- A more complete Buff / Debuff system
- More authentic GTFO combat-stat integration
- Actual effects of corruption cards on levels, enemies, resources, and objectives
- Multiplayer network synchronization (
I really will learn this very soon!!) - A more complete reward selection flow (including when card selection opportunities are given, etc.)
- More mature UI presentation (wishing for an artist)
- A roguelite loop more suitable for official gameplay (
possible meta-progression system)