Realistic Fantasy PvP Arena Game

Job ID: 40379945

Budget: $50 – $300 USD

I'm looking for an experienced Unity developer to create a third-person PvP arena game for PC with PurrNet (PurrDiction) https://purrnet.gitbook.io/docs/client-side-prediction/overview.

Scope of Work
1. Combat System Architecture
Build a full server-authoritative combat system using PurrNet's PurrDiction prediction framework:

Modular Attribute System — Health, Qi, AttackPower, Defense, CritRate, CritDamage, MoveSpeed, CooldownReduction, CCResistance, etc. with a modifier stack supporting flat, percent, and override operations with timed expiration. Must be rollback-safe (all state in predicted structs)
Crowd Control System — CC taxonomy (Stun, Daze, Knockdown, Airborne, Slow, Root, Silence) with diminishing returns per CC type, CC resistance attribute, and escape mechanics (TAB break)
Protection System — i-frames (dodge, abilities), super armor (CC-immune but takes damage), frontal guard (directional block), counter/parry (timing-based punish window), guard (hold to block). Priority system so the highest active protection is always readable
Team System — Team IDs with alliance checking, friendly fire toggle, prevents teammates from damaging each other

2. Ability System
Build a data-driven ability framework:

ScriptableObject-driven ability definitions — each ability is a SO with: damage values, AP scaling, combo position (Opener/Extender/Finisher), directional input, qi cost, cooldown, phase timing (cast/active/recovery), CC effects, displacement parameters, protection frames (super armor/i-frames/frontal guard per phase)
Phase-based execution — abilities progress through Cast → Active → Recovery → Cooldown. Each phase has distinct gameplay meaning (interruptible during cast, hits land during active, vulnerable during recovery)
Directional combo chains — weapon abilities mapped to 4 directions × 3 combo positions (12 abilities per weapon). Combo window system: land an Opener → window opens for Extender → window opens for Finisher. Combo drops if window expires
BnS-style conditional branching — abilities can transform into different abilities when conditions are met (e.g. target is stunned → your 2 key becomes a follow-up)
Cultivation path abilities — separate pool of 6-8 abilities per path, assignable to ability bar slots at runtime (not preset like weapon abilities)

3. Ability Timeline & Animation System
Build a timeline system for authoring ability events visually:

AbilityTimeline ScriptableObject — ordered list of timed events on a single ability's execution. Events include: Damage, VFX spawn, SFX, Camera Shake, Displacement, CC application, Buff/debuff, Projectile spawn, Animation trigger, Hit stop (freeze frame)
Animation integration — play arbitrary AnimationClips during abilities without requiring them in an Animator Controller (use Unity's Playable API). Animation clip assigned per timeline SO
Custom Editor Window — visual timeline editor with:

3D animation preview viewport showing the character model at the current scrub position
Scrub bar with playable transport controls (play/pause/stop/frame step)
Color-coded phase regions (cast/active/recovery) on the timeline
Draggable event markers that can be repositioned on the timeline
Per-event-type inspector panel (damage events show shape/multiplier/CC, VFX events show prefab/offset/scale, etc.)
Damage shape visualization in the preview and scene view



4. Damage System
Build all damage resolution:

Damage shapes — ScriptableObject-based damage volumes. Need at minimum: Sphere (standard AOE), Cone (melee cleave), Rectangle (ground slam), Line (piercing beam), Shockwave (expanding ring), Seismic Wave (directional trapezoid), Black Hole (pull toward center), Vacuum (directional pull), Expanding Zone (growing sphere), Tether (range-based link), DOT (periodic ticks), Chain Lightning (bouncing), Ground Target (placed AOE), Single Target (raycast). Each shape needs physics queries and visual debugging (GL lines at runtime, gizmos in editor)
Damage calculator — full pipeline: base damage → attack power scaling → crit roll → combo multiplier → distance falloff → defense mitigation. True damage type bypasses defense
Damage resolver — finds targets via shape queries, filters by team, applies damage/CC to targets, handles cross-identity state mutation. View events (VFX/SFX/shake) must be deferred to avoid duplication during rollback replays

5. Displacement System
Build a movement system for ability-driven character displacement:

Direction modes — Forward, Backward, Left, Right, Toward Target, Away From Target, Camera Forward, Camera Steered (player controls direction mid-flight), Input Direction, Custom Angle, Up, Down
Speed curves — Linear, EaseOut, EaseIn, EaseInOut, Burst (instant then decay), Parabola (for vertical launches), WindUp (slow then fast), Elastic (overshoot then settle)
Camera steering — during displacement, player can steer by moving the camera (left or right)
Vertical launches — parabolic arc for airborne abilities
Per-displacement protection — i-frames, super armor, or frontal guard during specific displacement phases
Wall collision — stop displacement on wall contact
Dodge cancel — option to allow dodge-canceling out of a displacement
Integration with timeline — displacement events on the ability timeline with start delay, duration, and all the above parameters

6. Camera System
Build a third-person combat camera:

Three modes — Free orbit (BDO-style), Soft Lock (GW2-style camera bias toward target), Hard Lock (BnS-style camera always faces target)
Smooth follow — SmoothDamp-based, near-instant during displacement/dodge so camera never falls behind
Wall collision — spherecast pullback with instant pull-in and smooth recovery
Soft-lock target system — target acquisition via distance + angle + screen center scoring, tab cycling, obstruction grace period, auto-drop on death/out of range
Camera shake — Perlin-based, triggered by timeline events
Shoulder offset — over-shoulder offset with swap key
Zoom — scroll wheel with smoothing

7. Player Movement
Build character movement:

Camera-relative movement — WASD relative to camera facing direction
Gravity and jumping
Reads combat state — dodge/displacement vectors from combat system, movement blocking from CC/casting
Visual interpolation — Graphics child smoothed between tick positions so movement isn't snappy at low tick rates
Character rotation — smooth visual rotation toward movement/dodge/displacement direction

8. Weapon Combat Kits
Design and implement complete ability kits for 3 weapons. Each weapon needs:

12 weapon abilities (4 directions × 3 combo positions)
AbilityData SO assets with phase timing, damage, CC, displacement, protection frames
AbilityTimeline SO assets with damage events, VFX/SFX timing, displacement events
Damage shape SO assets per ability
Working animations — source or create placeholder combat animations (Mixamo or similar)
Combo flow that feels responsive

Weapons to implement (pick 3 from):
Sword, Gauntlets, Greatsword, Spear, Dual Blades, Staff, Bow, Hammer, Glaive, Fans
Each weapon should feel mechanically distinct (e.g. Sword = fast balanced, Greatsword = slow heavy with super armor, Gauntlets = rapid CC chains, Spear = mid-range lunges, Bow = ranged kiting).
9. Cultivation Path Abilities
Implement ability kits for 2 cultivation paths. Each path needs:

6-8 path abilities assignable to slots at runtime
Path resource mechanic (e.g. Frostbite stacks that proc a Freeze at threshold)
Domain ultimate ability (Nascent Soul realm) with area buff/debuff
Realm passives — attribute bonuses per cultivation realm level

Paths to implement (pick 2 from):

Glacier — Frostbite stacking → Freeze, ice fields, slows
Storm — Lightning charges → chain lightning proc, speed buffs, airborne launchers
Iron Body — Self-buffs, damage reduction, super armor windows, counter-attacks
Crimson Tide — Bleed DOTs, lifesteal, blood stacking, burst consume

10. Loadout / Character Select UI
Build a loadout screen:

Weapon selection — picks the weapon's 12-ability kit
Cultivation path selection — picks the path and available ability pool
Path ability assignment — drag or click to assign path abilities to bar slots
Ability tooltips — damage, CC, cooldown, combo position, phase timing
Character preview — 3D model with selected weapon
Confirm — writes selections to the combat system before match start

Ideal Skills & Experience:
- Proficiency in Unity and C#
- Experience in multiplayer game development

Please provide a portfolio showcasing similar projects.
Related categories: C# Programming Unity 3D Game Development Unity