Start small, ship one system at a time, and build confidence as you go.
Part 1
Build your first real-time multiplayer portal with Altruist using GameSessionPortal, spawned player entities, and sync patches.
Published on Apr 15, 2026
Part 2
Take the multiplayer portal from the first post and lock it down with JWT login, a built-in auth controller, and JwtShield.
Published on Apr 17, 2026
Part 3
Persist your first real player profile with VaultModel, IVault<T>, and a small profile service that fits directly into the series portal.
Published on Apr 18, 2026
Part 4
Keep your first persisted player profile fast at runtime with IAutosaveService<T>, dirty tracking, and disconnect flushes.
Published on Apr 19, 2026
Part 5
Add synced HP, SP, and MP values to your player prefab and regenerate them over time with an Altruist engine cycle.
Published on Apr 20, 2026
Part 6
Add your first state-driven NPC behavior to the multiplayer project with AIBehavior, AIState, and a simple patrol-to-chase loop.
Published on Apr 21, 2026
Part 7
Add interest management to the series project so players only receive nearby entities, with clean spawn and remove packet hooks.
Published on Apr 22, 2026
Part 8
Add your first authoritative hits with ICombatEntity, ICombatService, and a small attack gate that broadcasts damage back to the world.
Published on Apr 24, 2026
Part 9
Build your first working quest with QuestRuntime<TContext>, a vault-backed state store, requirement evaluation, and combat kill hooks.
Published on Apr 25, 2026