A full movement parkour system set includes walk, sprint, slide(cancelled), dash, double jump, vault, grapple.
Designed and implemented a data-driven progression system in DogPunk combining persistent meta-upgrades with run-based modifiers to support replayability and build experimentation. Built a modular framework supporting 20+ abilities, 6+ weapons, and ~60 tunable gameplay stats using Data Assets and SaveGame structures, along with a currency and reward loop tied to enemy encounters and bosses. Also created the full progression UI, including upgrade selection, unlock states, and hub-based loadout management, and integrated the system with combat abilities
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