A technical proof-of-concept of a skilltree system with a built-in editor.
- Role: UI Designer / UI Programmer
- Platform: PC / Consoles
- Engine: Unity
I developed this proof-of-concept to explore integrated editor tools. The goal was to create a flexible skill tree that could be designed, tested, and iterated on without leaving play mode.
The editing interface was built using Mesa, a custom framework I created that allows programmers to build editor windows directly inside the game at runtime, so designers can make edits without needing the whole engine.
Game mode: claiming nodes
Key features
The skilltree has two modes: Game and Editor. In Editor mode, designers can place nodes, add connections between skills, and configure which start unlocked. Each node contains customizable gameplay data: names, descriptions, and unlock cost.
The real depth comes from the effect system. Skills can modify player stats, apply status effects, or use trigger-based effects that respond to gameplay events. These triggers create conditional skill behaviors, allowing for complex progression mechanics like “apply slow on critical hits” or “gain bonus damage after you kill an enemy”.
Editor mode: adding nodes and connections
Editor mode: editing node data
Editor mode: editing node nested effects
Editor mode: complex paths
Editor mode: save system
Skill tree save files are stored as JSON files. Here is an example:
2D assets by
- EvilSystem
