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Isometric 2D Game

This is an unnamed, open-source, 2D, Isometric game "base" project that utilises Unity 6 and C#. It is planned to be a rouge-like (or rouge-lite) system that will be the heart of a story-driven game.

Features

Here is a summary of implemented features.

  • Implemented Player Controller
    • You can move the player using the default controls, WASD and the arrow keys.
    • You can tweak the player in the inspector to use a smoother movement or instant acceleration.
  • Implemented Isometric Camera
    • Isometric player camera is implemented using the Cinemachine package.
    • Camera follows player around smoothly, thanks to the systems provided by Cinemachine.
  • Implemented Enemy AI
    • Enemy abilities are implemented using a modular state machine.
    • Enemy abilities can be toggled (Attack, patrol, follow) on and off.
    • If patrol ability is enabled, the enemy will patrol between random given patrol points.
    • If follow ability is enabled, the enemy will chase possible targets within the follow range.
    • If attack ability is enabled, the enemy will attack the target that it was following if the target is within the attack range.
    • If followed target leaves the follow range, the enemy will return to patrolling.
    • Enemies change colour according to their current state.
  • Implemented Player Inventory
    • You can use it using the default "I" and "Tab" keys.
    • You can resize player inventory slot count using the Resize() method, and the inventory slots UI will resize accordingly.
      • You can also resize using the inspector, but you should restart the game.
    • Items will be stacked according to the maxStack property of Item classes.
    • Items in the selected slot can be used or dropped to the ground using the buttons in the inventory UI.
    • Items can be inspected to know the name and
  • Implemented Item System
    • The player can pick up items using the default E key. A UI prompt will be shown on the item to indicate that.
    • Items can be picked up by all characters, including players. Player will add the items into their inventory upon pickup, while characters will use them directly upon touch.
    • Item classes can be derived from BaseItem to promote custom behaviour on use.
    • Item types can be directly created as assets using Create > Inventory > Item.
  • Implemented Sprite Managers for the Characters
    • Every character, including the player, now turns around to a total of 8 cardinal and ordinal directions. Directions are estimated using movement vectors of characters and input vectors for the player.

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