The Last Seraphim is a personal game project developed independently using Unity, blending tactical turn‑based combat with a dark science‑fiction atmosphere.
Its purpose is both artistic and technical: to demonstrate clean, scalable gameplay architecture and robust combat logic fully driven by code.
The game focuses on tactical decision‑making, modular abilities, and reactive visual feedback.
Over several months of development, this project has grown into a flexible and maintainable foundation for a full tactical combat experience, featuring:
- A modular turn‑based combat system
- Custom animation playback controlled entirely through logic (no Animator transitions)
- Dynamic camera systems and responsive combat feedback
- Abilities, passives, hit/wound/save rolls, crit systems, and damage typing
- UI, FX, and polished gameplay feedback loops
- A reusable and expandable core architecture
TheLastSeraphim/
│
├── Scripts/
│ ├── Core/ → combat logic, turn flow, architecture
│ ├── Abilities/ → modular ScriptableObjects, effects, logic
│ ├── Characters/ → stats, rolls, damage system, leveling
│ ├── UI/ → floating text, HUD, bars, feedback
│ ├── Interaction/ → selection, targeting, controls
│ └── Animation/ → custom logic-driven animation controller
│
├── Art/ → sprites, VFX, shaders
├── Prefabs/ → modular combat units and UI elements
├── Scenes/ → combat scenarios and test environments
└── ...
-
Modular Ability System
Each ability is a ScriptableObject supporting multiple actions, events, and timings. -
Advanced Damage Resolution
Includes hit roll → wound roll → save throw logic, bonuses, resistances, and crits. -
Animation Without Animator
Combat animations are played and synchronized purely through code, using timing windows. -
Dynamic Floating Text Manager
Buffered pop-ups, crit indicators, elemental damage colors, total damage summaries, etc. -
Health Bar System
Smooth delayed loss bar animations synchronized with impact windows. -
Scalable Architecture
Every system is reusable, isolated, and designed to scale with content. -
Cinematic Camera Feedback
Camera reactions and focus during attacks. -
Clean UX and Combat Workflow
Ability preview, hit chance display, targeting outlines, and more.
git clone https://github.com/H0DEI/TheLastSeraphim.git
Use Unity 2022 LTS or newer (recommended).
Open the main combat scene and press Play.
Animations are driven by code with impact windows, syncing:
- damage application
- floating text
- total damage
- health bar animation
Fully modular, with:
- actions (hit, wound, heal, effects…)
- targeting modes
- timing buffers
- reusable roll system
- extensible damage types
Every hit generates feedback according to:
- damage type
- crit / non‑crit
- healing
- resist / avoid / invulnerable
Buffered windows ensure perfect sync with animation events.
This repository demonstrates experience in:
- Object‑oriented game architecture
- Scalable system design
- Complex gameplay loops
- Unity tooling and optimization
- Clean, maintainable C# patterns (SOLID‑inspired)
- Real‑time feedback and UX design
- Animation, camera, and FX coordination
It represents a portfolio‑grade gameplay framework, ready to be expanded into a full title.
👉 https://www.youtube.com/watch?v=PZx0EEjEgv8
MIT License — feel free to explore, learn, and adapt parts of the architecture.
If you’d like to discuss the project, collaborate, or review the architecture:
LinkedIn: https://www.linkedin.com/in/your-profile/
Email: your.email@example.com